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Old 08-16-07, 01:42 PM   #1
tater
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From a gameplay standpoint the only possible problem might be that they'll never be able to hit some ships. Not sure what the min depth setting is, and what it was in RL. If the min in game is 1.8m, and the fish runs 4m deep, then it's not like youy can set the fist to 4m, the bet you'll do is 5.8. Not sure what it was in RL.

I think in the RL tests on depth they got 11 as the average, with 10s and 12s on either side (firing at fishing nets).

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Old 08-16-07, 01:58 PM   #2
Bando
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I used some variable. For the mk 10 it's 1,2 - 1,6 meter 99% and for mk14 its 3,0 - 3,3 meter 99%. It should vary between these values. This is on top of what's set in the tdc

I hope I got the explosive powers right. Need some testing. For me, it works fine, hope it does for others as well
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Last edited by Bando; 08-16-07 at 02:14 PM.
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Old 08-20-07, 12:37 AM   #3
chris455
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Nice work!
Q:What about duds?
How does the reliability of the Mk14s in this mod compare with, say, the hardcore torpedo mod?

Last edited by chris455; 08-20-07 at 02:04 AM.
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Old 08-20-07, 02:07 AM   #4
Bando
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I took the hardcore torp mod of CCIP as basis. The dud chances of a Mk 10 are reduced compared to the HC mod because in there the Mk 10 pistol had a 99% chance of dud when hitting the target at a 70 - 90 degree angle. This is (AFAIK) not correct, so I changed that to a lesser value to allow duds at a lower rate. The Mk 10 still has duds to simulate that it was an old torpedo.

The pistol duds for the MK14 are as in the HC mod of CCIP. They were there in RL, they are still in here. I personally found the wave factor in CCIP's mod too rigurous, so I lessened this effect a little. This means that seastate has a slightly reduced effect on the torpedo dud chance (= premature)
As for gyro probs, in RFB before patch 1.3, Beery had reduced the effect because the Mk 14 seemed to veer of 20 degrees, and all torps fired after the first one with this problem had the same. There was a discussion on Beery's thread and he than reduced the chance of gyro angle faillure to almost none. In this mod I introduce the faillure again (slightly that is) and am in the process of finding out if the 20 degree off shots are reappearing.
So far, so good, meaning it did not reappear....
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