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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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Ok, so there seems to be a problem with duds in the campaing. I still haven't looked into this that much simply because I'm currently lacking the time
Volunteer testers would be great 'cause testing is the part which requires the time I do not have at the moment |
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#17 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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I think I figured out the cause of the problem some of you are having. And did this all by just sitting on my ass right in front of this screen
![]() So, many of you have reported that duds do not occur as often in the campaign as they do in the single missions. That's most likely because of the save.tmp file. If my memory doesn't fail me, that was the problem with bringing the lightnings back into the game. They did work in single missions but not in the campaign and this was somehow related to temporary save files. Could anybody give more details about fixing this lightning issue? The same trick most likely is going to solve this problem too |
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#18 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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#19 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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Ok, thanks for clearing that up leovampire!
![]() I had only deleted the save.tmp and replay.tmp files but left the save folder ![]() But now that I know this, I'm gonna try to test this sometime during this week. I wanna make it completely sure that this solves the problem so anybody having this lacking of duds problem, do not delete your save files just yet |
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#20 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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You will notice it takes a long time for the game to load because it makes it read every file the game has in it to build a new Save folder base for the game which means there is a cache file being created for the game. |
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#21 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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Has anyone noticed their torps running too deep? I've scored about 6 probable hits recently with this mod on and all of the torps ran deep, too deep, deeper than the RL malfunctioning torps. Now I know they are supposed to run somewhere between 10 or 15feet deeper but mine must be running something like 20+ feet deep they are under running even when I've got the depth setting at its shallowest setting.
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#22 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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So, cleaned up my previous saves and loaded the game with mods like this included. Did a quick initial test with Mark 10 torpedoes in December 2nd 1941. In all of these sets, I set the exploder to contact and depth to as minimal as possible
Code:
Set no. 1 Set no. 2 - 1. Deeprunner - 1. Dud - 2. OK - 2. Dud - 3. OK - 3. Dud - 4. Dud - 4. Dud Set no. 3 Set no. 4 - 1. OK - 1. OK - 2. OK - 2. Deeprunner - 3. Dud - 3. OK - 4. Dud - 4. OK |
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#23 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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MisFit,
Using your mod, I am seeing a good number of duds, shot a whole loadout at a large invasion force and had at least 3-4 duds out of a Salmon class sub. To busy squirming around DD's and DC's to get any idea of what went wrong but it gives the right atmosphere of frustration! Especially when the solution was spot on .....and you get the DUD message! Well done man...well done! Thanks to CCIP also!!!! Wilcke Last edited by Wilcke; 10-11-07 at 04:12 PM. |
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#24 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
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BTW I'm getting plenty of duds too and the mark 10 torps have a very good feel to them better than the mark 14's but still a little dodgy.
![]() My problem is that the depth error on the mark 14's seems too extreme. As I said in my last post I'm getting them running under targets when set to run at depths less than 5 feet under the surface. The mark 14 almost 100% of the time ran under its set depth by around 15 to 10 feet or so. Therefore if I set my torps to run at 5 feet they should not be running under a target with a draft of 27feet.
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#25 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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Wilcke, thanks for the positive feedback but this mod is orginal work of CCIP and all I've done is to made it compatible with Natural Sinking Mechanics
![]() mrbeast, I'm gonna take a good look into Mark 14 torpedoes during the coming weekend but first I want to make sure that is there really a problem with duds not working in campaign in some cases Last edited by Misfit138; 10-13-07 at 05:08 AM. |
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#26 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Right, so many mods and so many hard working folks to thank, thanks to CCIP!
Wilcke |
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#27 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Bolton, UK
Posts: 1,236
Downloads: 0
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Thanks Wilcke.
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#28 |
Lieutenant
![]() Join Date: Apr 2005
Location: Finland
Posts: 267
Downloads: 80
Uploads: 0
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Since there has been some reports that duds work as they should in the campaign, I cleaned my saves once again, loaded NSM without torpedo hardcore mod and ran the game. After I had sank the Mogami (I'm doing this almost everytime I run SH4...
![]() The results with Mark 14 Code:
1. Ok 2. Ok 3. Ok 4. Ok 5. Ok 6. Ok Now, I cleaned my saves and ran the game. As I ran the game at this time, it creates a completely new cache based on the mods I had now enabled. This time the base was completely clean for torpedo hardcore mod The results with Mark 14 Code:
Set 1 Set 2 1. Ok 1. Premature 2. Premature 2. Circle Runner 3. Ok 3. Dud 4. Ok 4. Ok 5. Dud 5. Ok 6. Dud 6. Unknown (Game crashed before this reached it's target...) Would be great if somebody would confirm these results |
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#29 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
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I don't have the exact numbers, but I know that before deleting my saved game files I was rarely getting a dud, and since doing that they are common. It solved my problem with this mod.
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#30 |
Watch
![]() Join Date: Apr 2007
Location: Albany, NY
Posts: 21
Downloads: 9
Uploads: 0
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I'm getting more duds any premo's too. On this current patrol, starting 6/7/42(its not over yet): I've fired 17 shots. 9 hits, 3 duds, 5 misses. 2 of the misses attributed to running to deep.
I believe this mod is one of the single most important mods in the game. Thanks for your hard work. Last edited by Dogster; 10-13-07 at 06:43 PM. |
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