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Old 10-08-07, 02:50 AM   #16
Misfit138
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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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Old 10-09-07, 10:06 AM   #17
Misfit138
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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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Old 10-09-07, 03:47 PM   #18
leovampire
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Default I don't know exactly which file in the saves does this

Quote:
Originally Posted by Misfit138
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
I had to delete the entire save folder for SHIV in my game and start over from scratch after I had added the files to the game so it would read and save the changes once the game was started up again and then when it recreated the save file everything worked for me just fine.
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Old 10-10-07, 12:56 AM   #19
Misfit138
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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 No wonder I didn't saw any lightnings!

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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Old 10-10-07, 01:14 AM   #20
leovampire
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Default Just remember to add your files to the game before

Quote:
Originally Posted by Misfit138
Ok, thanks for clearing that up leovampire!

I had only deleted the save.tmp and replay.tmp files but left the save folder No wonder I didn't saw any lightnings!

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
Add the files before You start the game again other wise deleting the save folder did nothing. The files have to be present in the game directory before it is started and a new save file is built by the game okay?!

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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Old 10-10-07, 04:58 PM   #21
mrbeast
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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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Old 10-11-07, 03:09 AM   #22
Misfit138
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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
So far, these results are pretty much the same as I've been getting in RFB's Torpedo Training mission but I'm gonna take a deeper look in the coming weekend
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Old 10-11-07, 10:34 AM   #23
Wilcke
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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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Old 10-11-07, 01:05 PM   #24
mrbeast
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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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Old 10-11-07, 03:29 PM   #25
Misfit138
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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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Old 10-11-07, 04:13 PM   #26
Wilcke
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Right, so many mods and so many hard working folks to thank, thanks to CCIP!

Wilcke
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Old 10-11-07, 05:17 PM   #27
mrbeast
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Thanks Wilcke.
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Old 10-13-07, 05:25 AM   #28
Misfit138
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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... ) I exited the game and activated Torpedo Hardcore mod and ran the game once again. Now my situation is pretty much the same as those who are running this mod

The results with Mark 14

Code:
1. Ok
2. Ok
3. Ok
4. Ok
5. Ok
6. Ok
The date was december 9th 1941 and these torpedoes should be a piece of junk but every single one of them worked perfectly. Didn't even bother to do another test with this setup because this clearly shows that this isn't correct

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...)
Although I made only a few tests all in all, there is a clear difference when you look at the results with different setups

Would be great if somebody would confirm these results
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Old 10-13-07, 02:06 PM   #29
baxter
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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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Old 10-13-07, 05:23 PM   #30
Dogster
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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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