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Old 03-27-08, 04:31 PM   #1
Tusc31979
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Default MAX Torps in Bunker?

Hey all,

I'm tweaking a Porpoise just for shiznits and giggles. I've reset the # of torps in the reload bunkers to 20 aft and 30 fore. Go into the game and it all shows up fine in the campaign ship loadout screen, but enter the campaign and it barfs.

I'm SURE someone has done this before, since it's so simple to find. Can someone clue me in to the max # of torps per bunker that the computer will allow without giving me the deep-six?
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Old 03-27-08, 07:11 PM   #2
Xantrokoles
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Sure that u get a appcrash because of the torpedoes?
Usually there is no Limit:hmm:
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Old 03-27-08, 11:54 PM   #3
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Is this refering to the number of torps allowed on the sub itself?
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Old 03-28-08, 08:01 AM   #4
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I guess you can carry no more than 26 toprs on board. Max 12 reserves in bow compartmente plus the torpdoes loaded in the tubes.

I also had crashes in campaign mode.
I's moe sort of bug i think...
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Old 03-28-08, 09:04 AM   #5
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I believe it's more a feature than a bug. The game was designed to be a simulator (look it up, it means "simulates reality") and 50 torpedos in a fleet boat isn't too realistic.
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Old 03-28-08, 02:20 PM   #6
Tusc31979
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That makes no sense, DT. The program "knows" what's real or not and limits changes...riiiight. That's why I can have a boat that does 200 knots, dives 10,000 feet and can nuke a convoy with one shot if I wanted to do all that.

Simulation - n. - genre or type of GAME which attempts to loosely approximate real life conditions.

My reality has always been skewed, so of course I carry this theme into my entertainment as well. LOL

26 with 12 max in fore you say? I'll give that a shot. Thanks!
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Old 03-28-08, 02:29 PM   #7
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Well, from a programming point of view, changing things in the .cfg, .ini, .whatever files has been known to cause program crashes when the program was never designed to handle more than some finite number of objects (ask Fred about what GIEP does when you put too many girls in the Captain'sGirls folder ).

I don't think it was unreasonable of the developers to only work with a finite number of torpedos. If they expected the game to be a "shoot 'em up" there would be an option for unlimited nuclear-tipped, laser guided, instant loading torpedos. Fortunately, there is no such option. Don't get me wrong, I'm no rivet-counter, but there are limits on the fantasy aspect of the game.
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Old 03-29-08, 06:31 AM   #8
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I guess Tusc is right...The realism is achieved through correct values, not by "reasonable" limits in those config files.
To make a boat "realistic" they should have (and thay did it, actually) set the amount of torps at 24 (10 in the tubes plus 14 reloads), regardless the "tweaking possibilities".

Besides, a tench class carried 4 more torps...but if I load a sub with 28 torps the game crashes.
And I notice that the amount of torps makes the game crash only in campaign mode only after first patrol..
...a bit strange for a conscious limit made by devs.
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Old 03-29-08, 12:31 PM   #9
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Well, the Tench class was not modelled in the game, so it doesn't count. What I was getting at is that when a programmer writes a program that only expects a maximum of "X" of something and you, through a file change, tell it that there are "X + Y" of that object, it is not unreasonable to expect the possibility of problems.

Conscious or not, evidently there was no allowance for more torpedos than were carried in any of the subs that they modelled in the game. Again, the game was meant to be a simulation, albeit a very modifiable one. It shouldn't be considered a bug that the game doesn't allow 1,000 torpedos.

Edit: As for when the problem shows up, that's the way programming is. Something can be wrong and it doesn't cause a catastrophic problem until a certain set of conditions exist (especially in a piece of software as complicated as this one).
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Old 03-30-08, 12:53 AM   #10
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All are good points. :hmm:

I haven't been looking to go nuts. I wouldn't use the 50+ torps in campaign mode.

I've definitely nerf'd my copy a bit though. I upped the surfaced flank speed to 40 and remapped the propulsion settings so full is the old flank. Now I use the new flank to speed up the game when I'm crossing the pacific. Left submerged stock. Increased the amount of deck gun shells to 500 each. And it doesn't look like I'll be upping the torpedoes by much. Speaking of which, I noticed the 9D2 carries 26. I tried setting a Gato to 26 and it still puked. I'll give 24 a whack.
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Old 03-30-08, 12:23 PM   #11
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If I remember correctly (what are the odds of that ) you could go 2 over the current max and everything over that caused a CTD. I can't remember where I read that, but.........
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