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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1726 |
Black Magic
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Oh this gets even better
![]() ![]() ![]() The solution is easy but it's not. The solution is to add code to check every entry in the torpedoe's .sim file to ensure it's a percentage (0.0 to 1.0). If it's > 1.0 then scale to 0.0 to 1.0. Then change code (where needed) when random number is retrieved to scale it to a value between 0.0 and 1.0. This way failure checks will actually work. |
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#1727 | |
Black Magic
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#1728 | |
Ocean Warrior
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I remember.. and therefore need to test it so you can make it better and better
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1729 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1730 |
Ocean Warrior
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Yes, the Patcher will work correctly with the regular downloaded version..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1731 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1732 | |
Black Magic
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![]() Some of the code is incorrect also. Where the notes say the value is a percentage the code is checking against a value from 0 to 100. The code has to be corrected and code added to check for user mistakes. Nothing pisses me off more than seeing 'kiddy code' ![]() ![]() |
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#1733 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1734 |
Ocean Warrior
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Revised circle runner patch test-report -
![]() Weird thing happened to me today.. looks like revised patch is not working at all.. don't know what happened in Fifi's game, why he was still able to see circle runner torpedoes.. Okay.. single tube shooting - total 100 - circle runner 0 salvo shooting - total 100 - circle runner 0 (100 - because VIIA has 10 bow torpedoes) PS: and I have checked four times.. patch was enabled..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1735 |
Navy Seal
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Interesting posts here, and thanks again TDW for your hard work looking into codes
![]() To resume my torp issues (with DUD torp option checked of course): - when all TDW patches concerning torpedos activated, i get whole load exploding before hitting (with default magnetic + impact), or many circling ones (TDW said 50% is historicaly good for early war?... ![]() Not to say i can stay docked, because this way only my deck gun will work and be useful! ![]() - when all patches activated except magnetic detonator range defects, only get about 50% circling - to me it's a lot for the VII load capacity...and so maybe OHII tonnage requirements should be decreased to match historical accuracy, if we have historical torp failure! Otherwise it seems impossible to me to success mission tonnage with only half torp load efficacity. - when magnetic detonator range defects + circle runner chance fix deactivated, get all torpedos working and destroying each time, not even one DUD... at any hitting angle ![]() In regard of SH5 actual gameplay with OHII, in regard of type VII torp load capacity, i would say getting only 20% torp defect (either premature explosion or circling) is way enough to me ![]() Not for cheating, but sometime historical accuracy has to be adjusted for gameplay! Just my 2 cents... EDIT: Just realised/remembered i don't have FX/data/library/torpedoes_g7a-e anymore...because i wanted the stock torpedo hitting splash back...maybe it's related to my observations above... In fact my game even modded is still using the vanilla torpedoes_g7a-e! Maybe TDW could look into his FX/torpedoes_g7a-e, to see what is taking away the stock torp splash from any distance, so i can use it again...
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Last edited by Fifi; 04-30-13 at 07:39 PM. |
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#1736 | |
Navy Seal
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![]() New Update!...since i brought back original FX Update torpedoes_g7a-e file (modified for the splash effect http://www.subsim.com/radioroom/show...83&postcount=1), i reactivated all TDW patches relating to torpedos magnetic defect and circle chance ---> all seems to work fine again! ![]() In my last test in historical mission, on 11 torpedos fired, 3 were circling (i think this mission test called MS20 take place in 1942 though). Anyway, i like that! I don't have anymore the whole load of torp premature exploding ![]() Still have to test in my career though...but fingers crossed!
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#1737 | |
Black Magic
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#1738 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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I have a slight feeling those 6000-7000m shots are going to be much more difficult before long.
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#1739 | |
Ocean Warrior
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![]() The patch started working after refit ![]() I don't know why but the patch didn't work with torpedoes were loaded before the patch was enabled.. ![]() I'll retest it right now using stock torpedoes and FX Update torpedoes..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1740 |
Ocean Warrior
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It was not a refit..
The patch is working unstable.. Sometimes it's not working at all, like in my early tests.. Sometimes after full reload the game (from desktop) it starts to work.. but not correctly.. first load total - 50, circle runner - 50 second load total - 50, circle runner - 34 third load total - 50, circle runner - 0 fourth load total - 50, circle runner - 31 fifth load total - 50, circle runner - 1
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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