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Old 04-30-13, 10:02 AM   #1726
TheDarkWraith
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Oh this gets even better Has anyone ever seen torpedo gyro problems in game? I can answer that based on the code I see - NO! The torpedoe's .sim file's gyro problems chance says it's value is a percentage (and the value is a percentage - 0.3). This is fine. What isn't fine is the code gets a random number and scales the random number to a value between 0 and 100. Hmm, let's see....a value between 0 and 100 compared to a value between 0 and 1.0...almost will never happen This is one huge freakin mess

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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Old 04-30-13, 10:08 AM   #1727
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Quote:
Originally Posted by Tonci87 View Post


Oh ****....

Just out of interest, how deep should the torp run to prevent beeing triggered by the waves?
Actually I just decoded the whole function for this and it doesn't detonate the torpedoe upon firing. What it does is increase the arming distance and something else (not sure what the something else is - the something else replaces a HUGE number with a very small number in a memory address of the torpedo )
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Old 04-30-13, 10:09 AM   #1728
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Quote:
Originally Posted by TheDarkWraith View Post
I said it wasn't perfect yet...
I remember.. and therefore need to test it so you can make it better and better

Quote:
Originally Posted by gap View Post
Man, I will sponsor you for the "Beta Tester of the Century" Subsim Award, if ever they will introduce such a contest
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Old 04-30-13, 10:13 AM   #1729
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Quote:
Originally Posted by TheDarkWraith View Post
Oh this gets even better Has anyone ever seen torpedo gyro problems in game? I can answer that based on the code I see - NO! The torpedoe's .sim file's gyro problems chance says it's value is a percentage (and the value is a percentage - 0.3). This is fine. What isn't fine is the code gets a random number and scales the random number to a value between 0 and 100. Hmm, let's see....a value between 0 and 100 compared to a value between 0 and 1.0...almost will never happen This is one huge freakin mess

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.
Wouldn't be easier if we corrected the wrong torpedo failure settings manually?
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Old 04-30-13, 10:14 AM   #1730
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Originally Posted by Scümbagfuhrer View Post
Hello, since my steam version of the game doesn't accept this patcher, what if I used the downloaded uplay version of this game, is it same with the retail version? so this patcher will work correctly?
Yes, the Patcher will work correctly with the regular downloaded version..
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Old 04-30-13, 10:17 AM   #1731
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Quote:
Originally Posted by gap View Post
Wouldn't be easier if we corrected the wrong torpedo failure settings manually?
Perhaps Rongel have already done this
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Old 04-30-13, 10:19 AM   #1732
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Quote:
Originally Posted by gap View Post
Wouldn't be easier if we corrected the wrong torpedo failure settings manually?
Yes but that doesn't stop somebody from entering an incorrect value (because they don't read the notes). Adding code to anticipate end-user making errors is good programming. Ubisoft should take some notes here

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' There is 'kiddy code' all over the torpedo's code to reduce the % chance of failures. This has got to go
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Old 04-30-13, 10:27 AM   #1733
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Originally Posted by TheDarkWraith View Post
Nothing pisses me off more than seeing 'kiddy code' There is 'kiddy code' all over the torpedo's code to reduce the % chance of failures. This has got to go
I agree. I hope that Rongel is reading our discussion
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Old 04-30-13, 03:21 PM   #1734
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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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Old 04-30-13, 05:24 PM   #1735
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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...

Last edited by Fifi; 04-30-13 at 07:39 PM.
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Old 05-01-13, 02:06 AM   #1736
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Quote:
Originally Posted by Fifi View Post
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...


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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Old 05-01-13, 02:41 AM   #1737
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Quote:
Originally Posted by Fifi View Post
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!
Your happiness is going to be short lived. Once I release the overhaul to the torpedoes you are going to hate historical accuracy/modeling Gyro problems (course deviations) and depth keeping problems now work correctly I've also added a little randomization to the torpedo speed (+- up to 5% of speed selected) and a little randomization to the max range at speed (+- up to 5% of max range at speed). Being an Engineer I know everything has a tolerance. I hate that everything in the game is so 'perfect'. Torpedoes do not travel at a constant speed through the water. Their speed increases/decreases due to current/waves/etc. No two torpedoes are exactly alike in real life but to this game they are. I'm slowly changing this. I've removed all the 'kiddy factors' from the game so there's no dumbing down any of the failure chances. I've also added patches that allow you to disable many of the special abilities related to torpedoes (increase max range and increase speed for some). Still working on it though
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Old 05-01-13, 05:10 AM   #1738
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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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Old 05-01-13, 05:33 AM   #1739
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Quote:
Originally Posted by Fifi View Post
- 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.
I said - 'weird thing happened to me today'
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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Old 05-01-13, 06:31 AM   #1740
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Quote:
Originally Posted by volodya61 View Post
The patch started working after refit
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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