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Old 11-17-11, 08:32 AM   #2761
PapaKilo
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Advocates are already here, how sweet

I think I already know what post is gonna be next:

"@Papakilo: You are one ungratefull nasty nitpicker, you want to compromise our person in faith!

How about you keep your mouth shut or we call a moderator on you! Shame on you, you don;t have a sence of community here!

Shut up or BEGONE!"
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Old 11-17-11, 08:46 AM   #2762
Jimbuna
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Let us not resort to name calling or insults please.

Can we all simply get on together.

Thanking everyone for there cooperation.
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Old 11-17-11, 08:51 AM   #2763
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Quote:
Originally Posted by Patapondonchaka100 View Post
[

IT SAYS 0 mods found!!!!!!!!!!!
Hey little buddy, how old are you ?

Look what I have found for you: http://www.cdosabandonware.com/std_g...hp?gameid=1692

Enjoy
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Old 11-17-11, 09:02 AM   #2764
Hitman
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Quote:
"What we need to change"

This reminds me my former boss. He also used the words "WE have to do" but he ment "YOU have to do".
Was your boss a woman? My wife does that all the time
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Old 11-17-11, 09:09 AM   #2765
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Did you already threaten her with quitting your job?
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Old 11-17-11, 12:44 PM   #2766
Dani
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First impressions on theTorpedo Failures Fix.

Played the torpedo mission in naval academy. Wind 2 m/s. Date is 15 June 1939.

Impact pistol.
Out of 5 torpedo fired, 2 hits and 3 went under the ship.
On reloading the mission several times similar results.

Magnetic pistol
Every thing fired is a hit. I know that the sea state is perfect, but my my impression is that you should raise the failure rate for the magnetic pistol, at least for the until June '40 timeline and even for calmer sea state.
I think there should be a reason for the players to switch to impact pistol only, like the orders from BDU says.

Just my opinion.

Overall, great job!
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Old 11-17-11, 01:19 PM   #2767
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I agree- both magnetic and impact torpedoes were affected by the same depth keeping errors, but magnetic pistols either did not work or prematured more often than impact pistols failed. I don't have the data right but I would be surprised if the opposite was the case.
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Old 11-17-11, 02:50 PM   #2768
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Hi,

if you look at the parameters posted by h.sie, you can see that for the magnetic pistol the dud rate is not much increased with respect to the stock rate. Since the stock failure rate strongly depends on the range and weather setting, it's difficult to compare the failure rates for the impact and magnetic pistol for a single weather setting.

Currently the parameters should give similar dud rates for the two pistols if one averages over all weather settings and firing ranges. This means that if you have the choice, you are better off with using magnetic pistols at low wind speed and short ranges. For longer ranges and bad weather the impact pistol is more reliable. However, in many situations the commanders had no choice.

This could be changed (partly) by using a wind-speed dependent p0 for the magnetic pistol.

Regards, LGN1
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Old 11-19-11, 06:34 AM   #2769
h.sie
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@Dani, andqui: Thanks for your feedback. The weather of the Torpedo Trainings missions is very atypical for atlantic I guess, so please make your tests in more rough weather. Surely it is possible to ajust parameters, but I'll wait until we have more feedback/experiences.

In the meantime one can find Version V1.0c of the Torpedo Failure Fix on my mediafire page. No parameters have been changed since the first version, and thus no effect on gameplay.

Only hsie.act has been changed. It is much smaller now in size, and has better protection from errors. If you e.g. remove one of the necessary .bin files, the V1.0 would cause sh3 to crash in some situations, while V1.0c would simply prevent hsie.act from loading.
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Old 11-19-11, 08:39 AM   #2770
reaper7
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Quote:
Originally Posted by h.sie View Post
@Dani, andqui: Thanks for your feedback. The weather of the Torpedo Trainings missions is very atypical for atlantic I guess, so please make your tests in more rough weather. Surely it is possible to ajust parameters, but I'll wait until we have more feedback/experiences..
The Bismarck Single player mission is a good one for testing with wind speed of 12m/sec.
On average 1/2 the torps end up running deep in those heavy seas.
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Old 11-19-11, 08:43 AM   #2771
h.sie
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@reaper:

- what pistol do you use?
- what depth do you choose?
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Old 11-19-11, 10:41 AM   #2772
reaper7
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Quote:
Originally Posted by h.sie View Post
@reaper:

- what pistol do you use?
- what depth do you choose?
Was using default settings just to test it was working:
So should be Magnetic and 4M depth.

Haven't tried any other settings yet.
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Old 11-19-11, 03:59 PM   #2773
Letum
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It's great to see some of SH3's oldest problems being solved. This has got me playing subsims again.

I don't suppose there is any remote chance of fixing the way aircraft do not spawn at high TC?
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Old 11-21-11, 04:52 AM   #2774
h.sie
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@Letum: Hello . If I find the appropriate code, I'll try to fix it.
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Old 11-22-11, 03:46 PM   #2775
Sepp von Ch.
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Hello,


H.sie´s Torpedo Failures V1.0c for V16A3 (JSGME) mod should I activate after Supplement to V16A3 (JSGME) and O2-Gauges v2 mods?
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