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#31 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 596
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According to the sim file, yes the code is there to simulate deep running, gyo error, whole buch of stuff. I seen alot of different 'hit' depths.
Needs to be looked into. Each install of the game generates a random seed number for you in your folder. It may be using that to simulate the terrible, variable depth running and malfunctions. Who knows? USN had alot of problem in the early years of the war 70% plus failures so to speak. Gives the Japanese forces a chance to make up for their poor ASW. |
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#32 | |
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
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My findings were basically the same. I was unable to obtain a Magnetic detonation at any time. Used Porpoise vs Large Tanker. |
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#33 | |
Officer
![]() Join Date: Mar 2005
Location: South Wales, UK
Posts: 237
Downloads: 2
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Its the internet, anyone taking offence can just stop reading. Anyone to get back on topic. There's another thread here showing that the recognition manual draft and the actually draft used in the game for various ships differ, sometimes quite a bit. I suspect its this causing the magnetics to not detonate or bounce off. Like the torpedo speed error the actual data in the game differs from what it should be. If it is the case though it should be easyish to mod.
__________________
Supporting Iran against American warmongering. |
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#34 | |
Torpedoman
![]() Join Date: Jul 2005
Posts: 112
Downloads: 16
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Let it be known, by the way, that I am not American, so there's nothing personal in that statement: it's just a matter of politeness and good taste, both of which your current sig lacks completely. As for the torpedo settings... So far I have only used the contact pistol, probably because of my SH3 experience. One thing I've noticed, though, is that 3D damage from torpedoes is rarely shown, and many deck gun shells create a visible hole in the hull when torpedoes don't. With contact detonator, and 3D damage tuned all the way up in preferences, only about half of the torpedoes I fire create a visible hole, and often a small merchant takes three or four this way without sinking (it just slows down and shows a moderate list). I also get premature detonations regularly with the contact setting. Does the contact-influence setting do, direct to the hull (not under it) more damage, or are the firecracker-like torpedoes I'm getting not a pistol issue but a warhead one? |
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#35 |
Stowaway
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Hi guys. Check this thread regarding torpedo detonation problems:
http://www.subsim.com/radioroom/showthread.php?t=110051 I'm sure a mod fix will be coming soon. ![]() |
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#36 | ||
Officer
![]() Join Date: Mar 2005
Location: South Wales, UK
Posts: 237
Downloads: 2
Uploads: 0
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#37 |
Navy Dude
![]() Join Date: Mar 2007
Posts: 175
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i set two magnetic mk 10s at 23 feet on a taiyo? escort carrier and both went underneath (barely) without detonating. then i fired one more at 23 set to contact and it also barely passed underneath but detonated directly underneath with a hole across the enitre bottom and spreading up alitle on both sides. fired from s-18 if that matters.
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