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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: May 2005
Posts: 57
Downloads: 63
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Hello captains,
Firstly, please forgive me if this issue is not suit for this forum. I have confidence about the issue that SH5's Torpedo Detonator is broken. So, I have contacted UBI's tech support during about a month, but their final answer is "Unfortunately we have no further information on the issues. Another patch is due out for the game but we do not have an ETA. I'd suggest posting the feedback on our forums." ┐(゚_゚)┌ Then, could you try examine attached file and report your result? http://www.mediafire.com/?eylzeyttkaw These two files change G7a T-I torpedo's pistol value, angle(0-90) and dud chance (99.9, 0.1). ![]() Logically, One should explode 99.9%, and Another should make dud 99.9% with any kind of hitting angle.( with pistol detonator ) I guess this issue affect mag detonator too. (cf.http://www.subsim.com/radioroom/showthread.php?t=166310) Can you see torpedo dud? p.s. I sent this attached file to UBI, long time ago.... ////edit///// In order to simplify a comlicated story, Please focus on only MALFUNCTION of DIRECT CONTACT with pistol detonator in this thread. and please except cases about premature explosion and mag detonator's malfunction and so on. thank you for your cooperate. p.s. I add the very simple SingleMission file, so please try it and report it.. Last edited by ottos; 04-18-10 at 01:13 AM. |
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#2 |
Sailor man
![]() Join Date: May 2005
Posts: 50
Downloads: 169
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I haven't seen any dud until now in game, and I haven't upgraded the torpedo officer to lower the dud chance at all.
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#3 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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Duds seem to be broken.. same with the mag detonator in general. I even tried to change the dud chance ability so that it gave me a 1000% chance of a dud and still no dud
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#4 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Oh, god, never ask Tech Support anything. They are utterly clueless. Just a bunch of minimum wage drones that read from scripts and don't even play the game much less understand or know anything about development of it.
The devs have confirmed they are looking into this issue. So hopefully we'll get a fix sometime. ![]() |
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#5 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
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duds work, they either detonate prematurely, or sink before impact.
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#6 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
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I have had magnetic detonators fail when I set my depth too close to the bottom of the target. Why would that be?
Well take a look at the issues there were with ALL torpedoes. When set at the CORRECT depth, they were found to run deeper. When the setting was 1 or so meters shallower than the depth of the keel, the correct depth was actually set. The torpedo would make its run, pass beneath the target, have its proximity detector tripped and WHAMO!!! One broken ship's keel. This is how it is in the sim as well. So, this is in fact an accuracy. |
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#7 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
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The problem is that's not always happening. You'll have a mag det torpedo pass 1m below the keel and it just sails on past. People have even seen torpedoes pass THROUGH a ship and not detonate.
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#8 |
Mate
![]() Join Date: May 2005
Posts: 57
Downloads: 63
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all, thank you for your reply,
as I have edited top of thread, "In order to simplify a comlicated story, Please focus on only MALFUNCTION of DIRECT CONTACT with pistol detonator in this thread. " I add the very simple SingleMission file, so please try it and report it.. Best Reagrds, |
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#9 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Like others have already said, it's a known issue. Nothing we can do about it at the moment.
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