SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-05-24, 05:18 PM   #16
1Patriotofmany
Captain
 
1Patriotofmany's Avatar
 
Join Date: Jul 2017
Posts: 501
Downloads: 103
Uploads: 0
Default A little off topic

Does anyone know if the game models what the temporary fix was that was relayed to the skippers for the duds after testing? Specifically they were told to fire at different angles rather than 90 degrees straight on shot. They found in testing the firing pistol would go off at other angles than what would be optimum while a perfect shot the pistol wouldn't fire a goof part of the time.. Of course they then manufactured the pistol differently and all was good for the non magnetic shots.
1Patriotofmany is offline   Reply With Quote
Old 05-05-24, 07:24 PM   #17
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Gone to Texas. No More Kleptocratic Government for me!
Posts: 4,080
Downloads: 440
Uploads: 28


Default

Quote:
Originally Posted by 1Patriotofmany View Post
Does anyone know if the game models what the temporary fix was that was relayed to the skippers for the duds after testing? Specifically they were told to fire at different angles rather than 90 degrees straight on shot. They found in testing the firing pistol would go off at other angles than what would be optimum while a perfect shot the pistol wouldn't fire a goof part of the time.. Of course they then manufactured the pistol differently and all was good for the non magnetic shots.
your post has me confused.

are you interested in the real life, WWII fix or the SH4 fix?

in real life, by the time the operations review team figured out that the detonator performed better at acute angles, the other operations team (Mk14 design) figured out the firing pin materials were the root cause of the duds. it all kind of came together in late 1943.
the results were dramatic.

there were, of course, multiple, concurrent issues with the Mk14 torpedo performance.
here is a overview of the issue(s) and resolution(s).
https://en.wikipedia.org/wiki/Mark_14_torpedo

for more in-depth review, read adm lockwood's Sink 'em All or Clay Blair's Silent Victory.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Old 05-06-24, 12:44 PM   #18
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

That depends upon the mod used 1Patriotofmany. Some mods (FotRSU) do model that short time period, and then use the Mark 23 as the "repaired" torpedo. Seems to me there is a short message "broadcast" concerning the advisory, but you do have to be on patrol when it is sent, and you have to look through the messages...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 05-06-24, 03:02 PM   #19
ESPY
Seaman
 
Join Date: Jul 2007
Location: Columbus, OH
Posts: 33
Downloads: 41
Uploads: 0
Default

Quote:
Originally Posted by propbeanie View Post
So long as you edit a "matched" set of files, no issue with editing the sim file like that. The sim and the dat file "link" to each other by node ID number.



The reason to open both files is just to assure yourself that the dat and sim are indeed properly linked. But the torpedo sim file does have a "naming" convention inside of it also. Not all sim files are set-up like that...
Ok PB, thanks.

I can't seem to find any middle ground with my tweaks. Torps end up either really bad, or too good.

What I did was start with the dat file that is part of the Torpedoes Early_TNT4B mod with TMOBHU and used that to follow the link to the sim file. I edited that and saved as a new mod. Only change was the DepthKeepingProblems chance value from 0.75 to 0.2. I then enabled the new mod via JSGME (without enabling the original Torpedoes Early_TNT4B). Latest patrol: fired 20, 15 hit, 5 duds, no deep runners. Not only did deep runners disappear entirely, but the dud rate seems a bit low too! Ugh!

Maybe next I'll try first enabling the original and then enabling mine on top of it???
ESPY is offline   Reply With Quote
Old 05-08-24, 09:34 AM   #20
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,911
Downloads: 444
Uploads: 2


Default

The 0.75 supposedly relates to 75% of shots taken are duds. As you found, that does not exactly correlate to what you have in-game. Similarly, you found that the 0.2, relating to a 20% failure rate for a 1-in-5 chance of a dud also is a bit "off" the mark... Be aware that there are quite a few settings in there for the dud factor. If all you changed was the depth-keeping failure rate, but left the impact pistol portion alone, then perhaps you need to raise that chance a bit. Or maybe the magnetic pistol works too well? A combination of both? What I did in FotRSU testing was to work on one aspect at a time, and then use the external camera and the F6 Attack Map to "follow" the torpedoes to an anchored target. I would try with all parameters set to a 100% failure rate except the one aspect I was working on. Get that setting(s) written down, then move to the next. It takes a while, and setting up for an "angled" shot can be time consuming, but the Mission Editor can help with that somewhat...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:53 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.