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05-05-24, 05:18 PM | #16 |
Captain
Join Date: Jul 2017
Posts: 501
Downloads: 103
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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.
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05-05-24, 07:24 PM | #17 | |
Silent Hunter
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Quote:
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.
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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 |
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05-06-24, 12:44 PM | #18 |
CTD - it's not just a job
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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...
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05-06-24, 03:02 PM | #19 | |
Seaman
Join Date: Jul 2007
Location: Columbus, OH
Posts: 33
Downloads: 41
Uploads: 0
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Quote:
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??? |
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05-08-24, 09:34 AM | #20 |
CTD - it's not just a job
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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...
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