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Old 05-06-24, 03:02 PM   #1
ESPY
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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???
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Old 05-08-24, 09:34 AM   #2
propbeanie
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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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