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05-06-24, 03:02 PM | #1 | |
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 | #2 |
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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