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Torpedoes

PostPosted: Mon Oct 10, 2005 11:53 pm
by piersyf
Hi guys.
Maybe it's just me, but as I can't find any threads relating to torpedoes on this list I'm just gunna have to act the dummy and ask;
does anyone else have problems trying to torpedo anything smaller than a battleship or aircraft carrier?

I've done numerous runs with aircraft at very slow speeds (100kts or less) and low altitude (around 50') and released at ranges from 1000m to 400m and every time I've watched the torp pass underneath the target.

I've checked the .dp files of the ships and have seen they have a set depth below sea level (different for each ship file). Does anyone know if the torps have a depth setting? If so, can it be changed?

Cheers

P

Re: Torpedoes

PostPosted: Tue Oct 11, 2005 10:58 am
by B24Guy
Hi Piersyf,

Torpedos (and bombs also) have a bug.

First, 90% angle attacks always pass through the ship without exploding.

Second, if you are attacking from the front you have to hit the front of the ship. Same for the rear. Else no boom.

Set up a training mission with AI and follow them. They never miss.

Hope this helps,

B24Guy

Re: Torpedoes

PostPosted: Wed Oct 12, 2005 2:54 am
by Bombardier101
Yes P, I do have probs with that. Destoyers never go down! >:( :-/ :(

They never miss? Poo!

Re: Torpedoes

PostPosted: Wed Oct 12, 2005 11:56 pm
by piersyf
Trying the test run with AI planes, can't get the sods to drop their torps! Waypoint set right on the target, and they fly past about 1000yds off to one side.

Seriously considering tampering with the dp to see if I can extend the 'box' below the waterline further. I can score hits on CV and BB size targets from any angle for some reason. Make a DD's draught the same as a BB? Wonder if that'll change their speed through the water?

P

Re: Torpedoes

PostPosted: Thu Oct 13, 2005 12:24 am
by piersyf
Yay! Finally got them to drop! Flight of 3 B5N's attacked a merchantman target, each dropped eaxctly the same, and all 3 torps passed under the target without exploding. I was circling in a Betty carrying 4 bombs so I could at least sink something!

Got to see the AI run angle, though. A tough shot, on the bows.

Will let you all know if meddling with the DP works.

P

Re: Torpedoes

PostPosted: Thu Oct 13, 2005 2:14 am
by piersyf
OK, I know what's been happening. First off, thanks for the input, especially for the suggestion of the training flight. Being able to circle and watch gave me plenty of ideas. The current version has mixed ships as static targets with different aircraft attacking and I just watch what happens.

Checked the DP using Homma's DPED v 1.1, especially the blueprint screen.

The generic merchantman does not extend below the waterline! It actually hovers 2cm above the water!

I changed the DP values to represtent a large merchantman with a full cargo (about 10m of draught) and now they can be hit with torps!

The modified figures are given below, the original given first;

[BOXES]
box.0=%box_name.0%,-7.60,0.02,-70.22,7.60,8.96,70.22
box.8=%box_name.8%,-7.60,0.02,-70.22,7.60,8.96,70.22

[BOXES]
box.0=%box_name.0%,-7.6,-10.5,-70.22,7.6,8.96,70.22
box.8=%box_name.8%,-7.6,-10.5,-70.22,7.6,8.96,70.22

Note the second figure for box 0 and box 8? 0.02! That's the distance from 0 (water level!). By changing to -10.5 as shown below, the target now extends into the water like it should.

Note that the jap and US merchant ships don't have this problem, they already extend below the waterline.

So, it may be worth checking any ship model you download in DPED to make sure there's something under the water as well!

Thanks again for the input.

P

Re: Torpedoes

PostPosted: Thu Oct 13, 2005 6:37 pm
by B24Guy
Good to see you got it worked out.
If memory serves correct I think the AF=Midway stuff has fixed ship DP's. Might save some work.

B24Guy