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Post by archelaos on Aug 20, 2019 9:11:59 GMT -6
Playing on 1.7, captain mode, I find it impossible to launch torps from DD squadron sailing roughly at 3 o'clock position of enemy ship, as only the last one is getting a solution, rest have "friendly ship in LoS". Other squadrons are quite far behind, and on course that should not generate problem.
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Post by mwcw709 on Aug 23, 2019 15:23:12 GMT -6
I can back this person up on this. I get friendly ships in line of fire. Fleet is starboard sailing to 11 o'clock position and DD fleet sailing due north and firing at the enemy fleet port side.
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Post by rimbecano on Aug 23, 2019 16:34:23 GMT -6
Is the DD squadron by any chance slightly bowed towards the enemy (for example, the lead ship having recently made a slight turn away from the enemy). In that case the current straight-line course of the following ships would go through the torpedo arcs of the leading ships, and, depending on torpedo speed, might come uncomfortably close to the torpedoes being launched.
That's not to say that there's not room for improvement in the logic for determining if a friendly ship is fouling the range; I've seen cases where a shot was blocked when all friendly ships were on the opposite side of the target on parallel or diverging courses to the launching ship, and even in this case it would probably be best for interference from ships in the same division to be calculated based on future positions if current divisional orders are followed rather than based on the current straight line course. However, many cases of fouled range can be explained fairly simply from the most straightforward rule for determining if the range is fouled (project straight line courses forward, see if they come too close to the torpedo track) even if they aren't obvious at first glance.
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Post by mwcw709 on Aug 23, 2019 20:36:02 GMT -6
Is the DD squadron by any chance slightly bowed towards the enemy (for example, the lead ship having recently made a slight turn away from the enemy). In that case the current straight-line course of the following ships would go through the torpedo arcs of the leading ships, and, depending on torpedo speed, might come uncomfortably close to the torpedoes being launched. That's not to say that there's not room for improvement in the logic for determining if a friendly ship is fouling the range; I've seen cases where a shot was blocked when all friendly ships were on the opposite side of the target on parallel or diverging courses to the launching ship, and even in this case it would probably be best for interference from ships in the same division to be calculated based on future positions if current divisional orders are followed rather than based on the current straight line course. However, many cases of fouled range can be explained fairly simply from the most straightforward rule for determining if the range is fouled (project straight line courses forward, see if they come too close to the torpedo track) even if they aren't obvious at first glance. that is the thing I've tried 3 different ways slight bend in. Due north as stated above. Also,bending away from the other DDs in the pack. All three have either given me out of arc or friendly fire. I just find it weird that I would get that on the due north. I can see it for other 2 as bending away would cause out of arc and bending in would cause friendly fire. But straight line gives you both? I move the fleet to well within range 500 yards of a ship. Playing as Japan. So, my torpedoes are advanced and 700 tons DDs. Torpedoes are at level 7 (ive been bless by RNGesus to get it that high early).
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Post by noshurviverse on Aug 24, 2019 8:08:06 GMT -6
Here is an example, I can't really see any way a torpedo from the lead ship could be a danger to any of the other.
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Post by mwcw709 on Aug 24, 2019 12:58:11 GMT -6
Here is mine as you see I have a clear line to the TR Merchant from satsuki which is leader and the one on the center. I'm clearly in torp range and rest of the sortie is to my north not south. I hope this get fixed soon . I'll either get that or No Solution or out of arc
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Post by stevethecat on Aug 25, 2019 5:40:32 GMT -6
It's been like that since the game launched so I'm thinking it's a feature rather than bug, although I agree that it is very frustrating.
I have found that having the line of DD's turn away typically opens up the firing angles enough to get some launches off.
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Post by rimbecano on Aug 25, 2019 5:58:04 GMT -6
View AttachmentHere is mine as you see I have a clear line to the TR Merchant from satsuki which is leader and the one on the center. I'm clearly in torp range and rest of the sortie is to my north not south. I hope this get fixed soon . I'll either get that or No Solution or out of arc Noshurviverse's screenshot is the kind of thing that gives me a sneaking suspicion that something isn't right, but where I can give the game the benefit of the doubt. Your screenshot, on the other hand, is exactly the sort of thing I was describing when I said: And it just screams "bug" to me.
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Post by williammiller on Aug 25, 2019 21:56:14 GMT -6
I'll put this up in our internal bug threads and see what we can test-out/determine, thanks.
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Post by archelaos on Aug 27, 2019 0:04:38 GMT -6
And a screen from me: One thing I feel may be important - it seems to me that "friendly ship in LoS" is calculated before any solution so ships with forward and aft facing tubes (including forward centreline on DDs*) would have major problems while in formation, as they almost always will activate the blockade.
*It seems fwd centreline has very bad arcs (only forward) which makes it almost useless in formation. Shouldn't it have also side arcs? there is nothing blocking this tube on German or Japanese DDs that used them IRL.
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Post by blackvoid on Aug 27, 2019 16:07:45 GMT -6
On the other hand, my DD screen usually hides behind my battle line and has no troubles launching torps through them trying to hit enemy line.
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