From The Depths
Thorgrinson Jun 18, 2016 @ 6:13pm
Torpedo Firing Question
So I have a ship that I've built with torpedoes on either side of the hull. I have them set on different missile control blocks, as well as different local weapon controllers. I have set the AI controller to the ranges that will work with the torpedoes and such.

However, whenever I spawn an enemy to test the firing, both sides of torpedoes fire, even though the enemy is only on one side of the ship.

What do I need to do to fix this? Do I need to enable the extra constraints on the missile controller, or is there an AI setting that I am missing?

Thank you for any help / suggestions.
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Catshley Jun 18, 2016 @ 6:14pm 
Originally posted by Thorgrinson:
So I have a ship that I've built with torpedoes on either side of the hull. I have them set on different missile control blocks, as well as different local weapon controllers. I have set the AI controller to the ranges that will work with the torpedoes and such.

However, whenever I spawn an enemy to test the firing, both sides of torpedoes fire, even though the enemy is only on one side of the ship.

What do I need to do to fix this? Do I need to enable the extra constraints on the missile controller, or is there an AI setting that I am missing?

Thank you for any help / suggestions.
change the firing angle allowed on the controller, or just live with it and put a one turn on them
rditto48801 Jun 18, 2016 @ 9:17pm 
If they are fixed and not on turrets, I would suggest using One Turn on the torpedoes.
When it comes to using One Turn on Torpedoes, I like to have both sides with an overlapping arc fore and aft, so targets in front or behind get to deal with torpedoes from both sets of launchers.
Although if your torpedoes can't turn to well, you might want to limit them to less than a 180 degre wide arc.
Thorgrinson Jun 18, 2016 @ 10:04pm 
Sounds good, i'll attempt the firing angle then. Yes, they are fixed, and basically mounted to the hull
rditto48801 Jun 18, 2016 @ 11:47pm 
If you don't have One Turn on the torpedoes, you might want to keep the firing arc to maybe 60 degrees wide (I think that is the max detection arc of torpedo sonar, but I could be wrong).
If you have one turn equipped torpedoes, then it could vary.
If they are slow and lumbering, maybe 90-135 degrees, if they can turn well maybe 180-210 degrees (so there is a small overlap of 30 degrees fore and aft), and if they are very nimble/agile (say able to turn around within a 100-150m radius or less), then upwards of 270 degrees wide might work.

Although it really depends on the individual torpedo designs.

It helps to test fire a few torpedoes, select a launcher with One Turn equipped torpedoes, and aim the opposite direction, then use capslock to engage the 'chase cam' for the last weapon fired (the torpedoes in this case), or go to the map and zoom in a little, and observe how well they turn.
Then you can fine tune the firing arc to your liking.
The firing arcs are split up to +/-. So if you want 90 degree wide arc, you need 45 for one angle and -45 on the other angle. You can also set the vertical arc, in case you want to limit torpedoes to surface or underwater targets.
Also, just to be on the safe side, don't use IR Seekers on torpedoes, i've had them try to go after aircraft, despite the launcher and LWC set to fire only at surface targets, because the aircraft ended up being the hottest thing it saw at one point.
Thorgrinson Jun 19, 2016 @ 7:57am 
So I finally set them this morning. I think I have the firing angle set to about 15 degrees or so. They are fairly large (8 blocks I think) but have enough fins to keep them a bit mobile. So far they're working well, though I haven't tried to test them in real combat.

Thank you everyone for your help and suggestions.
rditto48801 Jun 19, 2016 @ 3:51pm 
15 degrees is very narrow and restrictive.
That's practically a strait on broadside angle.
Even with a 8m torpedo with 1 fin that is restrictive.
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Date Posted: Jun 18, 2016 @ 6:13pm
Posts: 6