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-   -   Mines and minelaying with your U-boat (https://www.subsim.com/radioroom/showthread.php?t=140078)

Dietrich 07-30-08 12:46 PM

Mines and minelaying with your U-boat
 
I've been doing some work on the Type-VIID and XB boats, trying to work out ways of getting mines to work from a human controlled U-boat. From what I can tell from previous threads, there seem to be two lines of thoughts on this.

One is to re-work the BOLD decoy system to create mines. This is interesting in that it doesn't use up torpedo slots. However, I am unable to find any information about this, nor anyone who has attempted it. Does anyone have any ideas on this?

The second way, is to replace one of the torpedo types with a naval mine. Ideally, one would replace either the T-XI or T-VII, as they were not used historically (and I'm trying to keep things historical, as far as possible).

However, I do know that there is at least one mod which does something similar... namely to convert a T-II torpedo into a mine.

It is available from here... http://www.ebort2.co.uk/

However, I've had found mixed reports. Some claim that the mines don't work, some say they don't go off, some say that ships deftly avoid them.

I've trying to get this mod to work with my own GWX 2.1 installation, and have had little success. I can certainly install the files and get the game running. I can even launch the torpedoes and they come out of the tubes and then sit there stationary (like a mine should). However, they still look like torpedoes.

I've also tried running into them with my U-boat, but they fail to detonate (probably because they have not run the minumum 350m to arm). While these things are probably expected, I am puzzled by the torpedo model being used, rather than the mine model.

On inspection with Silent 3ditor, I can see this...

http://img155.imageshack.us/img155/3672/mines1hk9.jpg

According to this, every torpedo except T-I, FAT-II and LUT-I should be mines.

I've double checked all the files and I am convinced I've installed everything correctly.

Has anyone else managed to get mines to work?

Any help or suggestions for my problem?

Many thanks!

Vader 1 07-30-08 09:25 PM

I think (key word) the problem might lie in the proxisiminal value of the torpedo you are using. ie the games gives a value to the "space" around the object invade this area and boom.The trick might lie in modding the "space" to reflect a much larger magnetic area. ps I have no hex experience to prove this but did extensive research in SH2 to recreate what you are trying and at the end was limited by the "space" around the object..

Good luck

Vader

Tomi_099 08-05-08 04:28 AM

..Dietrich...Dietrich....Dietrich...Dietrich..Diet rich..
 
Dietrich...Dietrich..Dietrich..Dietrich..!!!!

Tomi_099 08-05-08 04:43 AM

Ideee !!!!
 
BOLD decoy system to create mines mit DivingDuck Dedris verbinden (auftauchen der Schwimmenden Minenen ) und dan fehlt nur die EXPlosion bei berührung
…………………..

BOLD decoy system to create mines with DivingDuck Dedris connect ( with (look) the swimming Minenen ) and then only the explosion is missing during contact:hmm:


Wolfehunter 08-05-08 10:54 AM

If you do use the bolt try altering Bolt 5 last one in the line of advancements. You only get it in the end of the war so its no biggy to loose that one.

Tomi is right. It was his idea to get this going.

Goodluck Dietrich and thanks you for trying it.:rock:

Wolfehunter 08-06-08 11:53 AM

Hmmm I have to go looking for it. I forgot where it was.. Maybe in sensor or guns.... Not sure yet.:hmm:

Update its sensor.dat file.

FIREWALL 08-06-08 12:32 PM

IIRC Sergbutto or Rubini made a mine laying mod for SH3 some years back that used stern tubes.

I might have it in my burned cd files. Will post if I can find it.

Check their two sites or pm them. :yep:

USS Sea Tiger 08-25-08 03:58 AM

Torps and Mines
 
I have had a little success.

No, not in makin gthe mine torps, but in torps as mines.

I set their speed to.25, set to magnetic (contact is a joke and never worked yet) a depth greater than my own hull (so they shoot out the bottom center mine chutes) , and let them go one at a time.

I reset the magnetic mine range as suggested,

and thay them about 12000 yards in front of a convoy.


the results were interesting, 1 damaged 1 sunk in a 18 mine string.

u-168 08-27-08 07:01 PM

During world war 2 i think this is true but there was a u-boat that could lay mines out of like down facing torpedo tubes.I think they held about 5 mines in one tube it would be good if we could have that u-boat on the game to let the mines out that way:up:i cannot find a link to show you this sub but it was an the discovery channel and i cant find it now lol.

FIREWALL 08-27-08 08:23 PM

Quote:

Originally Posted by FIREWALL
IIRC Sergbutto or Rubini made a mine laying mod for SH3 some years back that used stern tubes.

I might have it in my burned cd files. Will post if I can find it.

Check their two sites or pm them. :yep:


bump

FIREWALL 11-14-08 10:41 AM

Will it go "BOOM" if anything hits it ? :D

Alex 11-14-08 12:34 PM

Best of luck, Mr Dietrich. :know:

Madox58 11-14-08 08:14 PM

1st off?

Create a new dat, sim, and zone file to work with.
Call it test.dat or whatever.
Make sure it's cloned properly and delete the stuff you don't need.
Then rename EVERYTHING!
Even the TGA files!!
That way you do not mess with standard SH3 stuff.

DO NOT USE the PROPPELER stuff!
That's why you see rotation!!!

You should use the main body of the SH_Torp and delete all the other stuff.
(in the new files of course!!)

NEVER use a prop object unless you delete the prop in the sim file!!
Unless you want it to rotate.

Sledgehammer427 11-15-08 05:16 PM

i was going to say, is there a type XB ready?

Task Force 11-21-08 03:41 PM

This looks veary good.:D This was one of the big things this game was missing.


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