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-   -   C fire torpedoes 100_FalloftheRisingSun_Ultimate_v0.63_PublicBeta_E N (https://www.subsim.com/radioroom/showthread.php?t=235800)

fla1954 12-08-17 12:52 PM

C fire torpedoes 100_FalloftheRisingSun_Ultimate_v0.63_PublicBeta_E N
 
I cannot fire torpedoes in v.063 I click big red button, stopwatch pops up and nothing happens,, help

propbeanie 12-08-17 02:44 PM

As a safety precaution, your submarine has been supplied with outer torpedo tube doors in order to prevent flooding when loading said tubes with further weaponry / ordnance. As such is the case, the torpedo room operator ~must~ open said outer door(s) prior to attempting to launch said ordnance at unfriendly (or otherwise) targets by use of the <Q> (Queen) key. This step would be attempted after closing the interior door, of course. Cycle through the tube selection with the <W> (Whiskey) key for the forward room, and the <E> (Echo) key for the Aft room. Failure to do so, and attempts to over ride said safety interlock could potentially result in a catastrophic internal explosion, if the weapon did engage, which would not only render your submarine potentially inoperable, but would complicate attempts to surface afterwards, and make the inhaling of a gaseous atmosphere nigh on impossible... :roll:

Sorry, I'm full of it today... :arrgh!: The "Q" key opens your torpedo tube doors though, so that you can "launch". The keyboard "shortcut" to actually fire the torpedo, is press the <Ctrl> key and hold it, while you then hit the <Enter> key. In the root folder of the SH4 install, after you activate Fall of the Rising Sun Ultimate, you will find a couple of keyboard "pictures", "SH4_Q-Ref_Card_Front.jpg" and "... _Back.jpg" for further reference to what is available... :salute:

fla1954 12-09-17 09:59 AM

Thanks
 
Is there anyway to over ride that "open tube" first

propbeanie 12-09-17 03:45 PM

AOTD_MadMax said this a few years ago:

http://www.subsim.com/radioroom/show...00#post1738000

Someone else may have a better way... I thought the info was in the Save folder also, but I can't find it... Each individual submarine in the game has that setting, so the thing to do is get yourself a copy of skwas S3Ditor so that you can open the Sim file. Then, create yourself a folder structure in a "safe" place, well away from your game, such as "C:\MyMods \AutoDoors \Data \Submarine \Balao" (don't put those "spaces" in the folder path). Go into the folder of the same name in FotRSU, and copy the Balao.Sim file into your new folder. Make your alterations to that copy. Now, copy the AutoDoors folder over into your MODS folder in FotRSU, and activate it with JSGME. Test the Balao boat in a new Career (don't use the Career you're using already, make a new one).

If it works, fantastic. Deativate that test mod and get it out of the MODS folder. Back in your "MyMods AutoDoors Data Submarine" folder, make a folder for each of the "real" submarines, such as "Gato", "Narwhal" etc. There are eleven US subs you can drive in the game, but you don't need folders for the Gar or the S42, since they're just "copies" of other subs and don't have Dat or Sim files. Nine folders all told. Repeat the process for each boat in your MyMods\ AutoDoors folder. Copy their respective Sim files into the new folders, and edit each of those. Now you've got a full AutoDoors mod for your FotRSU game (if it works... :roll:). I say that last, due to the fact that I haven't tried it myself yet. If you want to wait a few days, I'll try it out myself on Tuesday - unless I'm forgetting something important, which I probably am... :lol:

Here's a picture of what MadMax was talking about with the FotRSU Balao boat:

https://i.imgur.com/CdxlcQs.jpg


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