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Old 12-07-07, 06:39 AM   #1
Canovaro
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Default Was the Mining Mod ever continued?

CB.. made an experimental mod to turn TII torpedoes into stationary, lethal mines!

link to mod:
http://www.ebort2.co.uk/files/sh3mines.zip

There were two problems though:
- ship has to come real close to trigger the mines.
- there are only as much mines as you can store torpedoes, not dozens like in reality.

Did anyone every looked into this mod to deal with these last problems?
It would be so interesting to add mining missions to the gameplay.

Old links:


http://www.subsim.com/radioroom/showthread.php?t=94252

http://www.subsim.com/radioroom/showthread.php?t=120963

Last edited by Canovaro; 12-07-07 at 07:05 AM.
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Old 12-07-07, 06:53 AM   #2
Dowly
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AFAIK, the mines are still unexplosive, atleast in the version I used at WaW.
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Old 01-18-08, 06:18 AM   #3
Canovaro
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Quote:
Originally Posted by Dowly
AFAIK, the mines are still unexplosive, atleast in the version I used at WaW.
I tried them out and indeed, they do not explode, even if you hit them.
Strange thing is, CB makes it very clear in various posts that they DO explode, when you come close (they're based on magnetic triggering)

Can anybody shine a light on this?

Do they explode or do they not explode?
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Old 01-18-08, 05:33 PM   #4
Sniper_Fox
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at the sacrifice of your decoys could you make them into the mines?
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Im a one U-boat wolfpack. Ive hit the bottom of the Mediterranian at 250 metres in my VIIC and brought that babe back up, and still made it back to La Spezia. Ive sunk more destroyers than I have merchants...youll wish you never sailed into U-87s hunting grounds. When you pull into port, dont lull yourself into a false sense of security, your mines and subnets are just a petty challenge for my crew and I.
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Old 02-19-17, 09:28 AM   #5
Anvar1061
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Quote:
Originally Posted by BL!TZKR!EG View Post
Are there any specific "mine-layer-missions" around, where you have to complete a certain mission-order using a VIId ?
ftp://hartmuthaas.no-ip.org/Public/S...aments_v18.zip MultiMissions/Minelaying
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Old 07-25-11, 03:57 PM   #6
LGN1
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Default Mine laying in SH3

Hi,

laying mines has been implemented in OM for SH4 and I know that quite a few people have worked on this for SH3.

- Does anyone ever released a mod for mine laying for SH3?

- If yes, does anyone still have a copy of it?

From what I gathered from old posts there are two ways to achieve this: Either use 'fake' torpedoes or use the bold decoy. If anyone has more details about this, I would be glad to know.

Cheers, LGN1
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Old 07-25-11, 06:21 PM   #7
pditty8811
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Quote:
Originally Posted by LGN1 View Post
Hi,

laying mines has been implemented in OM for SH4 and I know that quite a few people have worked on this for SH3.

- Does anyone ever released a mod for mine laying for SH3?

- If yes, does anyone still have a copy of it?

From what I gathered from old posts there are two ways to achieve this: Either use 'fake' torpedoes or use the bold decoy. If anyone has more details about this, I would be glad to know.

Cheers, LGN1
I can tell you now, just having the mines show up in future patrols is currently in the impossible area of modding development. To lay mines would be one thing, but for them to show up in any future patrols or if you even leave and comeback to the area you laid mines during the same patrol, they would not show up. So being that that is impossible at the momment, it makes the whole idea of laying mines irrelevent because once you got out of sight of those mines they would disappear from the game.

If we can find a remedy for that there is many other places we can fiddle with that would most certainly take a priority like a dynamic campaign of ships disappearing from the SCR layer once you sink them. But all this is currently out of touch.

-pditty8811
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Old 07-25-11, 07:04 PM   #8
danzig70
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It might be possible to create a program that searches the save game map file for a specific object and it's location and then add it to the campaign files after you exit the patrol. You would probably need another map object like a circle or mine symbol of some kind.

Of course you could probably just edit the campaign files manually anyway. After the patrol.
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Old 07-25-11, 07:42 PM   #9
andqui
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I think the gameplay challenge alone of laying mines would make it worth is- sneak in at night, very close to the shore, in waters that are possibly already mined, where discovery means you're in a great deal of trouble. If anyone implements mining it would be awesome.
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Old 07-25-11, 08:40 PM   #10
pditty8811
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Quote:
Originally Posted by andqui View Post
I think the gameplay challenge alone of laying mines would make it worth is- sneak in at night, very close to the shore, in waters that are possibly already mined, where discovery means you're in a great deal of trouble. If anyone implements mining it would be awesome.
You mean mission objectives of laying mines? That would be cool. I wonder if any has yet to change the mission objectives in the career to anything other than a patrol grid. I noticed in the mods that add the monsoon boats there is area patrol grids, by name. I wonder how they got that to work.
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