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12-07-07, 06:39 AM | #1 |
Ace of the Deep
Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
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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. |
12-07-07, 06:53 AM | #2 |
Lucky Jack
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AFAIK, the mines are still unexplosive, atleast in the version I used at WaW.
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01-18-08, 06:18 AM | #3 | |
Ace of the Deep
Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
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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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01-18-08, 05:33 PM | #4 |
Engineer
Join Date: Dec 2007
Location: North of Malta, shadowing your pretty little C3 Cargo!
Posts: 212
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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. |
02-19-17, 09:28 AM | #5 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
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07-25-11, 03:57 PM | #6 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
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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 |
07-25-11, 06:21 PM | #7 | |
Stowaway
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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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07-25-11, 07:04 PM | #8 |
Planesman
Join Date: Apr 2010
Location: Phoenix Arizona
Posts: 195
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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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07-25-11, 07:42 PM | #9 |
Soundman
Join Date: Sep 2007
Posts: 149
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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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07-25-11, 08:40 PM | #10 | |
Stowaway
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