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Old 04-30-19, 03:55 AM   #1
Flaskegaard
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Default No Mark 10 torpedo wake.

Greetings,
I just recently downloaded Captain America's "US Torpedo Overhaul v1.1" mod. Everything is working fine, however....I noticed during an S-Boat scenario, that the Mark 10 torpedoes are not leaving a bubble wake on the water surface, like my previous Mark 10's did....Anyone know where I need to go with S3D to correct it?
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Old 04-30-19, 08:04 AM   #2
KaleunMarco
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Quote:
Originally Posted by Flaskegaard View Post
Greetings,
I just recently downloaded Captain America's "US Torpedo Overhaul v1.1" mod. Everything is working fine, however....I noticed during an S-Boat scenario, that the Mark 10 torpedoes are not leaving a bubble wake on the water surface, like my previous Mark 10's did....Anyone know where I need to go with S3D to correct it?
flaske,
a good place to look would be in the mod. check out the files that the good Capn changed. the unmodded Mk10 leaves an obvious wake so the issue MUST be in a modded file.
i performed a quick search for this mod on Subsim and came up empty. is this mod from some other site?
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Old 04-30-19, 10:44 AM   #3
hauangua
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Quote:
Originally Posted by KaleunMarco View Post
flaske,
a good place to look would be in the mod. check out the files that the good Capn changed. the unmodded Mk10 leaves an obvious wake so the issue MUST be in a modded file.
i performed a quick search for this mod on Subsim and came up empty. is this mod from some other site?
http://www.subsim.com/radioroom/showthread.php?t=148526
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Old 04-30-19, 11:12 AM   #4
JapLance
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From that thread hauangua linked:

Quote:
-The reason for the other files (.zon, .dsd, .sim) being included is because there were issues when creating the new .dat file so each torp could have its own unique texture. To make a long story short, to solve it I changed the mark 10's ID to a new number. Naturally the files I just mentioned had to be updated with the new ID of the mk10 or there would be problems.
That's a good hint on where the problem could be. Probably a node linked to the wake textures wasn't properly updated.
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Old 04-30-19, 12:34 PM   #5
KaleunMarco
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Originally Posted by JapLance View Post
From that thread hauangua linked:

That's a good hint on where the problem could be. Probably a node linked to the wake textures wasn't properly updated.
yes, true and also this note from the download:
This is for vanilla 1.5. TMO & RFB have their own versions which will be included in their next release.


Flaske, you didn't give us your mod config with your question. are you playing stock 1.5?
also, in addition to the Stock-game restriction, the torpedo-mod-in-question is from 2009. a lot of water has flowed under the bridge since then.



aren't we a happy bunch? poor guy (flaske) wants to improve his torpedos all we can do is tell him that the mod he is using won't work. my apologies, buddy.
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Old 04-30-19, 05:08 PM   #6
Flaskegaard
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I'm running SH4 1.4 with UBoat add-on, and TMO 2-5. When I first noticed no wake on the Mark 10, I loaded all the other torpedo Mk's and fired them....All had wakes, except the Mark 18, of course. I downloaded TORPEDO_US .DAT, .SIM, and .ZON files from an older TMO from my SH4 v1.4, and the Mark 10 had a wake. I reinstalled the US Torpedo Overhaul v1.1, then used S3D to look around in the various file locations. The only place I found with any mention of "wake", were four SHIP-WAKE in the .SIM files, but nothing was labeled to indicate Mk's 10, 14, 16, 23, so I'm not sure if that's where I need to look or not. I'm relatively inexperienced in playing around in the files, so I'm not sure where to zero in on. Can anyone who knows, pinpoint the location I need to check? Thanks in advance for any help!
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