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06-14-20, 02:10 AM | #1 |
Swabbie
Join Date: Apr 2020
Posts: 8
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atomic torpedo?
hi all guys!
I'm new in the forum and a novice to the underwater world, but with the mods, GWX above all, silent hunter 3 is a true love of the game, both at the maximum simulation and "arcade" mode, but now I come to the core of the post .. I have seen this video. I put the link: nobody in the forum knows anything about it? I have been raping the internet for 2 weeks to find it!!!! HELP |
06-14-20, 02:50 AM | #2 |
Silent Hunter
Join Date: Dec 2004
Location: AN9771
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I don't know if this is the same mod, but it is a somewhat nuclear torpedo:
https://www.subsim.com/radioroom/dow...o=file&id=1210 (was just a mater of searching the download section for "nuclear" Probably because it is so OP it didn't appeal to the masses and got lost in history. (the link in the video description doesn't seem to work that well. And when it did, my virusscanner frowned upon it.
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06-14-20, 12:14 PM | #3 | |
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
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Quote:
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06-14-20, 12:41 PM | #4 |
Village Idiot
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Needs the particals effect changed to get a mushroom cloud.
Did that for SH4 once long ago to simulated the Atomic bomb drops. That old system was dropped to it's knees! |
06-14-20, 03:12 PM | #5 | |
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
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Quote:
the difference is that the ships don't rocket start for I don't know where.. unfortunately, there is no devastation diameter of the shock wave, typical of a nuclear warhead |
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06-14-20, 06:01 PM | #6 |
Sea Lord
Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,708
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A simple and primitive way which increases the blast radius of the torpedo(s) which explains why all ships explode. But why did the vid author need to launch more torpedos instead of just one...Hum...I guess there are limits to the blast radius. And no, no nuclear torpedo simulated, no mushroom, no tsunami because of the underwater explosion
XS |
06-15-20, 07:56 AM | #7 |
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
Uploads: 0
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let me make a request guys, could you redo this mod today? I ask, he has all of you modders, guys, hell you are very good! I am not quite capable of doing this!
but come to think of it, in the end we take the destructive power of the ASN / G7 torpedo mod, but with a destruction radius extended to 2.5 / 3km (the destruction radius I thought more or less of that of the nagasaki bomb or the tests atomic in the bikini islands) what do you think guys? tell me everything without problems |
06-15-20, 12:15 PM | #8 |
Gefallen Engel U-666
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Welcome aboard!
Kelevra1987!
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
06-17-20, 07:36 AM | #9 |
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
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good afternoon sir of the seas.
What tool do you use to edit or modulate torpedoes? so, if I can edit the torpedoes and make them really atomic like in the video of the first post or as I suggested, I could upload it here so you can have fun too! Imagine these torpedoes that destroys enemy ports eh eh eh |
06-17-20, 04:23 PM | #10 | ||
Lieutenant
Join Date: Jun 2010
Location: Germany
Posts: 253
Downloads: 3
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Quote:
As this was around May 2007, i have not modified the files by myself. Time was pre "Silent 3ditor". My first S3D_alpha02.rar was dated Feb 2008. There was "SH3MiniTweaker" or evan HEX-editing at that time. I have downloaded this "Torpedo_nuke.zip" from a japanese site, which not exist today. And there still only exist an Archive probably made before this nuke came out: https://web.archive.org/web/20060504...game/index.htm As everyone can see this Archive is from May 2006. I also have a Google-translation of May 2007: Quote:
Only interesting thing about this (in general) is how it is done. Greetings. Damn! Talking about new things on an old game is - not that easy. |
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06-18-20, 07:28 AM | #11 | ||
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
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WHOOOOO THANKS!!! right now I was looking for some tools to modify torpedoes! THANKS THANKS THANKS OH SOMMO POSEIDONE YOU ARE MY GOD heck! so if I am in the radius of the shock wave I risk being destroyed?! BEAUTIFUL! so it was done well INTERESTING .. VERY INTERESTING Quote:
it took a rookie like me.. you are my teacher, you are senpai! tell me more, how to use and install the torpedoes and the SPY-SAT (of course I have JSGME) THANK YOU SO MUCH ONCE AGAIN! |
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06-19-20, 09:42 AM | #12 | ||
Lieutenant
Join Date: Jun 2010
Location: Germany
Posts: 253
Downloads: 3
Uploads: 1
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Quote:
another post Quote:
These include Land-units like Houses and Cranes like this cannot be destroyed by a Torpedo in SH3. There are more than one "SpySat" out there. The two that i'm aware of can be found on s7rikeback's Archive. Look at his signature. "Spy-Sat.zip" by Paul Roszkowski only for original unmoded SH3 (v1.4b) Campaign_RND.mis most changed: DelayMinInterval SpawnProbability ReportPosMin ReportPosProbability and others (increased ShipCount) This may be the one i used in the old days, but my version was from the japanese site also. -- "GWX3.0_SpySat.7z" by jimbuna only for GWX v30 Campaign_RND.mis most increased: SpawnProbability ReportPosProbability ===> Crash - Ships not exist: NPL_Hap KMSSHansa NPL_KDF ===> Roster Venezuela: Type=0 not exist (must be added)! -- "DanFrasersSpySatModder1.2.rar" by himself for make a SpySat yourself. -- As far as i can tell, all of this SpySat Cheats has nothing to do with a Nuke-Torpedo, but these goes the same pleased way for "Arcade-Kids". The reason may be to see more ships on the Navigation-map this way. Also there are changes in Contacts.cfg. Differences in there can be easily found out with "WinMerge" by comparing the "new" and the original file. Edits can be done with Notepad as this file is an ordinary Text-file. -- Do not open if you do not modify yourself! Changes in *.sim/zon files can be done, as i told before, with "SH3 Mini Tweaker" by timetraveller (with a correct Tweak-file only), or with S3D "Silent 3ditor" by skwas. With S3D anyone can do this. Yes - everyone that is capable to post on Subsim. And a last one. Never ever change files directly in the SH3-installation. Always use JSGME for changes. This has to be told and painted on every corner. HTH. |
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06-21-20, 05:46 PM | #13 |
Swabbie
Join Date: Apr 2020
Posts: 8
Downloads: 41
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FIRST RESULTS
Hello everyone!!!
Sorry if I didn't show up, but I was very busy with various things. and I have to say one thing.. Hebe Vollmaus THESE TORPS ARE FANTASTIC !! these torpedoes are truly legendary.. EPIC I really recommend them! but I want to add more, thanks to the Hebe advice I took the edit Silent 3ditor and I tinkered with it quite a bit (but I started from the standard torpedoes of the game), but I took the values of some monstrous torpedoes that is located here in the forum. does anyone remember them? https://www.subsim.com/radioroom/dow...o=file&id=1210 https://www.subsim.com/radioroom/dow...o=file&id=3727 here's what i did.. i took their MAXIMUM values and put them all TOGHETER!!!!!!! I can't describe exactly what the hell I did LOL do you understand why.. 1- I have bad English 2- I don't even know what I did BUT IT WORKS! REALLY WORKS! AND I AM DAMNY CLOSE TO THE EFFECTS OF THE FIRST POST VIDEO! but I did better.. eh eh the same destruction with a single torpedo ah ah ah!! for now I have only worked with torpedoes that only go straight. For the acoustic torpedoes and the torpedoes that meander, I still have to decide how to modify them (I would like to ask you have creators of the mods that I have listed in this post, if I can have their permission to use their values to publish my torpedoes here in the forum) |
Tags |
torpedo, torpedo damage |
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