SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-30-11, 06:36 PM   #31
kibeldede
Torpedoman
 
Join Date: Jan 2011
Location: England
Posts: 112
Downloads: 69
Uploads: 0
Default

is this possible in SH3?
kibeldede is offline   Reply With Quote
Old 01-31-11, 02:16 AM   #32
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by kibeldede View Post
is this possible in SH3?
I wouldn't know.... I only modded SH4...

maybe.. with s3d ?

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 01-31-11, 04:05 AM   #33
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?
This may solve torpedo homing issue...

Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.

Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.

Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire

Last edited by TheBeast; 01-31-11 at 04:16 AM.
TheBeast is offline   Reply With Quote
Old 01-31-11, 08:13 AM   #34
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by TheBeast View Post
Just a few thoughts...
Is it possible to not activate torpedo until water level interaction?
This may solve torpedo homing issue...

Also, 250 feet altitude seems very high. Without drag parachute, torpedo would dive very deep.

Maybe making dummy torpedo model that stays at water surface at all times following directly below launch aircraft not visible.
Like what GWX team did for the Humpback Whale model.
That way, the torpedo dropped from Aircraft is just for sim. Real torpedo is fired from dummy model at water surface when dropped torpedo dummy interact with water.

Maybe "Splashes in the Water" Sonar Station report sound would be nice as well?
Currently, Sonar Station does not report enemy torpedo's and if you are submerged and aircraft drops a torpedo you currently have NO warnings.
the splashes not being reported is a major drawback, the homing of the torp being made to work or not.

will re-work at it

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 01-31-11, 08:20 AM   #35
iowa101
Commodore
 
Join Date: Feb 2010
Posts: 615
Downloads: 199
Uploads: 0
Although there's some obvious things that need ironing out, this should be a great addition to the game, especially when we have x amounts of surface ships playable and that this would be a great challenge for anyone who would choose to have a battleship.

Not only would the realism of the game go up, but it would be so much fun to try and dodge one of those *********s.

That is if your adding this concept to Allies and enemy alike.

Can't wait to see how this turns out, great work guys!!
__________________


"A good Navy is not a provocation to war. It is the surest guaranty of peace."
iowa101 is offline   Reply With Quote
Old 02-01-11, 07:26 AM   #36
sidslotm
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Hi all,

I like the idea of this mod and could see many uses for it within missions.

could this torpedo be dropped from a swordfish?
also could there be a random hit/miss feature, say allowing for pilot error?

sid
  Reply With Quote
Old 02-01-11, 08:06 AM   #37
iowa101
Commodore
 
Join Date: Feb 2010
Posts: 615
Downloads: 199
Uploads: 0
That is a great idea, that would also add to the realism of the game, as most WW2 torpedoes failed to detonate most of the time.

And to launch a torpedo the pilot would of had to fly at a low altitude and slow speed as they had to judge when to drop it. Due to the fact that if the torpedo hit a tuft of a wave it would veer of course and miss the intended target.

Towards the start of WW2 America was still figuring out how to use their torpedoes and also their carriers which would also have an impact on how well the pilots we're able to launch successful torpedo attacks.

You'll have to ask Keltos about it being launched from a swordfish, i would have thought that adding it as a hole would be better, rather than adding it to one type of plane only.
__________________


"A good Navy is not a provocation to war. It is the surest guaranty of peace."
iowa101 is offline   Reply With Quote
Old 11-27-11, 06:10 AM   #38
yamatoforever
Weps
 
Join Date: Sep 2007
Location: Germany
Posts: 360
Downloads: 20
Uploads: 0
Default Link dead

Download link????
yamatoforever is offline   Reply With Quote
Old 02-23-17, 08:27 AM   #39
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

gotta rework on this...
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 02-25-17, 04:43 AM   #40
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

"These problems were greatly reduced by the latter years of the war. Torpedoes had fin stabilizers, nose drag rings and tail shroud rings added, all of which worked to slow the torpedo after it was dropped so that it struck the water nose-first and at an acceptable speed. These improved the drop characteristics such that the recommended aircraft maximum launch parameters were increased to a height of 2,400 feet (730 m) and a speed of 410 knots.

A lanyard was attached to the tail of the torpedo. When dropped, the lanyard tripped a starting lever, but a water trip delay valve prevented the combustion flask from lighting off until the torpedo had entered the water. When dropped at 150 knots or more, the torpedo would enter the water at an angle of between 26 and 30 degrees. The water needed to be at least 150 feet deep (45 m) and the torpedo assumed its preset running depth after water travel of 300 yards (275 m). The exploder mechanism was armed after water travel of 200 yards (180 m). Depth could be set up to 50 feet (15 m)."

http://www.navweaps.com/Weapons/WTUS_WWII.php
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 02-25-17, 10:25 AM   #41
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

19" (48.3 cm) Mark 24
Ship Class Used On Aircraft
Date Of Design 1941
Date In Service 1943
Weight 680 lbs. (308 kg)
Overall Length 7 ft 0 in (2.134 m)
Explosive Charge 92 lbs. (42 kg) TPX or HBX
Range / Speed 4,000 yards (3,660 m) / 12 knots
Power Electric Battery
Guidance Passive Acoustic Homing

A very small anti-submarine homing torpedo. Also known as the Mark 24 Mine and as "Fido." Homing was by four crystal hydrophones arranged around the body with simple guidance system that steered towards the loudest noise. Launch parameters were 125 knots from 250 feet (76 m).

The following is from "US Navy Torpedoes" by Frederick J. Milford:

"340 [Fido] torpedoes [were] dropped in 264 attacks of which 204 were against submarines. In 142 attacks US aircraft sank 31 submarines and damaged 15; in 62 attacks against submarines other Allies, mainly British, sank six and damaged three. Most of these submarine sinkings were German U-boats in the Atlantic, but five Japanese submarines were sunk by Fidos, one, I-52, in the Atlantic and four in the Pacific. OEG Study No. 289, 12 August 1946, is the main source for this conclusion."
Fido was first used successfully by a British B-24 Liberator defending Convoy HX 237 on 12 May 1943, sinking U-456. This was followed by a USN PBY-5A from VP 84 which sank U-640 on 14 May 1943.

Fido would have been too slow to attack the Type XXI U-boats and could be avoided by going very deep

http://www.navweaps.com/Weapons/WTUS_WWII.php

it took 2 separate attacks to sink I-52. the first attack only damaged her, she now rests in 15000 feet deep.
__________________
"Honorable Builder of Sinking Ships"


Last edited by keltos01; 02-25-17 at 05:20 PM.
keltos01 is offline   Reply With Quote
Old 02-25-17, 11:47 AM   #42
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,755
Downloads: 440
Uploads: 2


Default

I wouldn't have wanted to have been on one of those old WWI relic 4-stacker escorts that had an engine clang of 100+ decibels and have been near a drop zone... - "Scotty, I need ~more~ power!" "I'm givin' 'er all she's got, Cappin!" "While you're at it, can you hold the noise down a bit, please, Scotty?" "Sir, incoming torpedo! Time to impact, T-minus 22 seconds" "Thank you, Mister Sulu"...
__________________

"...and bollocks to the naysayer/s" - Jimbuna
propbeanie is offline   Reply With Quote
Old 03-17-17, 07:35 AM   #43
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

I need help to get this working ingame

Or aND someone else to look at my files to see what I'm missing

Keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:29 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.