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Old 09-02-09, 03:10 PM   #46
keltos01
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Quote:
Originally Posted by polyfiller View Post
Ahh OK ... glad it wasn't just me seeing strange results with world algined. As for the -3.5 to -4 speed thing .... deffo makes them go in the wrong direction by 180 degrees in my tests.

Am having the same problems with the AI notbeing able to lead the targets.

I was also thinking about cloning the torps to create a long lance. Any chance you could share your files for inclusion in the TSWSM (you will receive credit when the mod is released) ?

Will let you know if I find any way of improving the aiming ... although I suspect if it can be made better, then Darkfish will find a way (he's better at this stuff than me). I usually do damage results, not damage infliction

I made an IJN torpedo mod a while back, and a surface ship torpedo mod too, will look it up but you should find it easily with the search function.

[edit] found :
http://www.mediafire.com/?sharekey=1...e6ba49b5870170

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Last edited by keltos01; 09-02-09 at 04:20 PM.
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Old 09-02-09, 03:25 PM   #47
coronas
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Revolutionary!
Great mod!
It's portable to SH3?
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Old 09-02-09, 04:21 PM   #48
keltos01
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IJN surface torpedo mod :

IJN surface fleet torpedoes :

changed in ammunition :
T1 = type 93 mod 1 "Long Lance"
type 1fat1 = type 93 mod 2
T1Lut1 = type 93 mod 1
T7=F3 experimental

for all 4 types :
AmmunitionIntervalOptions1= 1940-10-01, 1945-12-31, 210

changed in upc localization :

T1Torpedo-Name=T I (G7a) Torpedo type 93 mod 1
T1Torpedo-Info=Propulsion: <b>O2/steam</b>|Speed: <b>38/40/48 knots</b>|Range: <b>40,0-32,0-20,0 km</b>
T1Torpedo-Notes=The standard torpedo of the IJN surface force. : Model 1 was the prototype version of the famous "Long Lance" torpedoes. The first production version was Model 1 Mod 1. This differed by having stronger ribs in the fore body, the strength of the rear buoyancy chamber was increased, more cooling water was supplied to the piston rods to prevent overheating and cracking, and the slide valve gearing was improved.

T1Fat1Torpedo-Name=T I FaT I (G7a) Torpedo type 93 mod 2
T1Fat1Torpedo-Info=Propulsion: <b>O2/steam</b>|Speed:<b> 40/42/50 knots</b>|Range: <b>40,0-32,0-20,0 km</b>|Guidance: <b>none </b>
T1Fat1Torpedo-Notes=: Mod 2 dated from 1936 and differed in many areas. The oxygen vessel was made of a deep pressing with one integral end instead of a hollow forging. This construction was followed in all subsequent versions. The bracing ribs of the rear buoyancy chamber were further strengthened and cooling water to the slide valves was increased together with modifications to the buffer chamber, lubrication of the cross-head and group valve gearing.

T1Lut1Torpedo-Name=Torpedo type 93 mod 3
T1Lut1Torpedo-Info=Propulsion: <b>O2/steam</b>|Speed: <b>32/48/50 knots</b>|Range: <b>30,0/25,0/15,0 km</b>|Guidance: <b>none</b>
T1Lut1Torpedo-Notes=Mod 3 was designed in 1944 and production started in 1945, but it did not enter service. This mod combined the oxygen vessel and warhead of Mod 1 with the propulsion system of Model 3, described below.
Earlier versions of these torpedoes may be distinguished by their round-nosed heads. Later versions had a more pointed head, developed as a result of tests upon Italian 50 knot torpedoes (probably the 53.3 cm W 270/533.4 x 7.2 Veloce). This gave an extra two knots in speed, as shown in the table above

T7Torpedo-Name=Type F3 experimental
T7Torpedo-Info=Propulsion: <b>Turbine powered torpedo</b>|Speed: <b>60 knots</b>|Range: <b>8,0 km</b>
T7Torpedo-Notes=Experimental Turbine powered torpedo. A torpedo powered by the revolutionary kerosene, oxygen and sea water propulsion mixture, it will give you fast shots without sacrifing too much range.Turbine speed was 17,500 rpm geared down to 1,650 rpm at the propellers. It was found to be difficult to keep this torpedo from breaking surface during its runs and development was stopped prior to the start of the Pacific War.

changes in .sim :
added ranges and speeds f0r all 4 torpedoes

changed in .zon :
tweaked explosive power for all 4 torpedoes

changed in .dat :
changed all names for all 4 torpedoes

stock value type 92 type 95 type 95mod2 / type 96 type 93 1-2 type 93 3 type F3 experimental
min 130 149,4252874 180,3082192 244,8630137 218,1506847 347,2602731 222,6027388
max 210 241,3793103 291,2671233 395,5479452 352,3972599 560,9589027 359,5890396
ap 100 114,9425287 138,6986301 188,3561644 167,808219 267,123287 171,232876
range min 2 2,8 2,773972603 3,767123288 3,35616438 5,34246574 3,42465752
range max 2,5 3,5 3,75 4,70890411 4,195205475 6,678082175 4,2808219

keltos01 04/2008

http://www.mediafire.com/?sharekey=1...e6ba49b5870170

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Old 09-02-09, 04:22 PM   #49
DarkFish
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Quote:
Originally Posted by keltos01
I made an IJN torpedo mod a while back, and a surface ship torpedo mod too, will look it up but you should find it easily with the search function.
That's great! Does it also include torpeoes of other nations than japan? I'm sure it could be well used in TSWSM (with your permission of course)

Quote:
Originally Posted by polyfiller
Will let you know if I find any way of improving the aiming ... although I suspect if it can be made better, then Darkfish will find a way
If I knew of any way to fix this I would have already done it The problem is that the torpedo launcher is actually just a modified gun - which aims just like any other gun for the center of the target.

Quote:
Originally Posted by coronas
It's portable to SH3?
I guess so. (although I haven't modded SH3 for ages I think all used controllers were already present in SH3.)
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Old 09-02-09, 04:34 PM   #50
keltos01
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Quote:
Originally Posted by DarkFish View Post
yes sure, feel free to use this
What goes around comes around : yeah sure, feel free to use my IJN Surface Torpedo Mod

http://www.filefront.com/9947019/IJN..._torpedos.rar/

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Old 09-02-09, 05:52 PM   #51
tater
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Impressive work.
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Old 09-02-09, 05:56 PM   #52
polyfiller
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OK - how does this sound .... modify the traverse tolerance in the torp launchers .sim file to 10 degrees ? This should give such variance in the torps being launched in the actual direction the AI intends, that there is a chance some torps will lead the target correctly ?
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Old 09-02-09, 06:09 PM   #53
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OK - so that actually works ...... some torps head off at upto 10 deg variance from the intended direction by the AI gun controller ... and as such, lead the target. One problem is that not many of the fired shots do vary... so maybe to compensate we keep unrealistic reload times and ammo capacity to give the AI a chance to lob more torps at targets, with some of them actually being on target ?

I did also try reducing the shell speed in the torp launchers sim file - thinking this would cause the AI to train the barrel in advance of the target - but it changed nothing. Strange ... so does this mean the AI is completely unable to lead a target to compensate for shell / target speed ? I assume so.
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Old 09-02-09, 06:51 PM   #54
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OK ..... another attempt - turn the torp launcher orientation sideways in the submarines.dat file, then reduce the shell speed to try and force the AI to lead the target that way. Am just testing some settings for the above now.
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Old 09-02-09, 07:23 PM   #55
polyfiller
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Ok... so this is looking promising ... rotated the mount points on the sub (so that the up down elevation becomes side to side movement on the barrel). Am using shell speed = 200 and elevation limits increased from +- 90 to +-180.

Have target travelling at 10 knots and subs at varying distances.... interesting to note that the nearest one is the least successful.

Will continue to tune the parameters to see if I can improve accuracy.
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Old 09-03-09, 12:12 AM   #56
keltos01
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neat ! I mean french subs including the Narwhal had taversing tube mounts !

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Old 09-03-09, 08:00 AM   #57
iambecomelife
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Been getting good results with a Mark XV fudged up to about 120 knots with a lower dud rate.

I replayed the Battle of Tassafaronga after equipping the Japanese DD's with this torpedo (yes, I know they wouldn't have used the Mark XV). They generally sink from 2-4 American cruisers and suffer moderate losses. Virtually no losses from self inflicted hits b/c the speed is higher.

Very interesting to watch the AI behavior - they steer to obtain better shots and will avoid shooting when their friends are in the way. Plus, destroyer vs. destroyer melees are simply awesome now. Ships swerving everywhere, circling each other like tomcats, starshells going off, random DD's suddenly blowing up - sweet!!!
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Old 09-03-09, 08:15 AM   #58
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Pictures of the test runs:






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Old 09-03-09, 01:48 PM   #59
keltos01
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waow !

as those are "shells" and not true torpedoes I guess you have no use for my Long Lance Torpedoes (IJN Surface Torpedo Mod)

would they shoot a torpedo at a sub?

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Old 09-03-09, 04:02 PM   #60
DarkFish
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Quote:
Originally Posted by keltos01 View Post
waow !

as those are "shells" and not true torpedoes I guess you have no use for my Long Lance Torpedoes (IJN Surface Torpedo Mod)

would they shoot a torpedo at a sub?

keltos
It are real torpedoes, no shells. Simply said it's a cannon spawning a torpedo when it fires. So your IJN torpedo mod could still be of use

I haven't tested it but they should fire at subs too as it behaves like a normal gun and thus shoots at everything a gun shoots at.
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