View Full Version : How Do I get Unlimited Torpedos
What I need to know is there a mod that puts unlimited torpedos in the sub or how I could design a mod to accmodate this ?
hyperion2206
02-25-07, 06:08 PM
What I need to know is there a mod that puts unlimited torpedos in the sub or how I could design a mod to accmodate this ?
Welcome to Subsim, blysas!:up:
I really don't know but I don't think that somebody has done such a mod, because SH3 (stock) is arcardish enough me thinks.
Carotio
02-25-07, 06:09 PM
No mod needed: just go into realism settings
uncheck "limited ammo", I think, it's called! Never used it myself!
EDIT:
Sorry! Just checked - no such option!
Must have confused with previous version SH :oops:
Anyway, don't know about such a mod...
Look I am using Silent Hunter 3 at the moment. I need some advice on how to access the core files of this games and edit it in such a way, that I can get unlimited otrpedos or at least more then the best sub .
hyperion2206
02-25-07, 06:15 PM
No mod needed: just go into realism settings
uncheck "limited ammo", I think, it's called! Never used it myself!
There's such an option?:o I changed my settings so long ago that I must have forgotten.:nope:
hyperion2206
02-25-07, 06:16 PM
Look I am using Silent Hunter 3 at the moment. I need some advice on how to access the core files of this games and edit it in such a way, that I can get unlimited otrpedos or at least more then the best sub .
If I may ask: Why?:o
Einbaum
02-25-07, 06:40 PM
At the harbor, go straight towards where you see a lightish building, turn left and straight down about 300 metres. There's a guy on a motorbike side-car there. When you see him, stop, turn left and walk 100 metres. There should be a brown door in front of you. Knock 3 times and enter. Ask the secretary behind the desk you wish to see the guy in charge of Ammunition Allocation. When you're called, knock, enter his office and salute. Request your boat be filled with torpedos at the expense of your crew. See what he says...
bigboywooly
02-25-07, 07:05 PM
There are only a certain number of torpedos you can add to a sub before the game crashes
IIRC its only another couple more in the IXD2 which is not far off the XXI anyway
Didn't some one do a nuclear torp which wiped out a whole convoy?
GSpector
02-25-07, 10:22 PM
Wow, you can get more BANG from your fish:hmm: , Could be useful :shifty:
To get more torpedoes, tell Bernard to split them in two. :smug:
sunvalleyslim
02-25-07, 11:26 PM
BLYSAS,
You're in the real world, Dude, if you run out of torpedoes then go back to port and pick up a new supply. No one in the real world has an unlimited supply.......good luck skipper......................:D
GSpector
02-26-07, 12:26 AM
I'll admit that I am not to interested in unlimited ammo but I do like the idea of more BANG :yep: , even if it's just for the fun of it.
I really don't want to have Torps with warhead but I would like to try it just once to see what it looks like when 1 Torp hits and everything on 1 ship just explodes like a firework gone bad :D
Corsair
02-26-07, 07:14 AM
Look I am using Silent Hunter 3 at the moment. I need some advice on how to access the core files of this games and edit it in such a way, that I can get unlimited otrpedos or at least more then the best sub .
:rotfl:Where do you plan to store them ?:D
danlisa
02-26-07, 07:21 AM
For my Sins.......(I can't believe I'm doing this)
Try Google & Silent Hunter 3 Trainer. Make sure you get the right file for your version of SH3.
Mush Martin
02-26-07, 05:16 PM
Didn't some one do a nuclear torp which wiped out a whole convoy?
azn132 taught me how to do this.
Torpedo tests for Uberboot I decided against keeping the torpedo
as it throws the balance of feel to much on the subs side you
feel too impervious to feel any sense of danger
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img18-2-2007_16.jpg
robbierob2005
02-26-07, 05:54 PM
That's one hell of an explosion :o:o
Mush Martin
02-26-07, 06:00 PM
Fun to play around with thats for sure.:up:
also limited supply of torps tends to go
just a little bit further.
Engel der Vernichtung
02-26-07, 06:41 PM
Caption on picture:
"Dammit, Bernard! I told you to lay off the Mexican food!"
bigboywooly
02-26-07, 06:51 PM
Have to dig out the original thread
That had some awesome pics of the nuclear deck gun
Port raiding had a whole new meaning
:rotfl:
Mush Martin
02-26-07, 07:34 PM
Have to dig out the original thread
That had some awesome pics of the nuclear deck gun
Port raiding had a whole new meaning
:rotfl:
I never did big shells just a matched pair of full auto 88's
and that gave a whole new feel to surface raiding.
very stimulating.
:rotfl::rotfl::rotfl::rotfl::rotfl:
Ducimus
02-26-07, 09:34 PM
:hmm:
I think some deviltry will be afoot when i get home.
Type 21.. and nuclear torpedo's..... why the hell not! :88)
I'll blow the tommies to mars!
Mush Martin
02-26-07, 09:36 PM
Use mini tweaker
impule to 999999
and then
radius and effect to 99999
I got two black swans into orbit and out of the game.
zaunkonigII
02-26-07, 10:29 PM
Use mini tweaker
impule to 999999
and then
radius and effect to 99999
I got two black swans into orbit and out of the game.
Doesn't a such a large radius also eat up your own sub? Not sure about the units of measurement, though.
Mush Martin
02-26-07, 10:32 PM
Use mini tweaker
impule to 999999
and then
radius and effect to 99999
I got two black swans into orbit and out of the game.
Doesn't a such a large radius also eat up your own sub? Not sure about the units of measurement, though.
Uhm 10000 yd range :oops: sorry
zaunkonigII
02-26-07, 10:35 PM
Ah so measurement ingame is in yards. Hehe, have to tweak!
*Goes to work with evil grin on his face :hulk: :/\\x: *
Mush Martin
02-26-07, 10:38 PM
radius doesnt appear to be in yards Ive
been 500 yds away undamaged and Id forgotten
that when I originally was only able to do impulse
under 10k it did used to blow me up
cause of safeness unkown?:doh:
zaunkonigII
02-26-07, 10:48 PM
For safety reasons I'll keep mine under 100 :D . BTW, is there a value for increasing the detonation distance for mag torps? I mean, they only explode only when they are at a set distance from a metal hull. Is there anyway to increase this distance?
Reason: Make a just-for-fun mega-nuke torp, enough to decimate a convoy :rotfl:. Fire a dumb-fire torp with a large straight-run into the center of the convoy, making sure you are well out of range. Torp goes boom, and 10 ships go flying into the air. Just make sure none lands on your deck :rotfl:
Mush Martin
02-26-07, 10:50 PM
For safety reasons I'll keep mine under 100 :D . BTW, is there a value for increasing the detonation distance for mag torps? I mean, they only explode only when they are at a set distance from a metal hull. Is there anyway to increase this distance?
Reason: Make a just-for-fun mega-nuke torp, enough to decimate a convoy :rotfl:. Fire a dumb-fire torp with a large straight-run into the center of the convoy, making sure you are well out of range. Torp goes boom, and 10 ships go flying into the air. Just make sure none lands on your deck :rotfl:
I have not located a sensitivity setting but this is done using the depth setting on the torp and whether or not you choose duds.
Mush Martin
02-26-07, 10:52 PM
the other day I made three tries at trying to actually shoot
down an avro anson with a black swan for a projectile.
not particularily accurate though.
no successes.:down:
zaunkonigII
02-26-07, 10:54 PM
So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?
Mush Martin
02-26-07, 10:57 PM
So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?
Ja das is correct.
but with normal torp it would be no effect
I havent tried an ubertorp set for too deep
it might help my launch angles when using black swans
as AA projectiles.:|\\
zaunkonigII
02-26-07, 11:06 PM
Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).
Mush Martin
02-26-07, 11:18 PM
Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).
I bet you I could get a deckgun to fire on a type XXI
GSpector
02-26-07, 11:26 PM
"Originally Posted by Mush Martin
Use mini tweaker
impule to 999999
and then
radius and effect to 99999
I got two black swans into orbit and out of the game."
This is what I see in Mini-Tweaker:
type =
depth =
max_dive_angle =
max_turn_angle =
impulse =
straight_run =
speed =
range =
I don't see radius or effect
:hmm:
zaunkonigII
02-26-07, 11:48 PM
File: Torpedo.sim
Type = System value. Don't change.
Depth = Default depth for torpedo.
Max_Dive_Angle = What it says, in degrees.
Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.
Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.
Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.
Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)
Range = Duh. In meters.
-------
File: Torpedo.zon
MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.
MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion. I usually set mine to <100.
Hope this helps.
Mush Martin
02-26-07, 11:56 PM
sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM
zaunkonigII
02-27-07, 12:04 AM
sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM
No prob, and apologies for all my transgressions :D . Really.
robbierob2005
03-01-07, 06:44 PM
I tried to make some nuclear Torpedos myself :D
http://img59.imageshack.us/img59/3979/sh3img27220072394140xn4.jpg
http://img293.imageshack.us/img293/503/sh3img27220072396375wa6.jpg
http://img185.imageshack.us/img185/7266/sh3img27220072398421ju6.jpg
I shot this smaller ship right to the moon :lol:
http://img59.imageshack.us/img59/9205/sh3img2722007224754250vw3.jpg
Mush Martin
03-01-07, 08:42 PM
Nice hit :rotfl:
lifes better without event camera.
whats doing the re entry thing in the last shot a freighter?
I got great break up scenes of a destroyer breaking in the spin
at the top of the arc and come into the water like a bad day at
the space program.
(sadly those screenies are now deleted)
MM:|\\
:hmm: :hmm: :hmm:
Be afraid...be very afraid! :yep:
LOL
Mush Martin
03-01-07, 08:58 PM
Actually with my boat and these torps im not easily intimidated
shall we say.:arrgh!:
deerbolt
08-23-08, 11:45 PM
i have done what is outlined below using SH3 Mini Tweaker and them tweakfiles
File: Torpedo.sim
Type = System value. Don't change.
Depth = Default depth for torpedo.
Max_Dive_Angle = What it says, in degrees.
Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.
Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.
Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.
Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)
Range = Duh. In meters.
-------
File: Torpedo.zon
MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.
MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion.
my question is this?
do the settings you altar in them 2 files get automatically inputted into the originals in C:\Program Files\Ubisoft\SilentHunterIII\data\Library. and if not how do i change them manually
thanks for any replies
USS Sea Tiger
08-24-08, 01:05 AM
Is there only one 3d model for torpedos and differing skins or is there a different 3d model for each type torpedo?
Dietrich
08-24-08, 07:37 AM
From what I can tell, there is one per torpedo type. However, I've been struggling with this for converting a torpedo to a mine, and can't get it to work at all.
Ref: http://www.subsim.com/radioroom/showthread.php?t=140078
I'd be very curious to know if you manage to change the 3D model of a torpedo at all! :yep:
USS Sea Tiger
08-24-08, 04:50 PM
Thast is what I am trying to do too,, Change a torp to a mine.
I have the WWI UC III class and she is all set, Now , Like you , I am looking into making mines that work.
If I figure it out on my days off I'll PM you.
Thanks
bobchase
08-24-08, 08:40 PM
What I need to know is there a mod that puts unlimited torpedos in the sub or how I could design a mod to accmodate this ?
blysas,
To answer your original question (before the topic drifted into tactical nuclear torpedoes) you can use Wolfies' TweekPac to modify the number of eels your boat carries, at least within reason. For instance, in addition to the 4 torps in the tubes, a type 7 boat can be made to carry about 8 forward reserve torps, 8 forward extra torps, and 6 forward external torps. You can't get away with modifying the aft torpedoes that much but you can have 2 reserves and 4 external torps back there. Adding any more than that requires modification of the games torpedo layout screens which, at this point, you don't seem to be ready for.
You can find Wolfies' TweekPack here:
http://hosted.filefront.com/bobchase
Your going to modifying this file: C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\basic.cfg
So make a backup of the file before you ever start playing with TweekSUB or else your doomed. OK, not really doomed, but you will hate yourself when you add too many torpedoes to a class of boat and you can't get them to load...
Have fun and welcome to modding
Bob
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