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View Full Version : [TEC] Sub launched mines


tater
08-19-07, 02:48 PM
I got bored and I modded the cutie to have a speed of 0.001, and a short "straight run" and no gyro angle. Worked. Set the depth in TDC, lay mines. Drove back and intentionally hit one (they float in the water making cutie noise and bubbles), BOOM.

You can lay such cutie "mines" and they go off. I wish the magnetic detonator worked, it would be easier. I will try a mk14 next, and see if I can delect the contact pistol in favor of purely influence.

This would be quite cool, then I'd need to figure out how to add a new fish.

The only possible down side so far might be the stopwatch ticking...

tater

panthercules
08-19-07, 02:59 PM
This sounds very cool - might make some of those photo recon missions around harbors a bit more interesting if they could be turned into mine-laying missions :D

Do they have end-of-run explosions like normal torps do though? Will they stay in place and lethal even if you cruise out of sight/range, or do you have to stick around and wait to see if anything hits them? How long would it take to reach end of range at that slow speed?

tater
08-19-07, 04:01 PM
No, you'd have to be in visual range (render range, really) to have them do any damage.

If I can get these in (as a new weapon) I'd make them cost 0 renown, and I'd raise the price of mk10 and mk14 to some value greater than zero. Then I'd add some mine laying missions. <G>

tater

tater
08-20-07, 08:59 AM
I tried to set magnetic influence to "1" and I set a wide trigger radius (10 vs 1.5) but saw no effect.

Next thing I might try (in addition to trying to get magnetic to work---does influence just not work at all, or was it the switch to turn it on?) is to alter the "size" in terms of spaces on board. Not sure how many the sub should hold in lieu of torpedos... is it possible to have 2 small fish for every 1 normal sized one?

Anyway, if I get it to work, then all I need is to figure out how to add a new torpedo.

tater

kv29
08-20-07, 09:05 AM
nice work, tater. we could set a good minefield in front of a convoy or a tf

tater
08-20-07, 10:14 AM
Well, the idea was to give harbor mining missions, lol. (mining the approaches, subs didn't go into harbors)

I frankly don;t expect (or even want) it to be terribly effective.

The final goal is this:

Make a sub-launched mine.

Set the renown cost for such mines = 0.

Set the renown cost for mk10 and mk14s at some number >0 for the first X months of the war (maybe on and off til 1943, need to reseach that).

What I want is that if you lack the renown to "buy" torpedoes, you take mines. Then patrol orders (this would have to be understood by the players via a readme) would assume that if armed with mines, you would place them on the approaches to the nearest port to the patrol area, then proceed to the marked patrol area. I'd also add a few explicit mining missions. You'd hit the map in the office, see that it was a mining mission, hit the "Back" button, dump the appropriate number of fish and replace them with mines, then go on the mission.

I want renown to mean more. If you don't produce results, they'll give the hard to come by fish to a skipper that will, and you get mines.

I think I can also set up the ports near the patrol area as hidden secondary objectives to reach with renown so that if you do the mining, you get renown for it (then next patrol you can "buy" some fish)...

tater

tater
08-21-07, 09:11 AM
Anyone know how to clone a torpedo or whatever is required to add a new one?

tater

denis_469
08-21-07, 10:52 AM
Anyone know how to clone a torpedo or whatever is required to add a new one?

tater

I know two variants:
1 - un Germane - autors LSH III (apparantly) who made torpedo type VII
2 - in Russia - autor Dagon

tater
08-30-07, 04:38 PM
I have the mines working in place of the cutie. Got the mag trigger figured out. They are fairly effective.

I even made a new torpedo sim and zon file with a new torpedo, the type 12 that is the mine.

The only block I have is the 3d model now.
I can get everything in the dat with S3D except the 3d model and the URC properties.

This WILL work, it's just a matter of time. I have the trigger distance set to 5m right now, I think I will drop it to 3m, and I will make the explosion range be 3 to 4m or so.

sneekyzeke
08-30-07, 05:18 PM
you're gonna get a magnetic influence mine to work? will the torps benefit from this too?

tater
08-30-07, 09:38 PM
they work fine @5m right now (my mines).

THE_MASK
08-31-07, 12:38 AM
How many mines would they carry ?

chopped50ford
08-31-07, 01:14 AM
is there a fix in the works for the magnetic trigger?

tater
08-31-07, 01:21 AM
How many mines would they carry ?

Good question. I haven't messed with the ammo yet. Ammo says volume=1, packsize=1 for each torpedo. Not sure if it would accept 0.5 for that or if the limit is the number of fish.

My plane would be that a mine mode would raise the cost of mk14s greater than zero, and mark 10s (this can be date based), and the mines would be free.

tater