View Full Version : Torpedo speed change doesn't work
ruddy shaft
03-31-08, 07:10 PM
I've been experimenting with some SH4 changes, including my infinite ammo, fully automatic, 600 rounds per minute deck gun :D Every change I've made I've seen reflected in the game except torpedo speed.
I have the crappy Gato sub which at the current point in my career uses Mk14s. I went into my SH/data/library directory and found Torpedoes_US.sim. I opened the file and made my way to the Mk14TorpUS section. I saw the two speeds of 36 and 41kts (or whatever the default is) and made a marginal increase to 248 and 368kts respectively.
I went back into the game for testing, and it doesn't work. I've tried loading my career, starting a new career, single custom missions, etc. The torpedo still goes the normal 36/41. I've checked over and over that I've changed the right torpedo/my sub is currently loaded with that model torpedo. I've used slightly less ambitious speed increases to see if that worked, but to no avail.
I'm using game version 1.4 and making my mods with Silent 3ditor 0.7. Help me make these worthless torpedos work. :cry:
DrBeast
04-01-08, 07:44 AM
Uh...246 and 368 knots...? :huh:
Whatever floats your boat, man, but those are LUDICROUSLY high speeds! Sure, there are many things you can mod in this game, but I'm pretty confident the game engine has its limitations. Try something more down to earth, like upping the speed by +10 knots, I'm sure you'll see it's working. It's still torpedoes you're trying to mod, not a space shuttle's launch speed! :lol:
ETA: oh, and welcome aboard!
http://www.terminally-incoherent.com/img/facepalm.jpeg
DrBeast
04-01-08, 08:02 AM
:rotfl:
Come on, Luke...face it with a smile! :lol:
Fincuan
04-01-08, 08:22 AM
The speeds definitely aren't too high for the engine - I've tried 300 knots(when trying to get the torpedo jump out of water, don't ask why), and it worked fine. They were wicked in a convoy attack btw :lol:
DrBeast
04-01-08, 08:27 AM
I've tried 300 knots(when trying to get the torpedo jump out of water, don't ask why)
Aha...Flying Fish! :arrgh!:
AlmightyTallest
04-01-08, 09:02 AM
I've seen that with TMO 1.5, You need a torpedo specialist passive ability with another torpedo specialist that reduces dud chance and shortens reload times, coupled with an active ability torpedo specialist that increases speed and damage of the torpedoes for 5 min. lol activate those crew members before launching the torpedoes and see how screaming fast they become!! They did sometimes actually jump out of the water after launch. I admit I was having fun with it, but the rivet counting side of me eventually won out :D
Digital_Trucker
04-01-08, 09:15 AM
BTW, ruddy, welcome to subsim:arrgh!:
Edit:Oops, too late, I was too busy laughing at Beasty's "Ludicrous speed" reference that I didn't notice he welcomed ya already:rotfl:
Double edit : I gotta quit laughing while typing. lucicrous? Some day I'll learn to proofread.
DrBeast
04-01-08, 09:19 AM
I was too busy laughing at Beasty's "Lucicrous speed" reference
*DrBeast whistles innocently
I have no idea what you're talking about! ;) :rotfl:
Rockin Robbins
04-01-08, 09:53 AM
Sim-u-la'-shun
skwasjer
04-01-08, 10:29 AM
Man, I should remove support for these controllers... :rotfl:
Can you get the torpedo to do a Mach number? How about a TLAM mod! Boy Howdy! Now this is "Flavored to Taste", to quote the Master himself!:up:
What do you mean were only doing 8 kts submerged????
Its time for LUDICRIOUS SPEED!!!!! Lets get this tin can swimming at at least 200kts!!!!!!!!!
:D:rotfl::up::rock:
http://img122.imageshack.us/img122/9447/spaceballslarge011uy.jpg
Can you get the torpedo to do a Mach number? How about a TLAM mod! Boy Howdy! Now this is "Flavored to Taste", to quote the Master himself!:up:
I do remember seeing this one user made movie with a jumping sub and a torpedo that hit a boat hard enough to nearly roll it over.
ruddy shaft
04-01-08, 07:04 PM
The first reply said i was trying to high of speeds, but as I said in my post, I already suspected that and tried minor speed adjustments but to no avail.
So, to cut to the chase, nobody knows what the answer is?
CaptainHaplo
04-01-08, 07:55 PM
Make sure your looking at the right thing - my mk14 has a stock speed of 31 and 46. Second - when you make changes - and this is not said to be insulting - but you did SAVE after right? I just tried this and set my slow speed to 250 knots - my gato was at 36 knots and the torp was set to slow - if it didnt take I would pass the torp, if it did - it would SCOOT - and scoot it did.
I say what I did about saving because I have forgotten it more than once and then used horrible english because of it. I tested it and it does work...
skwasjer
04-01-08, 09:05 PM
The first reply said i was trying to high of speeds, but as I said in my post, I already suspected that and tried minor speed adjustments but to no avail.
So, to cut to the chase, nobody knows what the answer is?
I don't see why it wouldn't work. Better post the modded .sim file so we can see what's wrong...
AlmightyTallest
04-01-08, 09:07 PM
:lol: Everyone knows the only thing faster than ludicrous speed is Plaid.
keltos01
04-02-08, 04:01 AM
http://images.military.com/pics/Buff_Shkval.jpgThe weapon is the famous (or infamous) Russian VA-111 Shkval rocket torpedo and its variants, capable of speeds of more than 200 knots underwater. This speed is achieved by the rocket pushing the sharply tapering, flat-tipped torpedo so fast that a vacuum bubble forms around the body of the weapon, greatly reducing water resistance -- the process, for the uninitiated, is called supercavitation.
hardly a wwII torpedo... did you guys see, in a config somewhere, that theere was already a slot for a "missile submarine" ? so next you'll get the cold war game, AND the torpedo pictured above, which was sold to china btw....
more info :
http://www.military.com/soldiertech/0,14632,Soldiertech_060420_shkval,,00.html
AlmightyTallest
04-02-08, 09:21 AM
Well it's an interesting weapon, but Russia and China aren't the only ones working or using such a torpedo.
http://64.233.169.104/search?q=cache:0u_6nj_r2uIJ:www.popsci.com/scitech/article/2004-06/supercavitating-torpedo+U.S.+supercavitating+Torpedo&hl=en&ct=clnk&cd=1&gl=us
http://www.stratmag.com/issueMay-15/page02.htm
Scientists at the Naval Undersea Warfare Center in Newport, Rhode Island demonstrated in 1997, a fully submerged launch of a supercavitating projectile (with air injected in its nose) with a muzzle velocity of 5,082 feet (1,549 meters) per second, making it the first underwater weapon to break the sound barrier. More recently the US unveiled supercavitating bullets. That program was inspired by the menace posed by harbor mines during the Gulf War. The slow and dangerous job of disarming mines often falls to divers because bullets lose momentum and direction after traveling a few feet through water, which is thousands of times denser than air. But supercavitating bullets fired from planes or helicopters could pierce and detonate mines from a safe distance
Couple the above with this sonar: http://www.fas.org/irp/program/collect/lfa.htm
And you would have an effective anti-submarine deterrent force. Personally, I'd keep the very quiet submarines we have today and just use the active sonar system above to locate any threat submarines, by the time you got your 688I or Seawolf lined up for the shot on him, he wouldn't have time to react to your subsonic wire guided torpedoes. Heck, why even wait for a submarine to get on station, just use your carriers ASW aircraft to drop homing torpedos all over the enemy contact shown by the above LFAS system.
But one big problem is the noise you make after you fire your extremely noisy torpedo. Every asset of the enemy will now be bearing down on your location to destroy your very subsonic submarine after only one attack, which by the way will be a short ranged attack because of the limitations of the Shkval technology.
At any rate, it is interesting technology, but no matter how good it sounds, there will be a counter for any technology.
I made a 60kt homing torpedo once and modded my sub to run 40kts submerged. It was much fun outrunning destroyers and sending a nice present back at them when they were chasing me. .......Until I missed and the torpedo started it's search pattern and homed in on me. :o Then it wasn't so entertaining. :nope:
Chuck
ruddy shaft
04-02-08, 10:54 PM
Unfortunately, I have no idea how to attach a file. All I see is stuff for links. Anyway, yes, I'm sure I saved my changes. I know I always save because the S3editor that I use puts a * next to the filename when you've made a change and it annoys the hell out of me so I click the disk to save it so the * goes away.
I just found something kind o' interesting. If I lower the speed to 2 knots and then test it, the torpedo goes 2 knots. I can speed the sub up and run into my own torpedo :) I can observe any speed change within the game provided it's less than the default 36/41kts (for the Mk1). But as soon as I change the speed to anything greater than the default, the torpedo only goes the default speed.
andycaccia
04-03-08, 05:58 AM
I made a 60kt homing torpedo once and modded my sub to run 40kts submerged. It was much fun outrunning destroyers and sending a nice present back at them when they were chasing me. .......Until I missed and the torpedo started it's search pattern and homed in on me. :o Then it wasn't so entertaining. :nope:
Chuck
:rotfl: :rotfl: :rotfl:
It happend to me in sh3...while acting as K-19 in 1944 with a "soviet" XXI..
manitoba1073
04-03-08, 07:34 PM
Unfortunately, I have no idea how to attach a file. All I see is stuff for links. Anyway, yes, I'm sure I saved my changes. I know I always save because the S3editor that I use puts a * next to the filename when you've made a change and it annoys the hell out of me so I click the disk to save it so the * goes away.
I just found something kind o' interesting. If I lower the speed to 2 knots and then test it, the torpedo goes 2 knots. I can speed the sub up and run into my own torpedo :) I can observe any speed change within the game provided it's less than the default 36/41kts (for the Mk1). But as soon as I change the speed to anything greater than the default, the torpedo only goes the default speed.
Well I got 122kts to work for torp speed. I know tha number works and 88kts for the longer range of the mrk14's.
ruddy shaft
04-04-08, 12:56 AM
So has everyone :( I'd love to know why everyone else gets the torpedo to go faster, but mine only go the default speed or slower. I've even tried downloading that snap patch or whatever that makes torpedos faster and more powerful, and it still doesn't change the speed.
manitoba1073
04-04-08, 02:29 AM
What mods and that do you have installed?
And what did you mod the Torpedoes_US.sim file with?
This is what my file looks like in S3d
http://i171.photobucket.com/albums/u320/manitoba1073/torpspeedchanges.jpg
That is all I changed too.
I will say changeing the depth to -1.8 does not make them fly. lol
Fincuan
04-04-08, 03:55 AM
I will say changeing the depth to -1.8 does not make them fly. lol
:lol: Tried that too. I think that's only the default value though, and that the TDC torpedo depth wheel overrides it.
ruddy shaft
04-05-08, 01:21 AM
I have no mods installed. I'm on a fresh installation with the 1.4 patch installed.
I don't know how to put images on here, but my editor looks the same as yours with slightly different speeds. For the 0 category under "speeds", my speed is 110 kts with 10000 range. For the 1 category, my speed is 70 kts with 16000 for range. My sub is loaded with Mk14s so I am editing the #6 amun_torpedo. Unfortunately, I save the file, go in game, and nothing changes...unless I change the speeds to slower than the default as I said in a previous post.
i haven't changed anything else in the file like dive angle or depth or any of that. Only speed and range.
skwasjer
04-05-08, 03:57 AM
I don't see why it wouldn't work. Better post the modded .sim file so we can see what's wrong...
If you want help...? :dead:
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