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Werewolf
06-05-09, 06:24 AM
Okay I'm rather stock here so I would be happy if someone could help me out......

Does anyone here know how to add torpedo tubes to a boat? Maybe this question has been asked a thousand times, but I really don't understand how to do it, as far as I understand it's not enough only to add them in the sim file, they also need to be added in the upc files some where?? :o

Further more......is it possible to make these extra tubes vertical so that they launch a converted torpedo vertically? What does decide where a torpdo pops out by the way? The position of the torp doors in the DAT file or what? I think this will require some animations tweaking...am I right? :hmmm:

polyfiller
06-05-09, 07:08 AM
You need to add to the .sim and the .dat (for door positions) and in the torpedo room of the .upc file (look for equipment definitions per compartment -these come after the crew deinitions). The door name in the .upc must match the names added in the .sim.

As for firing - it'sthe positon of the door name inthe .dat file. Try as I have with rotating these, I have not been able to change the direction of the initial firing angle. If the door is in the front half of the boat (the z value is positive) ... then the tube appearsin the periscope / tactical firing map screens as being a bow tube. If it's z value in the .dat is negative -thenit apears as a stern tube.

And if you want the tubes to stop working - you'll need to add tothe .zon file and use a zoneid which youmatch tothe equipment definition in the .upc. To see a list of all available damage zone id's, look in the zones.cfg file.

I worked out the above by referencing the various data points inthe sim, dat and upc files .... and I'm not that bright ... so you should be able to do the same withthe above advice. If not, I may be able to reply inmore detail later.

keltos01
06-05-09, 10:03 AM
german or US side ?

Peabody and I managed to add 2 tubes to the german side, not without trouble and Skwasjer's help though, what boat were you thinking of ?

we also had to add them in the basic.cfg

keltos

polyfiller
06-05-09, 10:12 AM
Keltos - what did you have to do to basic.cfg ? I looked at it and it appeared to be a legacy / hangover from SH3 - in that it hadinfo about German boats (none about US boats) and also germanboats not available in the stock UBM install i.e. type II and VII.

I have actually deleted basic.cfg and things run fine without it ....so now I'm real curious.

keltos01
06-05-09, 12:28 PM
s3d post 987 :

Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by keltos01
I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos

These ID's are not related to id's in the DAT's. You could try specify id 0x28010017 and 0x28010007 for tube VII.

Also, alot of the menu item id's are hardcoded into the game, but not all.

Peabody made them when I slept ! now we have 8 firing lights !!! thanks for the help as always Skwasjer !

http://www.subsim.com/radioroom/showthread.php?t=146925 see post #9



this is how we set the ids for the tubes VII and VIII thanks to Skwasjer and Peabody

they have to be added to Data\menu\menu_1024_768, Peabody did it for us.

keltos

Werewolf
06-05-09, 07:52 PM
okay...thank you both very much for your detailed answers :DL

@polyfiller:

so what I gather is that I need the sim, the dat and the upc files...that's very helpful thanks. Yeah I tried rotating them as well, but the torpedo comes out horisontally, but what the heck, that's only eye candy in a way, most important is that they work:yeah:

oh by the way....the basic cfg is of no use really in SH4 contrary to SH3 where it was a key file...that's my experience. I think that most stuff in SH4 is decided by the UPC files only small details like key commands, and realism settings etc. the basic cfg has an influence on. It's rather confusing compared to SHIII hehe :DL

@Keltos:

It's on German side....I've made the Foxtrot class German and I'm now trying to make a Golf class out of the Foxtrot.....I've alredy added missile hangar long time ago and thanks to your excellent german fliegende torpedo mod I also have missiles, only it would be perfect if these had their own tubes which could thereby limit the numer to realistic 6 pieces of them and if they could launch vertically from the missile hangar. I've also made the flying torpedo look more like a missile....it's primitive work because I have no graphics program so I have to clone all that I do with existing parts, but it looks decescent enough for my use :haha:.

Well thanks both of you for helping....I'll get started doing those tubes.....