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DarkFish
07-22-09, 10:27 AM
UPDATED VERSION - NOW ABLE TO HIT MOVING TARGETS

Thought I'd better make it a new thread.
As the title suggests I've solved the problem of getting AI ships to fire torpedoes. The files available for DL are only the files needed to manually install them on ships, ships won't have them without some manual tweaking.

I've made a small vid showing an AI elco PT boat attacking a stationary Japanese merchant with 3 torpedoes:


http://i525.photobucket.com/albums/cc333/DF_3852/th_torpavs.jpg (http://s525.photobucket.com/albums/cc333/DF_3852/?action=view&current=torpavs.flv)

Known bugs/issues:
- Torpedoes are relatively ineffective, about 4% hit rate @4000m distance.
- the torpedoes occasionally dive (much) too deep/too shallow, sometimes recovering after a certain distance.

and before anyone's gonna ask, no, the merchant is not to the north of the elco. WaterInteraction is great, but not so great for torpedoes:03:

DL Link: http://www.gamefront.com/files/21085853/AI_torps_rar

Installation:
- install manually or using JSGME, no files will be overwritten.
- Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open using S3D - you'll find nodes called cfg#M01_NPT_Boat_A, cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A)
- Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship.
- now finally in the ships .eqp file add:

[Equipment 6] ;one more than the previous
NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05'
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231

Carotio
07-22-09, 11:21 AM
Thanks for your effort and will to share. :yeah:

denis_469
07-22-09, 12:50 PM
Thank you!

Hitman
07-22-09, 01:12 PM
WOW ... and I mean WOW :o

Did you really do it? Amazing! :up:

Can you further explain how it works? I know what Racerboy and Sergbuto did to make the Ai torpedoes, but how does your mod work? Does the game really know it is launching torpedoes, or is it tricked to believe it is shooting shells or other things?

DarkFish
07-22-09, 02:05 PM
Can you further explain how it works? I know what Racerboy and Sergbuto did to make the Ai torpedoes, but how does your mod work? Does the game really know it is launching torpedoes, or is it tricked to believe it is shooting shells or other things?It's a modified cannon shooting a dummy shell.
The trick is that I used the gunpowder cloud effect (the nice fire/smoke you see coming out of the barrel right after you shoot) to spawn a torpedo. This torpedo then heads into the direction the barrel pointed at. Unfortunately also the barrels elevation angle is copied by the torpedo. This is what causes the occasional deep/shallow running. Luckily within certain boundaries the torpedo can correct this, so I've set the max elevation angle of the gun to only 1 degree.

This mod certainly isn't perfect but it's a lot better than nothing.

keltos01
07-22-09, 02:34 PM
WAOW !

Awesome, and I don't use that word often

[edit] with appropriate credits given, do you allow us to use it in the Japanese Campaign mod ?

keltos

DarkFish
07-23-09, 06:04 AM
with appropriate credits given, do you allow us to use it in the Japanese Campaign mod ?

keltosyes sure, feel free to use this:up:

The Fishlord
07-23-09, 09:29 AM
Neat! I've always wanted this, midget subs in particular seemed useless without this. Now maybe approaching Japanese home waters on the surface near a port will be a little more dangerous...I hope this gets integrated into TMO 1.8 somehow.

Any chance of you releasing a pack of torpedo-armed ships?

keltos01
07-23-09, 09:59 AM
yes sure, feel free to use this:up:

thanks a bunch ! :salute:

keltos

ivank
07-24-09, 06:46 PM
No you didn't! Yes you did!! Great one!

DarkFish
07-25-09, 01:10 PM
Any chance of you releasing a pack of torpedo-armed ships?
not ATM. I'm too busy modding other things now. But I'm sure TSWSM will include some.
If someone else wants to add torpedoes to ships/subs, please go ahead, feel free to release them.

Nameless Bob
07-25-09, 07:17 PM
I have very little knowledge about how things are modded so I'm definately a noobie but I can't help but wonder, would this method be able to spawn something else like an AI aircraft?If so it would sure be a quick and dirty way to get playable carriers to launch airplanes.:hmmm:

Sheer genius on the torpedo spawn method.:salute:

iambecomelife
07-26-09, 02:27 PM
Great job! Can we adjust the torpedo speed, so that maybe the torpedoes will be useful against faster targets? I don't mind if they're ahistorically fast if it helps improve accuracy a little.

keltos01
08-03-09, 05:58 PM
any more work done in the past 10 days ?

keltos

peabody
08-03-09, 09:05 PM
Thought I'd better make it a new thread.
As the title suggests I've solved the problem of getting AI ships to fire torpedoes.

Known bugs/issues:
- All torpedoes are launched straight to the target and thus are only effective against stationary/slow moving targets.


Fantastic idea. Very clever.

Just a suggestion on the issue of stationary/slow moving targets. You have the Particle generator/object linked to the MK14. What about making one of the torpedos acoustic. (I know the cutie is already, but it is slow and underpowered for this use.) Wouldn't that solve the problem of accurate aiming for faster ships? You would still have to be "in the ballpark" or the acoustic wouldn't pick up the target. And then you could create missions with surface AI ships assisting an attack. Of couse I would put a rather small limit on the available ammo or it would keep shooting until everything is sunk.

Thanks for the great work.

Peabody

Rockin Robbins
08-03-09, 09:22 PM
This smells like as lousy an idea as Ducimus' evil airplanes.:D I have to confess that when he announced that I thought it was the stupidest thing anybody ever thought of. And when I played with it I realized that it was genius, the best new idea in Silent Hunter 4 to date.

I think this is another one of those game-changer ideas that will force us to operate with a little more fear and in a little less Rambo-like fashion. If we're setting up a surface attack and a fleet of six torpedo boats with two or four of these torpedoes charges us from two directions at 30 knots, what do you think our reaction would be?

Did the Japanese have E-Boats or the equivalent? They certainly were good at destroyers and torpedoes, so something can be cooked up in any event. This promises to mess up our nice tidy game and introduce a little refreshing mayhem!:salute:

keltos01
08-04-09, 05:58 AM
This smells like as lousy an idea as Ducimus' evil airplanes.:D I have to confess that when he announced that I thought it was the stupidest thing anybody ever thought of. And when I played with it I realized that it was genius, the best new idea in Silent Hunter 4 to date.
I agree !
I think this is another one of those game-changer ideas that will force us to operate with a little more fear and in a little less Rambo-like fashion.thus more realistically If we're setting up a surface attack and a fleet of six torpedo boats with two or four of these torpedoes charges us from two directions at 30 knots, what do you think our reaction would be?
dive dive dive !
Did the Japanese have E-Boats or the equivalent? yes but bigger, see below They certainly were good at destroyers and torpedoes, so something can be cooked up in any event. This promises to mess up our nice tidy game and introduce a little refreshing mayhem!:salute:
http://img205.imageshack.us/img205/1247/japanesetorpedoboats1.jpg (http://img205.imageshack.us/i/japanesetorpedoboats1.jpg/)

http://img35.imageshack.us/img35/4714/japanesetorpedoboats2.jpg (http://img35.imageshack.us/i/japanesetorpedoboats2.jpg/)



http://forum.axishistory.com/viewtopic.php?t=68979



http://img38.imageshack.us/img38/511/300pxhijmstomozuru1939.jpg (http://img38.imageshack.us/i/300pxhijmstomozuru1939.jpg/)

Tomozuru was one of four Chidori-class torpedo boats of the Imperial Japanese Navy. She capsized in a storm on March 12, 1934, shortly after her completion. Her loss forced the IJN to review the stability of all of its recently completed, still building and planned ships. She was salvaged and put back into service after extensive modifications. She saw service in the Battle of the Philippines and the Dutch East Indies campaign as escorts and continued in that role for the rest of the war.

http://en.wikipedia.org/wiki/Japanese_torpedo_boat_Tomozuru

They also had smaller Torpedo Boats :

http://img190.imageshack.us/img190/6407/ijnmotortorpedoboatno21.jpg (http://img190.imageshack.us/i/ijnmotortorpedoboatno21.jpg/)


http://commons.wikimedia.org/wiki/File:IJN_Motor_Torpedo_Boat_No2_1941.jpg


type 101 torpedo boat :

http://img205.imageshack.us/img205/3091/ijntorpedoboattype101ar.jpg (http://img205.imageshack.us/i/ijntorpedoboattype101ar.jpg/)

http://commons.wikimedia.org/wiki/File:IJN_torpedo_boat_type_101_around_1943.jpg

type 241 torpedo boat :

http://img10.imageshack.us/img10/6326/ijnmotortorpedoboattype.jpg (http://img10.imageshack.us/i/ijnmotortorpedoboattype.jpg/)

http://commons.wikimedia.org/wiki/File:IJN_Motor_Torpedo_Boat_Type241_1944.jpg

torpedo boat n° 14 :

http://img40.imageshack.us/img40/8803/ijnmotortorpedoboatno14.jpg (http://img40.imageshack.us/i/ijnmotortorpedoboatno14.jpg/)

http://commons.wikimedia.org/wiki/File:IJN_Motor_Torpedo_Boat_No14_1944.jpg

IJN torpedo boat main picture page :

http://commons.wikimedia.org/wiki/Category:Torpedo_boats_of_the_Imperial_Japanese_Na vy

keltos

keltos01
08-04-09, 08:27 AM
more on japanese torpedo boats classes :

http://www.probertencyclopaedia.com/cgi-bin/res.pl?keyword=Torpedo+Boat&offset=0

do you know which are already modelled in game if any ?

Miner1436 could maybe make a few ?

keltos

miner1436
08-04-09, 11:34 AM
I might give it a shot in the future, but for now im taking a break from modding.

DarkFish
08-04-09, 01:35 PM
Fantastic idea. Very clever.

Just a suggestion on the issue of stationary/slow moving targets. You have the Particle generator/object linked to the MK14. What about making one of the torpedos acoustic. (I know the cutie is already, but it is slow and underpowered for this use.) Wouldn't that solve the problem of accurate aiming for faster ships? You would still have to be "in the ballpark" or the acoustic wouldn't pick up the target. And then you could create missions with surface AI ships assisting an attack. Of couse I would put a rather small limit on the available ammo or it would keep shooting until everything is sunk.

Thanks for the great work.

PeabodyYou could fire any torpedo you want, just change the ID the object particle links to in the torpedospawnfx.dat file. But I don't think a modified cutie would work as it would simply go after the ship that fired the torpedo, I guess.
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.

There is already a limit on the ammo, right now it has 4 torpedoes launching 20 seconds apart.

Also, I updated the file to fix problems with deep running torps, in the latest version (just uploaded to FileFront) even with 15m/s wind 2/3 of all torpedoes still hit the target. (depending on target draft of course, 7,5 ft in this case)
At longer ranges (from about 2500 m) the problem seems to cure itself with all torpedoes suddenly rising to their normal depth:hmmm:, but so far I didn't succeed in shortening this distance.

The Fishlord
08-04-09, 02:26 PM
You could fire any torpedo you want, just change the ID the object particle links to in the torpedospawnfx.dat file. But I don't think a modified cutie would work as it would simply go after the ship that fired the torpedo, I guess.
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.

There is already a limit on the ammo, right now it has 4 torpedoes launching 20 seconds apart.

Also, I updated the file to fix problems with deep running torps, in the latest version (just uploaded to FileFront) even with 15m/s wind 2/3 of all torpedoes still hit the target. (depending on target draft of course, 7,5 ft in this case)
At longer ranges (from about 2500 m) the problem seems to cure itself with all torpedoes suddenly rising to their normal depth:hmmm:, but so far I didn't succeed in shortening this distance.

That's still waaay better than nothing, great job. Since this is a modified gun I guess it won't fire underwater though? So no chance of seeing intelligent enemy subs...

Speaking of Japanese torpedo boats...

http://en.wikipedia.org/wiki/File:Shimakaze.jpg

This is the only remaining picture of HIJMS Shimakaze. She had hands down probably the biggest broadside of her tonnage class of the war - six five inchers and 15 Long Lances, which gave her a huge edge in night fighting. To top it off she could scurry along at 40 knots with an experimental turbine.

Dang, the Japanese could have done a lot more damage than they did IRL...imagine encountering this baby ingame, with torpedos all loaded up. :o

peabody
08-04-09, 04:34 PM
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.


I don't think you can clone a torpedo, you would have to modify one in the sim file and make it acoustic. I don't know if the ship will only use the US torpedos or if it will use the German ones, never tried it. But Keltos tried to add a new torpedo and it wouldn't work. And someone mentioned you can modify them but can't add any. I think if the straight run distance was far enough it shouldn't come back to hit you, but of course I never tested it, since until now, I didn't know you could make them work. :03:

Peabody

keltos01
08-04-09, 05:15 PM
you cannot clone a torpedo. period. but you could modify a relatively less used one into what you need :yep:

thanks to all the modders out there this game is starting to look like something !

guess they should hire us all ;)

keltos

U-46 Commander
08-04-09, 05:20 PM
They should! I would probably only be a tester though. Can't mod, can paint a little.

keltos01
08-09-09, 09:20 AM
what a mix with Miner1436's PT boat !

:yeah::yeah:

keltos

Akula4745
08-09-09, 12:55 PM
Many thanks for this fine mod!!!

iambecomelife
08-28-09, 07:26 PM
Just so you know, I think I managed to make an improvement to the latest version. I reset the initial velocity to 0.25 from 1 and I changed the alignment to "Worldaligned" from "Motion Aligned".

Before making these changes, a group of Fletcher DD's attacked two Japanese battleships and scored a single hit, with most of the torpedoes being deep runners. Two destroyers were lost and I sank both BB's with my sub.

After making the changes, in the same test mission the Fletchers sank both of the battleships with no help, scoring at least five hits with no deep runners. No destroyers were lost.

keltos01
08-29-09, 03:13 AM
Just so you know, I think I managed to make an improvement to the latest version. I reset the initial velocity to 0.25 from 1 and I changed the alignment to "Worldaligned" from "Motion Aligned".

Before making these changes, a group of Fletcher DD's attacked two Japanese battleships and scored a single hit, with most of the torpedoes being deep runners. Two destroyers were lost and I sank both BB's with my sub.

After making the changes, in the same test mission the Fletchers sank both of the battleships with no help, scoring at least five hits with no deep runners. No destroyers were lost.

can you post the improved version or send it to Darkfish ?

nice find !

keltos

polyfiller
08-29-09, 04:05 AM
Yes - nice peice of tuning Iambecomelife.... I'll make these changes to the TSWSM code and see what happens. For those who haven't seen my "other" post .... I have been able to get a submerged AI controlled submarine to fire these little babies :D

keltos01
08-29-09, 05:48 AM
Yes - nice peice of tuning Iambecomelife.... I'll make these changes to the TSWSM code and see what happens. For those who haven't seen my "other" post .... I have been able to get a submerged AI controlled submarine to fire these little babies :D

That's a nice find ! Peabody also has a few surprises coming in the IJN camapign... ;)

keltos

iambecomelife
08-29-09, 05:55 AM
Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .

keltos01
08-29-09, 05:58 AM
Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .
:har::har::har:

circle runners were used by fleetboats against circling escorts, read that in the Narwhal log of her thrid war patrol !

keltos

Rockin Robbins
08-29-09, 08:31 AM
Go guys go!:D

This is one of the worthiest projects going and can truly change our whole concept of SH4!

DarkFish
08-29-09, 09:23 AM
Looks like I spoke too soon. Now there is a problem with ships getting sunk by their own torpedoes.

I will keep trying to get a happy medium; then I will release it if I get his permission .What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance;)

Should you overcome the problems, you've got my permission to release an improved version:up:

iambecomelife
08-29-09, 09:26 AM
What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance;)

Should you overcome the problems, you've got my permission to release an improved version:up:


The ships usually turn to avoid their own torpedoes and then get struck amidships. I will move the torpedo nodes and see what happens.

keltos01
08-29-09, 09:39 AM
that would be really interresting for the IJN torpedo launching ships too...

and maybe implemented on the US side since we fight them in the IJN Campaign.

keltos

iambecomelife
08-29-09, 10:03 AM
What exactly happens? Do they explode right after they are launched? If so, try to increase the distance between the ship and the launcher.
Ah well, at least this problem keeps it a fair fight, otherwise those poor BBs wouldn't stand a single chance;)

Should you overcome the problems, you've got my permission to release an improved version:up:

By the way, you have a PM. I am hoping to modify this launcher so that ships can spawn other types of objects that stay on the surface.

iambecomelife
08-31-09, 12:26 PM
I found a solution on Sunday afternoon. Setting the "velocity" tab under torpedospawnfx.dat to between -4 and -3.5 gives excellent results.

In an attack on the two battleships using Fletchers and Tribal Class destroyers they consistently score between 5-8 torpedo hits. I have only noticed one accidental self-inflicted torpedo impact. I could set the value even higher for greater accuracy but that would probably make it too easy for the dd's.

If anyone knows torpedo loadouts for the ships ingame please contact me. Most sources only give the number of torpedo tubes a destroyer had. What I need to know is how many individual torps were carried on a Fletcher, Somers, Tribal, etc.

Karle94
08-31-09, 12:59 PM
I believe there was only one torpedo per tube

iambecomelife
08-31-09, 06:00 PM
I believe there was only one torpedo per tube

I'll browse some sources just to be sure.

Just managed to get the DD's to fire torpedo broadsides instead of just foreward; a Fletcher just caught the "Fuso" with a hit when they were on almost parallel courses. These guys are turning into giant killers... :rotfl:

polyfiller
08-31-09, 06:41 PM
Am confused about your tuning of the velocity .... I set the velcoity under Object particles ? If so I set it to -3.5 as you stated above and the Torpedoes come out of the launchers .... and then head backwards away from the intended target !

iambecomelife
08-31-09, 07:56 PM
Am confused about your tuning of the velocity .... I set the velcoity under Object particles ? If so I set it to -3.5 as you stated above and the Torpedoes come out of the launchers .... and then head backwards away from the intended target !

On the "Speed Direction" item under the "Velocity" header, set Z to a negative value (from -2 to about -8).

polyfiller
09-01-09, 03:01 AM
THat's what I changed .... and the torps go backwards.... maybe it's because you are using world aligned and not motion aligned. I test world aligned and got shots fir at about 60 degrees to the right of what was needed to hit the target.

I think we must have different test missions and therefore the settings need to be tested with multiple solution angles. In mine I have 3 AI subs which sail at a 90 degree collision cours to the target.... 1 level with target and two slightly in advance. With Drkfishes original settings, all 3 manage to hit ... but this is very sensitive to target speed (if it's moving, they miss alot). Am not saying your tuning is wrong ... just apply multiple test scenarios before settling on values. I am going to try world aligned with your negative values again.

Warning: I have also noted some strange behaviour with S3D when modifying the GFX.dat file - I tried your world aligned, speed to 0.25 and got the 60 degree off angle firing. I used S3d to set values back to 1 and world algined and still the same behaviour. I replaced the gfx.dat with Darkfishes original and they fired back on target. Very strange. What version of S3d do you use ?

iambecomelife
09-02-09, 09:18 AM
THat's what I changed .... and the torps go backwards.... maybe it's because you are using world aligned and not motion aligned. I test world aligned and got shots fir at about 60 degrees to the right of what was needed to hit the target.

I think we must have different test missions and therefore the settings need to be tested with multiple solution angles. In mine I have 3 AI subs which sail at a 90 degree collision cours to the target.... 1 level with target and two slightly in advance. With Drkfishes original settings, all 3 manage to hit ... but this is very sensitive to target speed (if it's moving, they miss alot). Am not saying your tuning is wrong ... just apply multiple test scenarios before settling on values. I am going to try world aligned with your negative values again.

Warning: I have also noted some strange behaviour with S3D when modifying the GFX.dat file - I tried your world aligned, speed to 0.25 and got the 60 degree off angle firing. I used S3d to set values back to 1 and world algined and still the same behaviour. I replaced the gfx.dat with Darkfishes original and they fired back on target. Very strange. What version of S3d do you use ?

I reverted to motion aligned after noticing similar problems, so you were right.

I have cloned the submarine torpedoes to make two types of surface torpedoes - one to represent the US Destroyers' Mk XV and the other one to represent the famous "Long Lance". So far I have noticed no problems with the torpedoes themselves. They fire at different angles, do not always head North, do not crash the game, etc.

The only problem is that the AI isn't intelligent enough to use them properly. The destroyers do not seem to "lead" their targets; instead they fire directly amidships at the enemy, and by the time the torpedo intersects it hits nothing but ocean. I will try adjusting the nodes & speed to compensate for these issues.

polyfiller
09-02-09, 12:31 PM
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 ;)

keltos01
09-02-09, 03:10 PM
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=1e856d1e47461c0036df4e8dca141969371162b3 7a9364745be6ba49b5870170

keltos

coronas
09-02-09, 03:25 PM
Revolutionary!
Great mod!:yeah:
It's portable to SH3?

keltos01
09-02-09, 04:21 PM
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=1e856d1e47461c0036df4e8dca141969371162b3 7a9364745be6ba49b5870170

keltos

DarkFish
09-02-09, 04:22 PM
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)

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 wayIf I knew of any way to fix this I would have already done it :up: 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.

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.)

keltos01
09-02-09, 04:34 PM
yes sure, feel free to use this:up:

What goes around comes around : yeah sure, feel free to use my IJN Surface Torpedo Mod :yep:

http://www.filefront.com/9947019/IJN_surface_fleet_torpedos.rar/

keltos

tater
09-02-09, 05:52 PM
Impressive work.

polyfiller
09-02-09, 05:56 PM
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 ?

polyfiller
09-02-09, 06:09 PM
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.

polyfiller
09-02-09, 06:51 PM
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.

polyfiller
09-02-09, 07:23 PM
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.

keltos01
09-03-09, 12:12 AM
neat ! I mean french subs including the Narwhal had taversing tube mounts !

keltos

iambecomelife
09-03-09, 08:00 AM
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!!!

iambecomelife
09-03-09, 08:15 AM
Pictures of the test runs:

http://i33.photobucket.com/albums/d54/iambecomelife/Tass1.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Tass4.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Tass3.jpg

keltos01
09-03-09, 01:48 PM
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

DarkFish
09-03-09, 04:02 PM
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?

keltosIt 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 :up:

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.

keltos01
09-03-09, 04:29 PM
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 :up:

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.


good ! use my mod as you please then ! glad it can be of use :yep:

nice thing : spawning a torp... must think of other things to spawn... airplanes for my Jyunsen B ??? possible ???

keltos

miner1436
09-03-09, 04:42 PM
Check out this thread, dunno if it would work but I have some airplane ideas.
http://www.subsim.com/radioroom/showthread.php?t=154868

polyfiller
09-03-09, 06:15 PM
Right ... more testing tonight and I think I've worked out how to implement torp launches which "lead" the target properly. I have already successfully made turret models which mount on other turrets (to provide Battelships with the AA turrets sometimes mounted on them).

Now this seems irrelevant but ... the problem with the torp launches is if you get the AI to lead the target properly ...you do so by setting a speed on around 17 metres / second in the .sim file ... this causes the turret to rotate in the right way ... but then the torps hardly move. So my idea is to create a new dummy turret which fire invisible, silent shells at the 17 m/s speed - and this will rotate the amount we want. Now we mount the real torp launcher on this turret and restrict it's movement so that it cannot rotate at all. I think the AI will still try to fire ... for example when you set the speed to 17/ms for the launcher it does not have the range to reach the target ... but still insists on firing.

Will try and implement the above tomorrow. Everything else I have tried is a bodge and gives varying results based on range and angle on the bow ... and by variable I mean I can get 100% hits at 2000m 90 deg. AOB and anything else .... virtually nothing.... so the real goal here is to get the AI to estimate the lead on the target correctly.

DarkFish
09-04-09, 05:54 PM
Right ... more testing tonight and I think I've worked out how to implement torp launches which "lead" the target properly. I have already successfully made turret models which mount on other turrets (to provide Battelships with the AA turrets sometimes mounted on them).

Now this seems irrelevant but ... the problem with the torp launches is if you get the AI to lead the target properly ...you do so by setting a speed on around 17 metres / second in the .sim file ... this causes the turret to rotate in the right way ... but then the torps hardly move. So my idea is to create a new dummy turret which fire invisible, silent shells at the 17 m/s speed - and this will rotate the amount we want. Now we mount the real torp launcher on this turret and restrict it's movement so that it cannot rotate at all. I think the AI will still try to fire ... for example when you set the speed to 17/ms for the launcher it does not have the range to reach the target ... but still insists on firing.

Will try and implement the above tomorrow. Everything else I have tried is a bodge and gives varying results based on range and angle on the bow ... and by variable I mean I can get 100% hits at 2000m 90 deg. AOB and anything else .... virtually nothing.... so the real goal here is to get the AI to estimate the lead on the target correctly.this might actually work:up:
I've played with setting a low shell speed myself but that would change the elevation angle (which has to be 0 or the torps will run deep/shallow) and the launcher refused to fire so I gave up. I didn't think of adding a launcher on a seperate gun for the train angle. Nice idea.
Please post the results here;)

polyfiller
09-07-09, 03:43 AM
OK so mounting the torp launcher on another dummy turret did nothave the desired effect; the AI Knows it can't hit the target if the dummy turret is point at where it wants to, based on a shell speed of around 20 m/s and therefore the torp launcher mounted on it refuses to fire.....

However, there may still be some mileage in this approach - the other method I've used is to rotate the torp launcher 90 degrees so that the AI's use of gun barrel elevation effeectively leads the target. This works OK from some wide angles but at accuate angle the launcher rotates around it's 90 degree axis and therefore gets nowhere near traingin on the target. If however we rotate the torp launcher on a dummy turret which has the same or higher shell speed, the dummy turret bring the torp launcher on to some sort of good line to the target, then the elevation kicks in. Looks like this is going to take some tuning though. On the downside it means on launcher mount is needed for each side facing forwards and same for stern facing etc. For destroyer side mounted four turrets are need (port forward facing, port rear facing and same for starboard) .... because to make use of the elevation, the torp mount has to be rotated 90 degrees different ways.

I'm eve thinking the best bet for a sub is 2 x standard launchers on the front, plus two x dummy turret launchers (one port, one starbd) also up front - this gives good targetting up close from the standards and one good aimed short if the target is leading or behind in AOB terms.

This is NOT easy....

polyfiller
09-08-09, 04:01 AM
Further update - the dummy turret idea is not working - for some reason the AI can't handle the targetting - the dummy turret itself will rotate to the expected angle to the target - if you vary the shell speed it leads the target more or less relative to shell speed (leads more with slower speeds and points straight ontarget withfaster speeds). The trouble is the poxy AI can NOT correclty aim the turret mounted on the dummy turret - it tries to apply the correct rotation degrees - but the wrong direction - so if the dummy roatets 15 degrees to port to track the target, the mounted turret track 15 degrees to starbord. I hate this game engine :damn:

SO I am back to trying two approcahes;

1) enable a spread to be launched - best approach is to tilt the launches on the sub / destroyer - am currently running tilt angles in S3d of -1.57 -0.9 -0.5 0.5 0.9 and 1.57 acroos six launchers onthe front of the sub. Gives a nice spread but many torps wasted. The best shell speed for the above seems to be 200 m/s.

2) Try and force the torp to actually move if we reduce the shell speed to a more realistic 20 m/s and get the AI to aim the turret correctly for the actual torp speed. This is proving the barrel points straight up at low shell speeds regardless of what I put in for range / angle in the .sim. Have tried modifying speed, speed direction and also inherited interia in the particle generator - no joy. Wondered if the global parms would affect it - tried global speed scale - nothing ... this si not looking promising. Help !

DarkFish
09-08-09, 04:38 PM
Further update - the dummy turret idea is not working - for some reason the AI can't handle the targetting - the dummy turret itself will rotate to the expected angle to the target - if you vary the shell speed it leads the target more or less relative to shell speed (leads more with slower speeds and points straight ontarget withfaster speeds). The trouble is the poxy AI can NOT correclty aim the turret mounted on the dummy turret - it tries to apply the correct rotation degrees - but the wrong direction - so if the dummy roatets 15 degrees to port to track the target, the mounted turret track 15 degrees to starbord. I hate this game engine :damn:

SO I am back to trying two approcahes;

1) enable a spread to be launched - best approach is to tilt the launches on the sub / destroyer - am currently running tilt angles in S3d of -1.57 -0.9 -0.5 0.5 0.9 and 1.57 acroos six launchers onthe front of the sub. Gives a nice spread but many torps wasted. The best shell speed for the above seems to be 200 m/s.

2) Try and force the torp to actually move if we reduce the shell speed to a more realistic 20 m/s and get the AI to aim the turret correctly for the actual torp speed. This is proving the barrel points straight up at low shell speeds regardless of what I put in for range / angle in the .sim. Have tried modifying speed, speed direction and also inherited interia in the particle generator - no joy. Wondered if the global parms would affect it - tried global speed scale - nothing ... this si not looking promising. Help !send your files over to me, and I'll take a look at them. I've got a good understanding of what actually happens if they are fired (since I made them) so maybe I can solve it. And to be honest I think your idea might (should:06:) work.

(yum... I like tweaking dat files... even better than pizza!:lol:)

keltos01
09-08-09, 05:05 PM
(yum... I like tweaking dat files... even better than pizza!:lol:)

:har:



keltos

polyfiller
09-08-09, 05:08 PM
Darkfish - OK ... I'll need to zip up the whole cap ships pack over the wekend ... TBH, I don't think the dummy turret will work ... doesn't matter whether or not the "child" turrent mounted on the dummy turret is launching torps, throwing mackerell or firing normal shells .... it rotates the WRONG direction. It rotates fine right upto the point where you give it a valid barrel name in the .sim file ... i.e. it tracks the target until it knows it's able to shoort properly.... then it goes off in the wrong direction. Strange.

I think the only think that will improve the accruacy is trying to overcome the issue of reducing the shell speed in the sim to around 20 ms and still have the torps come out the tubes and run towards the target... I've played with just about everything in the particle generator and I can get them to run at 90 degree to the intended track real fast, I can get them to bob up & down on the intended track but going nowhere and even flying straight down (destroys the launching sub itself) and backwards ... oh and even the direction the sub is going .... in fact I wouldn't be surprised if I've managed to make them travel in a fourth dimension .... basically any which way apart from the one we want :x at a slow enough launch speed for the turret to lead the target.

polyfiller
09-08-09, 06:43 PM
Quick update on a convoy test mission I've just run .... 12 merchants, 4 escorts (including me in a V&W DD) ... 5 AI controlled U Boats straddling the convoy in classic attack positions. Result - 2 merchants survived plus me.... everything else sunk.
Only problem I am having is to control AI accuracy I am trying to limit the range the AI attempts to fire the torps ... I've set max range in the .sim to 2000m but the furthest sub from the convoy is nearer 4000 at the start of the mission and it insists on firing from that range. Any way to control the AI's understanding of range ?

Bubblehead1980
09-09-09, 01:43 AM
Reading these posts about AI controlled torpedos from subs and ships is a big tease(lol) Thanks for the work guys, can't wait till your work is implemented in major mods out there, will be too cool.

DarkFish
09-09-09, 04:10 AM
Darkfish - OK ... I'll need to zip up the whole cap ships pack over the wekend ... TBH, I don't think the dummy turret will work ... doesn't matter whether or not the "child" turrent mounted on the dummy turret is launching torps, throwing mackerell or firing normal shells .... it rotates the WRONG direction. It rotates fine right upto the point where you give it a valid barrel name in the .sim file ... i.e. it tracks the target until it knows it's able to shoort properly.... then it goes off in the wrong direction. Strange.believe me, i've seen some strange things. One time I had the player turret rotate into the wrong direction, if you looked to the left the barrel rotated to the right. Solving your problem is just a question of recreating mine. I'm confident there must be a way to invert its rotation.

... doesn't matter whether or not the "child" turrent mounted on the dummy turret is launching torps, throwing mackerell or firing normal shells ....NOOOoooooooo, it's polyfillers terrible mackerell throwing cannon!:eek: we'll never get the stench of rotten fish off our ship! RETREAAAAAT!!!!:gulp:

Hitman
09-09-09, 07:27 AM
Brianstorming here, two ideas for you:

A) If it is finally possible to limit the distance at which the Ai will "shoot" that torpedo? If you can force the AI to shoot only at close distance, like f.e. up to 1000 yards (Or even less), you have already a good torpedo for submarines and which has lots of chances of hitting.

B) What about spreads? Instead of leading the target, you could put the torpedo tubes in fixed position, BUT not aiming at zero degrees. Instead, make them have a spread and give the unit salvoes of three: One goes zero Gyro Angle, the others 5º right and left. Should cover fairly well the area up to 100 metres for any target crossing in front of the submarine.

Basically, I'm thinking about adding enemy submarines that can appear and shoot a salvo at you from periscope depth. If they get close and fire a spread -which is what they actually did in real life- you could have already something very good :up:

polyfiller
09-09-09, 08:24 AM
Hitman - not sure how I can limit the subs engagement range with the torps .... only way I sey is to reduce the AI's sensor range - but then they could sail right past a target and not move in to engagement range.

Darksifh - any ideas on this one.

As for torp spreads ... yes .. already done this by rotating the launchers. My current best solution has six launchers on the fron of the sub roatated around the horizontal axis - so they are titled to one side. In S3d terms the rotation I'm using is -1.5, -1.0, -0.5, 0.5, 1.0 and 1.5 ... give a very wide spread .... may look at reducing .... especially if I can limit engagement range effectively.

keltos01
09-09-09, 01:35 PM
Darkfish : I can hardly wait !!! :D

about the salvo : could it be according to the type of AI boat ? like the Gato fires 6, Porpoise 4 etc ???

could they fire a stern salvo ?

keltos

Hitman
09-09-09, 02:42 PM
Me idiot should have readed further upwards :oops: sorry to have wasted your time.

Some more ideas:

What about trying the AI for the HEDGEHOGS? Those things will only make the AI engage submarines, but are released with a certain lead against the target and explode on contact with it :hmmm:

What about the AI for depth charges? Also leads the target, and the whole ship that throws them must actually aim at the correct spot.

Captain America
09-09-09, 02:53 PM
Some innovative stuff going on here..very impressive! :up:

DarkFish
09-09-09, 04:24 PM
Darkfish : I can hardly wait !!! :D

about the salvo : could it be according to the type of AI boat ? like the Gato fires 6, Porpoise 4 etc ???

could they fire a stern salvo ?

keltosstern salvo, bow salvo, port salvo, starboard salvo, salvo with torpedoes heading back to the ship, salvo with flying torpedoes... they can fire any salvo you want:yeah:

also, hedgehogs and DCs might use target leading but they require the ship to be right on target too. Besides, From the results of polyfiller's tests and my knowledge of the spawning of objects... I've come to suspect the launcher-mounted-on-dummy-gun-idea might actually work...

polyfiller
09-10-09, 04:19 AM
One of my ideas.... actually work ???....... I can see college life is already warping your judgement Darkfish :D

DarkFish
09-10-09, 07:41 PM
One of my ideas.... actually work ???....... I can see college life is already warping your judgement Darkfish :Dwhaddya mean? Me mudgegent is prefactly ok! [hips]
:()1:

polyfiller
09-11-09, 08:57 AM
Just as I thought :har:

keltos01
09-11-09, 09:08 AM
whaddya mean? Me mudgegent is prefactly ok! [hips]



:()1::()1::()1:

BELGIAN BEER IS BEST ;)

keltos

DarkFish
09-13-09, 03:30 PM
:()1::()1::()1:

BELGIAN BEER IS BEST ;)

keltosMr. Heineken, Mr. Amstel and Mr. Bavaria enter a pub and the barkeeper asks: "What do you want to drink?" Mr. Heineken answers: "A Heineken beer for me please," and Mr. Amstel says: "An Amstel pilsner for me." "And you, Mr. Bavaria?" the barkeeper asks. Mr. Bavaria answers: "Well, give me a coca-cola please 'cause if they're not drinking beer I'm not gonna do it either!":()1:


Small update on the torpedoes, I've been able to recreate polyfillers launchers and I know what causes the problem. I'm now trying to come up with a solution.

keltos01
09-13-09, 03:44 PM
Mr. Heineken, Mr. Amstel and Mr. Bavaria enter a pub and the barkeeper asks: "What do you want to drink?" Mr. Heineken answers: "A Heineken beer for me please," and Mr. Amstel says: "An Amstel pilsner for me." "And you, Mr. Bavaria?" the barkeeper asks. Mr. Bavaria answers: "Well, give me a coca-cola please 'cause if they're not drinking beer I'm not gonna do it either!":()1:


Small update on the torpedoes, I've been able to recreate polyfillers launchers and I know what causes the problem. I'm now trying to come up with a solution.

:har::har::har:

keltos

polyfiller
09-13-09, 06:25 PM
Darkfish - during a sober moment :O:, could you let me know what causes the turrets to rotate the wrong way ? Thanks. :salute:

DarkFish
09-14-09, 11:14 AM
Darkfish - during a sober moment :O:, could you let me know what causes the turrets to rotate the wrong way ? Thanks. :salute:Now that I'm sober...:O:

...I think I got it working! I still need to do some final testing and tweaking, but in a test run at a 13kt target @2000m approximately the right lead is used, and lead changes if the target changes course/speed:DL

For anyone interested, the way I got it working was by attaching the launcher to a dummy node attached to a dummy launcher attached to a dummy node attached to a dummy cannon...
so in short it might be easier to wait a few days for me to release them:shifty:

now Back to the Beer:()1:
:03:

polyfiller
09-14-09, 05:31 PM
So Fer - let me get this right ... the real launcher has to be mounted on four or five dummy nodes to make it aim right.... I'm not sure if you're still drunk now ... or had to be drunk to work out how to arrive at this solution.... in fact I suspect it took something stronger than alcohol.... whatever it was I suggest you stay on it :|\\

Anyhow .... if it works ... then wow .... you've pushed the barriers back just that little but more. Can you upload the code somewhere to I can start to use it in the subs & DD models ?

keltos01
09-27-09, 08:11 AM
any progress ? I would like those subs Darkfish !

thanks

keltos

iambecomelife
09-27-09, 11:58 AM
Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.

DarkFish
09-27-09, 02:22 PM
any progress ? I would like those subs Darkfish !

thanks

keltosNot much, I've been very busy at university lately. I did encounter a new bug however when shooting from ranges of 2000 m and beyond. I'll see if I can fix it.
The AI subs are finished and waiting for uploading - which is next weekend at the very least due to my crappy internet.

Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.hmmm, guns only fire when an enemy ship is encountered.:hmmm:
I recommend using a rotating dummy arm with a dummy node at its end spawning a mine using waterinteraction each time it hits the water so that it continuously spawns mines, also when there's no enemy in sight. You can set the rotation speed by adding an animation to the dummy arm. See what I mean?:03:

keltos01
09-27-09, 02:22 PM
Good news!

I would like to try to use a clone of the torpedo nodes for mines, so that we can have real mine layers ingame - hopefully more news later.

there was already one made for my Kadai 3b using the Bold launcher by : - Original work by Darkfish -



http://www.subsim.com/radioroom/showthread.php?t=137725&page=2

post # 28

dl :

http://www.mediafire.com/file/hznygzidkif/type_93_mine_4_KD3.rar


keltos

DarkFish
09-27-09, 02:33 PM
there was already one made for my Kadai 3b using the Bold launcher by : - Original work by Darkfish -



http://www.subsim.com/radioroom/showthread.php?t=137725&page=2

post # 28

dl :

http://www.mediafire.com/file/hznygzidkif/type_93_mine_4_KD3.rar


keltosThat is for playable ships/subs. But if I understand correctly IABL wants to have AI controlled minelayers. Try the idea I just posted and see if it works ;)

iambecomelife
09-27-09, 10:25 PM
Not much, I've been very busy at university lately. I did encounter a new bug however when shooting from ranges of 2000 m and beyond. I'll see if I can fix it.
The AI subs are finished and waiting for uploading - which is next weekend at the very least due to my crappy internet.

hmmm, guns only fire when an enemy ship is encountered.:hmmm:
I recommend using a rotating dummy arm with a dummy node at its end spawning a mine using waterinteraction each time it hits the water so that it continuously spawns mines, also when there's no enemy in sight. You can set the rotation speed by adding an animation to the dummy arm. See what I mean?:03:

Good idea. Although what I was thinking of was creating "dummy" enemy units at certain points along a minelayer's route, which would cause it to release mines. These would be located wherever historical mine barrages were, such as around Helgoland & the Channel ports. Although I'm sure your idea would work if I were better with animations. :damn:

keltos01
10-09-09, 02:50 AM
where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltos

keltos01
10-13-09, 04:03 PM
http://img63.imageshack.us/img63/5992/14793844.jpg (http://img63.imageshack.us/i/14793844.jpg/)


would one of these fire torpedoes at you ?

does the US side have their equivalent ?

keltos

peabody
10-13-09, 06:13 PM
where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltos

Just a reminder, when you get ready to set it up for shooting/diving it is already AI, you just need to add the shooting/diving part. I did it so long ago I wasn't sure if you remembered.

As for your picture, it's just a DD with torp launchers and all the US DDs have launchers. I don't know if anyone made them workable or not but it should work the same as the IJN ones do.

Peabody

DarkFish
10-14-09, 06:08 AM
where are you with those diving/firing torps AI subs ?

I'm dying to try them out, they are Fleetboats right ?

do you have a tutorial on how to make one of those ? I would like my Class T submarine to be AI...

regards,

keltosThey are U-Boats. They're almost finished but I'm a little busy in RL ATM.
Only problem is that AI units will try to hit submerged subs with the deck gun.
As for your picture, it's just a DD with torp launchers and all the US DDs have launchers. I don't know if anyone made them workable or not but it should work the same as the IJN ones do.you can use the launchers for both sides.

Hitman
10-14-09, 07:39 AM
Only problem is that AI units will try to hit submerged subs with the deck gun.

can't you make the subs invisible to sensors once submerged?

and doesn't the AI notice the submarine is deeper? What about setting a limit to negative elevation of the guns? :hmmm:

DarkFish
10-14-09, 09:23 AM
can't you make the subs invisible to sensors once submerged?

and doesn't the AI notice the submarine is deeper? What about setting a limit to negative elevation of the guns? :hmmm:ehhm, the problem is they shoot at a location about 50m above sea level.
And I don't know of any way to make a unit invisible to sensors.

Hitman
10-14-09, 10:14 AM
ehhm, the problem is they shoot at a location about 50m above sea level.

Ahhh interesting :hmmm: Looks like the game gets confused by the depth and sets it as heigth instead ... not -50 metres but +50 metres. I'll give it a thought and see if I can give you some ideas. :88)

DarkFish
10-14-09, 11:59 AM
well no, actually it uses its submerged draft as aiming point. And since the sub floats 50m above its submerged draft...

Hitman
10-14-09, 01:36 PM
Oh I see....but why did you put the sub 50 me above?

peabody
10-14-09, 07:37 PM
Oh I see....but why did you put the sub 50 me above?

It sounds like Darkfish did one similar to what I created for a submerged sub (with help and ideas from Nisgeis). I was not working on the torpedo firing but only making the sub move while submerged which it will not do, so we could have a submerged 'target'.
So basically the "problem" created is making the sub appear submerged but make the game think it is on the surface. By doing this in my case it allows the sub to move and in Darkfish's case it makes the sub able to 'shoot'. But one problem: it is not where the game thinks it is. I wanted to have DDs drop DCs on it but the game thinks it is on the surface, so they shoot at it instead.

So i imagine Darkfish, although he did it different than I did, created a sub submerged depth and then put the actual depth above that so the game would think it is on the surface. Correct me if I am wrong Darkfish. I have been watching this with interest since I do not have firing torpedos.

Peabody

DarkFish
10-15-09, 05:23 AM
good news - after some final testing and tweaking I find them 'fit' to be released, which I'll do when I've got the chance. (the torp launchers that is, the AI U-Boats will have to wait a little while)

Don't expect a wunderwaffe though, average test mission results show:
-distance between target (me, balao) and attacker (AI, sampan01) 4000m , constant target speed/heading, target speed between 5 and 15 kts, wind speed 5m/s
-25 to 28 out of 30 successful torpedo launches
-up to 13° deviation in launching direction to either side of the solution (so that's a 26° spread*)
-0 to 2 hits, 1 to 5 near misses**, partly related to distance***, partly related to solution angle in combination with target speed/heading, related to weather*
-weird results at extreme target speeds/angles (like torps heading in the wrong direction)

This means at a distance of 4000m in calm weather:
-the average hit percentage is about 4%
-the average near miss** percentage is about 11%

Thus I think this weapon will only be effective against taskforces, convoys or zigzagging ships.

* depends on wind speed and ship type, at high wind speeds the spread angle can drastically increase as the ship rocks on the waves
** torpedo passes within one ship length in front or astern of the target (@4000m)
*** at close range I can get up to 10 hits under good circumstances

keltos01
10-15-09, 10:55 AM
good news at last !!!

excellent work there Darkfish !

I approve of the analysis you made of the hit percentage :up:

keltos

Bubblehead1980
10-16-09, 08:43 PM
Just use the link in post one or is there another link? Little confused bc the info in post one says they can only hit stationary targets, newest post says it can hit moving targets sometimes.

Where is the link with the latest version? Great work, cant wait to try it out.

Starforce2
10-16-09, 08:44 PM
your mod is up. If you post an update send me a PM. Or if you need me to change anything.

DarkFish
10-17-09, 10:35 AM
Updated AI torpedo mod released! Check 1st post for DL link!

AI ships are now able to use torpedoes against moving ships. You have to manually add the launchers to AI ships though, instructions are in 1st post.

vickers03
10-17-09, 05:28 PM
thanks, this is really awesome:rock:

keltos01
10-18-09, 07:09 AM
Updated AI torpedo mod released! Check 1st post for DL link!

AI ships are now able to use torpedoes against moving ships. You have to manually add the launchers to AI ships though, instructions are in 1st post.

way to go man way to go !!!

:yeah::yeah::yeah:

dl now !

keltos

Pasterz
10-18-09, 11:19 AM
DarkFish, first of all thank you very much for your efforts on this mod... It will take the SH4 gameplay to a whole new level... :yeah:

Question for you: I downloaded the updated package and used it together with Miner's Gyroatei / Chidori torpedo boats... Original version of your AI Torp mod was compatible with these units, while with the new version both units are using their deck cannons only...

What I'm doing wrong? Is there another mod that should be enabled with your AI Torp package?

DarkFish
10-18-09, 05:18 PM
DarkFish, first of all thank you very much for your efforts on this mod... It will take the SH4 gameplay to a whole new level... :yeah:

Question for you: I downloaded the updated package and used it together with Miner's Gyroatei / Chidori torpedo boats... Original version of your AI Torp mod was compatible with these units, while with the new version both units are using their deck cannons only...

What I'm doing wrong? Is there another mod that should be enabled with your AI Torp package?Hmm, weird... I didn't change any of the names so units that had them before should still have them...:hmmm:
check the torpedo boat's .eqp file and see if it contains something like this:
[Equipment 7]
NodeName=M01
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231
also, use external camera close to the torpedo boats to check if the torpedoes do spawn.

Admiral Von Gerlach
10-19-09, 03:32 PM
Getting ready to implement this remarkable mod..just a few questions from a shellback.... ie newbie to some of the adjustments...

Installation:
- install manually or using JSGME, no files will be overwritten.
- Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open using S3D - you'll find nodes called cfg#M01_NPT_Boat_A,

what is S3D?


cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A)
- Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship.

Make sure this node is placed well clear of the ship.

how do we do that?


- now finally in the ships .eqp file add:

Quote:
[Equipment 6] ;one more than the previous
NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05'
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231
do we need special program to edit .eqp file?

can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat? or a cruiser? that would be a huge help to an novice who would love to see this in action. thanks for any help that is possible.
And thanks so much for this remarkable mod.

DarkFish
10-19-09, 06:32 PM
what is S3D?Silent 3ditor (http://www.subsim.com/radioroom/showthread.php?t=119571)
how do we do that?Using S3D, select the node and change its position.
do we need special program to edit .eqp file?No, you can open them using notepad.
can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat?I would if I had better internet. But as of now I can't DL the PT boat mod 'cause if I exceed my 1GB limit my DL speed crash dives to crush depth:damn:

Admiral Von Gerlach
10-19-09, 08:05 PM
thank you very much for the help, that was very nice of you......

much appreciated.

peabody
10-19-09, 08:37 PM
Getting ready to implement this remarkable mod..just a few questions from a shellback.... ie newbie to some of the adjustments...

Installation:
- install manually or using JSGME, no files will be overwritten.
- Now for all ships you want to have torpedoes add a main armament node in its .dat file (in the .dat file - Data\Sea\Shipname\Shipname.dat, open you'll find nodes called cfg#M01_NPT_Boat_A,

what is S3D?


cfg#M02_NPT_Boat_A etc. If the last one is for example called cfg#M04_NPT_Boat_A you must add a new one called cfg#M05_NPT_Boat_A)
- Make sure this node is placed well clear of the ship. Launching torpedoes from a node too close to the hull will lead to torpedoes scattering all over the place. Also rotate it into the direction you want torpedoes fired in as the torpedo launcher will only fire within 45 degrees to either side of this direction. I recommend an X-coordinate offset of at the very least 0,5 game units. If you see torpedoes heading for space it means the node is too close to the ship.



how do we do that?


- now

Quote:
[Equipment 6] ;one more than the previous
NodeName=M01 ;name of the node, if in the .dat file the node is called cfg#M05_NPT_Boat_A this should be 'M05'
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231
do we need special program to edit .eqp file?

can someone possibly post an example of the correct phrasing of things for say one of Miner's Japanese PT's like the Gyoraitei PT Boat? or a cruiser? that would be a huge help to an novice who would love to see this in action. thanks for any help that is possible.
And thanks so much for this remarkable mod.

Admiral,

I'll give it a shot on a tutorial. I need to make one so I will give it a try. I don't have Miners ships yet and there are several ships in one MOD, so to simplify for a test, I will use an existing ship. DD usually have Torps so I chose the NDD_Asashio. (Japanese DD). I'm sure if I mess up, Darkfish will shoot me....or maybe just tell me I'm wrong.:03:

1. Extract the AI Torp Mod to a place you can work on it and we will combine the ship changes into the same MOD so it should work with just enabling one mod without permanently changing the ship in the game.
2. Open the AI Torp folder
3. Open the Data folder
4. Create a folder called "Sea"
5. Open the Sea folder and create a folder called "NDD_Asashio"
6. Open the "NDD_Asashio" folder so we can copy files to it
************************************************** **.
7. Go to your SH4 install, find the Sea folder, find the NDD_Asashio folder and open it.
8. Copy NDD_Asashio.dat to your working "NDD_Asashio" folder
9. Copty NDD_Asashio.eqp to your working folder.

Now your files are ready to work on, everything from here on uses the files in the "working' folder not the ones in the SH4 folder so close them so you don't use the wrong ones.

Darkfish gave you a link to S3D (Silent 3ditor) make sure it is installed.

Creating the launcher.

1. Open the 'working copy' of NDD_Asashio.eqp with NOTEPAD.
2. Notice the first three item are M01, M02 and M03, so we need to make an M04.
3. Scroll to the bottom of the eqp file and add:

[Equipment 25]
NodeName=M04
LinkName=TorpLauncher
StartDate=19380101
EndDate=19451231

4. Save the file and close it.
************************************************** ******
Adding node to NDD_Asashio.dat

1. Open S3D.
2. File/Open browse to your 'working' folder and the NDD_Asashio folder and open "NDD_Asashio.dat.
3. Click + beside node 7 to open the tree.
4. Click + beside node 12 to open it. This is the front of the ship. Notice it says NDD_Asashio_F and the next node is _B. One is front one is the back, I have already looked at the DD and I think the best place for this is next to an actual Torpedo Launcher that is already on the ship, so I picked a spot for it.
5. On the right side of S3D shrink the "linked 3D Model section with the arrow at the far right. Then Click on "Model Preview" and a window shows up.
6. Click node 166 and you will see a red dot, that is where the Torpedo Launcher is on the ship. (It's a T01 node which if you refer to the eqp file you will see it is a torp turret, we are not going to use it, just have the toeps launch next to it using Darkfish's technique and the Translation numbers for Z.)
7. Click the + next to node 164 to open 165.
8. Select node 165 and right click:
9. Select Append New Chunk/Nodes(type:4)/Node (Type 4/100) Click.
10. You should get a node 166 down towards the bottom of the file, and it says "Node".
11, Select 166 Node and on the right side at the top COPY the ID
12. Now right click on 166: Node and select:
Append New Chunk/Label (Type:8/0)
13, Now you have "A node 167:<New Label>" . It should be selected, if not select it.
14 Go to the upper right and find "Parent ID" and Paste the number you copied before into this box.
15. Node 167 should now indent under node 166.
16. Again at the top right you will see Label and under that Name: Erase <New Label> and enter (no quotes) "cfg#M04_NDD_Asashio" and 166 and 167 should now have labels.
17. Go back up and select node 12 and COPY the ID (NOT the Parent ID).
18. Select 166:Node-cfg#M04_NDD_Asashio and at the top right PASTE Into the PARENT ID box. Make sure it goes in the Parent ID.
19. If you did it right the node 166 should pop up into its proper location in the list.
20 Select Node 166 and look for the red dot in the Preview Window. Use the Node Positioning to move it where you want it. X is left/right Y is up/down Z is forward/back.
21. If you select node 168 which is T01 you can copy the Z value so the Torpedo will spawn next to the actual on ship Torp launcher.
22. Put the Z value into node 166. and if you want it the same height as the launcher you can also use the Y value. Darkfish states you put it at least .5 away from the ship. I used .7 to test it.
23. Save the .dat file.

I am posting a couple pics of S3D showing creating the node. And one with the Created node and the preview window. The reason I had you start on the 165 node to create the new node is to keep the numbering in order. And it will renumber all nodes below it. There are other ways to do this including copying, but this is simple for this example, so I thought I would show you how it works.

http://img29.imageshack.us/img29/6789/torptutorial.jpg

Arrows point to the node created after it is done. The Node Positioning boxes and in the Preview window the red dot that represents the position of the launcher. NOTE: I think I forgot a step, I think the "Visible:" box needs to be "unchecked" otherwise the launcher you just created will be visible in the game. It is in the node positioning section.

http://img198.imageshack.us/img198/6002/torptutorial2.jpg

Now I will go try this to see if it works.:arrgh!: Or if I messed it up.:hmmm:
Copy to the MODs folder and create a mission with the ship.

Edit: Not working. Where did I mess up? Did something wrong.

Peabody

keltos01
10-20-09, 01:07 AM
I'll try it out too tonight.

keltos

but we should do the US ships first ;)

peabody
10-20-09, 01:20 AM
I'll try it out too tonight.

keltos

but we should do the US ships first ;)

I tried a Clemson DD to see if that was the problem, it didn't work either. And that's what I want more ships shooting at me.:wah:

Peabody

keltos01
10-20-09, 01:24 AM
[edit] done :

http://img7.imageshack.us/img7/6813/gyoratei.jpg (http://img7.imageshack.us/i/gyoratei.jpg/)



I tried a Clemson DD to see if that was the problem, it didn't work either. And that's what I want more ships shooting at me.:wah:

Peabody

so rockets weren't enough huh ? ! ;)

Me too, I want more stuff thrown at me ! and it's historically accurate too, but did DDs ever fire torpedoes at a submarine before the ASCROC era ?

would be fun anyways, silly me implemented Darfish's mod thinking I was gonna get shot at, but the Gyoratei are IJN !!!

I will try and add the Gyoratei to Peabody's DC test mission and see if she attacks the DDs with torpedoes or guns or both.

[edit] first time with the mission editor - NO JOY - although the Gyoratei showed on the above screen, they don't show in mission..... grrrr....

so I fired this :

http://img195.imageshack.us/img195/7469/89140065.jpg (http://img195.imageshack.us/i/89140065.jpg/)


keltos

boy you never sleep !

keltos01
10-20-09, 03:00 AM
http://img25.imageshack.us/img25/6813/gyoratei.jpg (http://img25.imageshack.us/i/gyoratei.jpg/)

Firing torpedoes (away from target.... :( )

http://img33.imageshack.us/img33/9550/64336795.jpg (http://img33.imageshack.us/i/64336795.jpg/)

would there be a submerged enemy there ??????

http://img218.imageshack.us/img218/2717/subsub.jpg (http://img218.imageshack.us/i/subsub.jpg/)

Peabody ?

to get that I used Darfish's first AI torpedo mod, with number 2 the Gyoratei don't fire... torps or anything else for that matter...

got them in Peabody's DC attack mission ! yeepee !

grrr they NEVER attacked the DDs.....

keltos

peabody
10-20-09, 03:45 AM
Firing torpedoes (away from target.... :( )

would there be a submerged enemy there ?????? NO

to get that I used Darfish's first AI torpedo mod, with number 2 the Gyoratei don't fire... torps or anything else for that matter...

got them in Peabody's DC attack mission ! yeepee !

grrr they NEVER attacked the DDs.....

keltos

I thought that was the idea of the new one, it could shoot at moving targets. I must have done something wrong but I thought I followed the directions.

Peabody

DarkFish
10-20-09, 06:44 AM
:hmmm:
open data\library\shipparts\torpspawngun.dat and make all nodes visible. Now check if the torp launcher actually shows up and rotates to the approximate solution (the top part that is).
please report back here with the results.

keltos01
10-20-09, 09:23 AM
:hmmm:
open data\library\shipparts\torpspawngun.dat and make all nodes visible. Now check if the torp launcher actually shows up and rotates to the approximate solution (the top part that is).
please report back here with the results.


will do but why did it work with the first and not the second version of your mod ?

maybe has to do with the Gyoratei mod ?

keltos

Admiral Von Gerlach
10-20-09, 01:01 PM
wow, thank YOU Gentlemen, I will await developments safely here on the dock. There are a LOT of loose fish out there in the firing range. :)

thanks so much.

I see i am very glad i had the courage to ask about this. Thank you again!:salute:

Pasterz
10-20-09, 01:15 PM
Hi guys,

I performed several tests with Miner's Chidori and Gyroatei boats (both were already compatible with AI Torp mod), but encountered exactly the same error. With default settings of torpspawngun.dat torpedoes were fired in the opposite direction (i.e. target bearing = 330 deg while the torpedo was sent approximately to bearing 210).

I tried to eliminate the "mirrored" bearing by playing around with "Speed direction" parameter (under "Velocity"). After changing the Z-axis from "1" to "-1" torpedoes were launched to bearing 30: I got the correct direction, but the angle was still "mirrored"...

Also, I noticed that both units spawned - from time to time - some sort of "sparks"... Keltos, I'm sure you noticed that too... Any idea how to get the AI Torp mod compatible with these units?

keltos01
10-20-09, 02:05 PM
http://img24.imageshack.us/img24/6813/gyoratei.jpg (http://img24.imageshack.us/i/gyoratei.jpg/)


tested Gyoratei with Darkfishes AI torpedo mod v 2.0, no torps although the Gyoratei did engage the DD with their triple A when in range, shortly before being destroyed..

I also thought they would change course towards the enemy but no, they kept their assigned headings...


[edit] implemented the AI torp mod before the Gyoratei as : Gyoraitei PT Boat: BY-Miner1436
Add Gyoraitei PT Boats to SHIV
Beware, they have a DC rack, and can reach speeds of 33.5 knots.
Install using JSGME or Maunally
Ask me before you use this in your mod.

This is the AI torpedo version.
You must have the AI torpedo mod downloaded AND activated by JSGME before using this mod.

Installation order:

AI Torpedo Mod
Gyoraiteino change...

I noticed the torpedo launchers were set to x=0.48 and x=0.38 on the Gyoratei, changed all to 0.52 and -0.52 so that they wouldn't fire all over the place.

keltos

peabody
10-20-09, 02:44 PM
:hmmm:
open data\library\shipparts\torpspawngun.dat and make all nodes visible. Now check if the torp launcher actually shows up and rotates to the approximate solution (the top part that is).
please report back here with the results.


Results:
I found one mistake, I put the ship inside the sea folder instead of the NDD_Somers folder. Corrected: still no torplauncher

I made all nodes visible, still no torplauncher

I put a 5InchDoubleT on node M05, did not show. (the M05 is the one I created for the TorpLauncher)

I put the TorpLauncher on node M01, the 5InchDoubleT disappeared but no TorpLauncher appeared in it's place.

Peabody

DarkFish
10-20-09, 02:45 PM
tested Gyoratei with Darkfishes AI torpedo mod v 2.0, no torps although the Gyoratei did engage the DD with their triple A when in range, shortly before being destroyed..

I also thought they would change course towards the enemy but no, they kept their assigned headings...clearly there is something wrong:hmmm:
as I said, please make the launcher visible to see if it actually shows up, knowing that is half of the bug fixing.

PS the AI torps mod doesn't change the AI behaviour so if ships don't head for the enemy now they never will

keltos01
10-20-09, 02:50 PM
the first mod, with the simpler nodes does work, I mean fires torpedoes, maybe there is something in the pyramid architecture of the second mods' nodes ?

if I install it on top of the second one :

"torpedospawnfx.dat" has already been altered by the "Darkfish AI torps v 2.0" mod.

did you change that file ?

[edit]

http://img194.imageshack.us/img194/9672/gyoratei2.jpg (http://img194.imageshack.us/i/gyoratei2.jpg/)


I implemented it on top of v 2.0 and it fires again ! :



keltos

DarkFish
10-20-09, 02:52 PM
Results:
I found one mistake, I put the ship inside the sea folder instead of the NDD_Somers folder. Corrected: still no torplauncher

I made all nodes visible, still no torplauncher

I put a 5InchDoubleT on node M05, did not show. (the M05 is the one I created for the TorpLauncher)

I put the TorpLauncher on node M01, the 5InchDoubleT disappeared but no TorpLauncher appeared in it's place.

Peabodyweird, very weird...
check the .eqp file if it's really "torpspawngun" that you'll find there.
Also, make sure inside the Data\Library\ShipParts folder there's a torpspawngun.dat .sim and .zon file.

keltos01
10-20-09, 02:58 PM
http://img188.imageshack.us/img188/9672/gyoratei2.jpg (http://img188.imageshack.us/i/gyoratei2.jpg/)


but with the first mod, they fire not at the enemy that's there, and sometimes get caught by their own...

Hmm, weird... I didn't change any of the names so units that had them before should still have them...:hmmm:
check the torpedo boat's .eqp file and see if it contains something like this:
Code:
[Equipment 7]
NodeName=M01
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231


still had torplauncher in the Gyoratei, changed it to
torpspawngun keltos

keltos01
10-20-09, 03:18 PM
http://img148.imageshack.us/img148/9672/gyoratei2.jpg (http://img148.imageshack.us/i/gyoratei2.jpg/)


ok so that was the torpedospawngun thing, now they spawn but... see above...

http://img19.imageshack.us/img19/5069/fooi.jpg (http://img19.imageshack.us/i/fooi.jpg/)


what are those 2 Foo Fighters next to my Gyoratei ??? they actually move up then fall back in the water making pcheet noises !

http://img98.imageshack.us/img98/9672/gyoratei2.jpg (http://img98.imageshack.us/i/gyoratei2.jpg/)


and the torps fire the wrong way around....

I wish I could film this : fireworks !!!


[edit] tried to rotate the launcher node with 3,141593 like the torpedo tubes -> still fire back
keltos

peabody
10-20-09, 03:25 PM
weird, very weird...
check the .eqp file if it's really "torpspawngun" that you'll find there.
Also, make sure inside the Data\Library\ShipParts folder there's a torpspawngun.dat .sim and .zon file.

You directions say to put TorpLauncher in the eqp file???? Which one is it suppose to be?
Yes the ShipParts has the .dat, .sim, .zon
The Library has torpedospawnfx.dat

The Sea folder had NDD_Somers folder with a NDD_Somers.dat and NDD_Somers.eqp both containing the M05 node as shown in the turorial I did. But in the turorial I tried a IJN DD, it didn't work so I tried the Somers DD. Did you get a chance to read it to see if I did something wrong?

I am going to download the MOD again just to see if maybe I have a corrupt file. But one thing I need to figure out is why the 'normal' 5 inch gun did not show on node M05, so there may be a mistake somewhere, but I don't know how making an M05 node could mess up. :hmmm:

Peabody

DarkFish
10-20-09, 03:43 PM
You directions say to put TorpLauncher in the eqp file???? Which one is it suppose to be?
[...]
The Sea folder had NDD_Somers folder with a NDD_Somers.dat and NDD_Somers.eqp both containing the M05 node as shown in the turorial I did. But in the turorial I tried a IJN DD, it didn't work so I tried the Somers DD. Did you get a chance to read it to see if I did something wrong?Aww, my mistake, I did change the gun's name after all:damn:. It's supposed to be "torpspawngun". Updated 1st post.

Your tutorial seems fine.

Still, if they fire in the wrong direction, make the gun visible so I can see the orientation of all 3 parts.

keltos01
10-20-09, 03:51 PM
http://img24.imageshack.us/img24/9848/mechwarriorh.jpg (http://img24.imageshack.us/i/mechwarriorh.jpg/)

http://img508.imageshack.us/img508/9210/mechwarrior.jpg (http://img508.imageshack.us/i/mechwarrior.jpg/)

http://img43.imageshack.us/img43/9210/mechwarrior.jpg (http://img43.imageshack.us/i/mechwarrior.jpg/)

another shot :

http://img190.imageshack.us/img190/8978/mechwarriorp.jpg (http://img190.imageshack.us/i/mechwarriorp.jpg/)

side view :

http://img202.imageshack.us/img202/9210/mechwarrior.jpg (http://img202.imageshack.us/i/mechwarrior.jpg/)


mechwarrior

keltos

peabody
10-20-09, 04:00 PM
Aww, my mistake, I did change the gun's name after all:damn:. It's supposed to be "torpspawngun". Updated 1st post.

Your tutorial seems fine.

Still, if they fire in the wrong direction, make the gun visible so I can see the orientation of all 3 parts.

Mine will not show, I made all nodes visible. I do not get any torps launched even after changing the name.

Like I said in the other post, I even tried putting it on M01 in place of the 5 inch, but the 5 inch disappears and the 'torpspawngun' does not show.

At this point I am at a loss. Does the M05 node need anything in the ships .sim file? I know the gun has its own sim file making it a wpn_cannon, didn't know if I am missing anything.

I downloaded again in case I had a bad file but it still will not work. So if Keltos has it working (partly) then something is wrong with my implimentation of it.

I forgot with the new download, I will have to go in and make everything visible again, I will do that now before I post this.
Made all nodes visible, even the M05 and it still is not there. Something is not right, I will keep looking.

@Keltos, If you are online send me the file you have with the torps working, so I can look at it.

Peabody

keltos01
10-20-09, 04:06 PM
http://img24.imageshack.us/img24/2702/mechwarrioru.jpg (http://img24.imageshack.us/i/mechwarrioru.jpg/)


I use the stock version 2.0 of Darkfish's AI torpedo mod and the Gyoratei mod with AI torpedoes.

I had to change the link to torpspawngun but is all I did...

keltos

peabody
10-20-09, 04:11 PM
I use the stock version 2.0 of Darkfish's AI torpedo mod and the Gyoratei mod with AI torpedoes.

I had to change the link to torpspawngun but is all I did...

keltos

I downloaded the one listed today, but I don't see "version 2" anywhere. The guns are not visible on my ship, that is why I want to look at the one you have, there must be something different, give me a link to it. Something on the ship MOD must be different.

Peabody

keltos01
10-20-09, 04:15 PM
I call it v 2.0 respective to the earlier version, it is the one available for dl on the first post of this thread.

as for the Gyoratei :

http://www.mediafire.com/file/mqygnjqjgnx/Gyoraitei AI Torps v1.1.7z

I modified the torpspawngun in that version so now it fires, if only backwards.

keltos

peabody
10-20-09, 05:03 PM
Ok, I got the Gyoratei and it works with the launchers. So, for some reason it does not work with the two "stock" ships I tried, a IJN DD and a USA DD. I will look over the files to see if there is a difference but at this time i do not know the problem.

I did notice in two tests that the torps were dropping and hitting other objects and that would turn them around, my tubes were facing forward most of the time except when the boat did a sharp turn in one direction or the other, then they did get messed up once. The biggest problem I had is they are not (which is normal) "launch" they dropped. When we made Playable ships the torps did the same thing, they dropped and that was from a standard torpedo tube attached to the boat. But of course they were "Playable" ships so they were not launching by themselves but did react the same way and drop and didn't move forward until they were in the water.

Peabody

keltos01
10-21-09, 03:35 AM
Ok, I got the Gyoratei and it works with the launchers. So, for some reason it does not work with the two "stock" ships I tried, a IJN DD and a USA DD. I will look over the files to see if there is a difference but at this time i do not know the problem.

I did notice in two tests that the torps were dropping and hitting other objects and that would turn them around, my tubes were facing forward most of the time except when the boat did a sharp turn in one direction or the other, then they did get messed up once. The biggest problem I had is they are not (which is normal) "launch" they dropped. When we made Playable ships the torps did the same thing, they dropped and that was from a standard torpedo tube attached to the boat. But of course they were "Playable" ships so they were not launching by themselves but did react the same way and drop and didn't move forward until they were in the water.

Peabody

I think we should, once the angle at launch problem is solved by Darkfish, remove those extra launchers 3D models : they are not needed and are set to invisible in any case.

I think moving the nodes a bit further from the hull still, and not having 3 3d models that are hit by the torpedo when dropping from the top launcher would improve things a lot.

keltos

peabody
10-21-09, 03:45 AM
I think we should, once the angle at launch problem is solved by Darkfish, remove those extra launchers 3D models : they are not needed and are set to invisible in any case.

I think moving the nodes a bit further from the hull still, and not having 3 3d models that are hit by the torpedo when dropping from the top launcher would improve things a lot.

keltos

I think I read he needed those to make it work. I did move the nodes out a bit and moved the front up higher than the back so they wouldn't hit the front ones, but I still only got 2 hits before I blew up. And it was a lot of torpedos.

@ Darkfish It may not be workable, and you may have to adjust the aiming if it is. I don't know how you are aiming them. But the torpedos fall into the water a LOT better if you flip the launchers M0# nodes upside down. Rotate 180 degrees on the Z and raise them up so they are not dragging in the water and the torps stop bouncing all over the place, they just neatly fall into the water.
It is hard to tell but it looks like they might be aiming behind the ship though. (which would make sense) So I don't know if it can be workable. And I am not sure they are doing that, there were four ships in a line, I would have to test with one ship to see what is really happening but time for some sleep.

Peabody

keltos01
10-21-09, 04:39 AM
they should :

fire at a range of 2000 yards or less

head towards enemy

fire all 4 torpedoes in a salvo with a 5 - 10 ° spread


I don't think the 3d model actually does anything, does it ?


keltos

keltos01
10-21-09, 05:20 AM
I am trying to make the DD somers with AI torpedoes.

I chose the Somers because she has 12 torpedo tubes in game (8 in RL) also 4 twin turrets (3 in RL).

http://img94.imageshack.us/img94/5330/ddsomers3.jpg (http://img94.imageshack.us/i/ddsomers3.jpg/]http://img94.imageshack.us/img94/5330/ddsomers3.jpg)
[/URL]


http://img132.imageshack.us/img132/1584/ddsomers.jpg (http://img132.imageshack.us/i/ddsomers.jpg/)

http://img24.imageshack.us/img24/7411/ddsomers2.jpg (http://img24.imageshack.us/i/ddsomers2.jpg/)

Do I count 2 torpedo turrets or 3 as in SH4 ? In RL she has an AA gun behind the funnel, then one 4 tubes swivel torpedo launcher aft of that and one in
front of the funnel.



http://img188.imageshack.us/img188/4271/somers.jpg (http://img188.imageshack.us/i/somers.jpg/)

she has 3x4 torpedo launchers ! the closest to the IJN torpedo boats I could find.

I noticed this :


[Equipment 11]
NodeName=A04
LinkName=20mm_Double_base_US
StartDate=19421231
EndDate=19451231

[Equipment 12]
NodeName=T01
LinkName=Type_93_torp_quad
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=T02
LinkName=Type_93_torp_quad
StartDate=19380101
EndDate=19451231

[Equipment 14]
NodeName=T03
LinkName=Type_93_torp_quad
StartDate=19380101
EndDate=19451231

So that's were the US got their torpedo launchers from !!!

http://img199.imageshack.us/img199/7050/torp93.jpg (http://img199.imageshack.us/i/torp93.jpg/)

so there's only the IJN turret type.

talking about turret : they can tehn swivel can't they ? when do they swivel ? following a target ?

according to the somers.sim the torpedo turrets are just show : only the guns are loaded :

http://img21.imageshack.us/img21/88/somerssim.jpg (http://img21.imageshack.us/i/somerssim.jpg/)


there are 4 double 5 inch turrets : only 3 in RL...

modify the 4th into a torpedo launcher or add 2 torpedo launchers ?-why not using the already existing torpedoair ?



keltos

keltos01
10-21-09, 08:29 AM
http://img2.imageshack.us/img2/1981/0538103.jpg (http://img2.imageshack.us/i/0538103.jpg/)


changes :


in the torpspawngun.dat :

I replaced the torpspawngun 3D model with that of the 4 tubes type 93 torp launcher

I made only the lower torpedo launcher visible.


in NDD_Somers.eqp:

I changed one type93 torp for the torpspawngun for all 3 launchers (I left the third launcher for now to have more of a torpedo boat like the IJN's)

[Equipment 12]
NodeName=T01
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=T02
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231

[Equipment 14]
NodeName=T03
LinkName=torpspawngun
StartDate=19380101
EndDate=19451231

I changed one double turret for one AA gun as it was in RL

[Equipment 3]
NodeName=M03
LinkName=40mm_Quad_base_US; 5in_Double_base_US
StartDate=19380101
EndDate=19451231

Because they couldn't be spared until some of the new destroyers began reaching the fleet, only modest alterations were made until 1944. These consisted primarily of replacing the No. 3, 5-inch gun mount with a quadruple 40-mm gun mount, removing the center torpedo tube mount, and adding six 20-mm gun mounts around the bridge, stack, and superstructure level aft.
http://www.yankeemodelworks.com/35111_sampson.htm


keltos

keltos01
10-21-09, 09:15 AM
NDD Somer AI torps v 1.0

NDD Somers in a kindo 1942 configuration : one double 5 inch turret replaced by a quad 40 mm AA gun, still has 3 x 4 torp launchers, doesn't yet have the
6 additionnal 20 mm AA guns.


d/l :

http://www.mediafire.com/file/yzwim2nyjkz/NDD_Somers_AI_torps_v1.0.7z

can someone please test it ? I won't have access to my computer tonight.

keltos

peabody
10-21-09, 12:57 PM
they should :

I don't think the 3d model actually does anything, does it ?
keltos

The 3D model gets in the way, which is why all my torps were bouncing all over the place, some bouncing around and going the wrong way. By turning the launcher upside down the torps don't bounce off the gun. They just drop into the water since the 'launcher' was at the top of the stack. but inverting it solves that problem.

I looked at your pics, I never had the launchers pointed backwards so I don't know why yours were. You did make a comment about putting one version on top of the other, maybe the problem? You also commented you ship followed its' assigned path, mine zig-zags all over the place. ??


No, the stock launchers on the DDs don't swivel for the simple reason that until Darkfish make a launcher using a gun, the launchers are only for show because the AI ships would not launch torpedos. They can easily be made to swivel but there was no use for it until now.

As for the Somers, we will see what happens but on any playable ships that were built we had to place a dummy torp tube out to the side of the ship or you would blow yourself up. On a playable ship you can manually launch just like a sub. (becuase technically it is a sub)

The torpedos don't "launch" they "drop". The reason they appear to launch in a sub is because they are already underwater. On a ship they are not, so they drop into the water then propel forward. On a sub they apppear in the tube and then propel forward.
We will see what happens, maybe you will get lucky, but the playable ships blow up when you launch a torpedo unless you move the tube in front or to the side of the ship. Maybe a non-playable will react differently.

Your MOD has 3 Single missions in it, there is no Somers in any of them??? Did you forget to include it?

I also tried to put the 'launcher' on the Somers but I must have done something wrong, becuase they never showed in the game.

Peabody

Admiral Von Gerlach
10-21-09, 03:08 PM
Wow. I am standing by while the Torpedo Research Team Effort is underway. Dont want to get in the the way of the boffins. :) amazing to watch you gentlemen at work!

I am sure glad i asked about this rather than tried on my ownsome. :)

peabody
10-21-09, 04:34 PM
Keltos,
You tube of the Somers, just a quick record, not good quality, but watch for the torps. I was trying to keep up with the ship but it was going 28 knots. The launchers are facing the wrong direction and the torps are dropping and bouncing off the "Type_93_torp_quad" and going everywhere. That is why most launchers are off the side of the ship, so they will drop into the water and not on the ship. Even if they were facing the right direction, they won't 'launch' they only drop. Unless you come up with another idea.

http://www.youtube.com/user/Peabodysh4#p/u/0/VmuWmqf5Qno

The second one I tried to go into slight slow motion but the torps are a bit harder to see, but you will see they bounce around. It is a lot darker on you tube than it was in my Video Program.

http://www.youtube.com/watch?v=sOHZEty5_ls


Maybe you could offset the "gun barrel" from the Type_93_torp_quad and put the 'gun barrel' off the side of the ship and invisible and just have the Type_93_torp_quad on the ship. No, that wouldn't work it couldn't fire left or right, only one direction. (Just thinking out loud here)

I still have not figured out why your launchers are facing the wrong direction though.

@Darkfish: What is the inverot?
************************************************** ***
Hmmmm, maybe put them out in front of the Type_93_torp_quad and restrict the firing so they can't fire until they turn left or right and that would put them over the water.
Ok, got an idea, here is what I did in the .dat file:

http://img23.imageshack.us/img23/9490/torplauncher.jpg

By putting the actual Torpedo 'generation' out in front of the 'dummy' launcher, it spawns the torps over the water, but the 'dummy' Torp launcher stays put where it is on the actual Somers DD.

Here is a Youtube with the results, it need to be tweeked, lowered a bit, Postition as close as possible to the ship, correct the aiming (it seems to face too far toward the aft, but that needs testing), Tweek the distance of the objects from the 'dummy' launcher on the ship and of course make the stuff invisible again.

http://www.youtube.com/watch?v=0QqiyEvOnso

Darkfish, let me know if you think this will work. I don't know much about how it works or how it aims, so maybe it won't aim correctly. In this last you tube, I went to the other side of the DD at the end to show you it is aimed at a ship that is sunk and not in the same direction as the guns are aimed. And I have no idea on how to fix that.


Peabody

peabody
10-21-09, 04:36 PM
Wow. I am standing by while the Torpedo Research Team Effort is underway. Dont want to get in the the way of the boffins. :) amazing to watch you gentlemen at work!

I am sure glad i asked about this rather than tried on my ownsome. :)

The difference is THOSE GUYS actually know what they are doing, I don't. :har:

Peabody

Admiral Von Gerlach
10-21-09, 05:38 PM
You Gentlemen should have a berth reserved for you at Goat Island.

You also deserve some comic relief:

http://www.youtube.com/watch?v=A8iqfGn0FQ0

and I appologize to young readers for the powerful highly techincal USN term so audibly used at the end of this video, it will be explained to you by your seniors.

and to let you know you have many brothers past and present in the field of TT testing and challenges beyond belief......here is the bottom line of the famous USN dud Torps laid bare for all ....finally and how tragically. :)


The problems with our WWII naval torpedoes have been recounted in myriad horror stories of technological blunders and bureaucratic superiority syndrome. Although these stories are for the most part
Capt. Bill Vose, 2004. Also by Bill Vose on this web site: How Lengo Channel was Swept for Mines.

basically factual, the reasons for the failures have mostly been ignored.
I had the unique experience to have been brought up by a Naval Officer who was a Post Graduate Ordnance Engineer (Torpedoes) (M.I.T. 1926). He always encouraged me to look at my surroundings in a mildly analytical fashion; to be inquisitive as to how things worked, and particularly, how man-made items were manufactured or constructed. As a result I was always keenly interested in all aspects of manufacturing and technological advances.
It was not until my teens, however, that I became very familiar with the MK 14 & 15 steam torpedoes, then the most modern in the US Navy. My father (then a LCDR) had been ordered to the Naval Torpedo Station at Newport, RI as Production Officer. We ultimately moved into quarters on the station which at that time was on Goat Island in Newport Harbor. Access to and from the station was by ferry. Our quarters were not in the group on the south end of the island, but were situated in the industrial area with our view from the front porch being Public Works headquarters and to the rear the paint shop. Behind the paint shop was my treasure trove, the clean scrap dump, from which I could collect cast-off torpedo parts to assemble or, best of all for a teenager, collect ¼-inch steel ball bearings, discarded during an engine overhaul. They made the best slingshot ammunition a youngster could ask for!
When Father was Station Duty Officer, he would often tour the manufacturing operation after dinner (the station was working at least two full shifts at the time). I would accompany him on almost all of these tours and as a result saw every mechanical manufacturing process including assembly and initial shop tests. After school I was more or less free to roam at will into the testing laboratory, pattern shop, foundry and boat shop, learning as much as I could about the skill of the various trades. I did not ever attempt to go into the main manufacturing areas such as heavy turning where air flasks were produced.
The one place I did not enter was adjacent to the Public Works Headquarters across the street from our quarters. It had all its windows painted to prevent seeing in. When I inquired as to what was happening inside I was told to ask my father, who told me it was a special operation which I was not privileged to know about. It was the assembly shop for the infamous magnetic exploder, which I soon discovered when warm weather set in and the shop windows were opened for ventilation. I also saw the exploders being removed from the torpedoes after they (torpedoes and exploders) had been proofed on the firing range to the north. Any questions I had were again answered by “Ask your Dad.”
Toward the end of my senior year in high school, Dad was ordered to the USS Enterprise and we moved to Hampton, Virginia. I attended Severn Prep School, then entered the Naval Academy in 1938. After graduation I was assigned to USS Gamble, DM 15, based at Pearl Harbor. During the ensuing 18 months I began to hear rumors of the problems with our torpedoes. They were mostly the submarine Mk 14 version, since they were the most fired. The reports were that the magnetic exploder would not work, the torpedoes ran deep, and if they impacted the target, they often would not detonate. I did not get the actual reasons for the problems until just before the end of WWII when they were related to me by my Father who had returned to the Torpedo Station where a test program to find the solutions had been in progress. The Submarine Station at Pearl Harbor also found solutions to the problems independently of the Bureau of Ordnance testing at Newport.
In today’s technology climate, live full scale testing of a weapon before acceptance is a routine matter, and it is difficult to understand why such testing was not performed on our WWII torpedoes unless one looks back in time to the late 1930s when these weapons were developed and produced. The nation had just emerged from the “great depression,” during which my father’s salary was cut 15%, and when he was promoted to LCDR in the early 1930s, he received no pay increase until full pay was restored after Franklin Roosevelt became President. I believe each Mk 14 or Mk 15 torpedo cost about $10,000 to $15,000, which at that time was an enormous amount of money for a single weapon! The proofing process for these torpedoes consisted of firing them from a test barge on the Navy range in Narragansett Bay using an exercise head with the same shape and dimensions of the warhead and filled with water ballast, which was expelled at the end of the run so that the torpedo became buoyant and could he recovered by surface craft. The magnetic exploder was also checked for proper actuation as it passed a simulated steel ship’s hull. The depth of the torpedo was recorded by a very accurate “Depth and Roll Recorder” which was inserted into the exercise head. These devices were manufactured by a well known English concern and, as I remember, each instrument had its own individually calibrated scale by which the ink (pencil?) record could he read. The record was generated by a clockwork tape drive pulling a paper tape under two markers: one marker was displaced from its zero point by the water pressure (depth) on the exposed end of the recorder; the other marker recorded the position of a pendulum within the recorder oriented to detect roll of the weapon from vertical throughout the run. The recorders were tested before and after a run for accuracy.
There is no question concerning the accuracy of these recorders. The problem lay in their location, which was immediately aft of the ogive forming the nose of the exercise head. Why the engineers at the time did not recognize that the recorder was located in a hydrodynamic low pressure area akin to the low pressure area above an airfoil is moot, but it obviously was not so recognized. Thus, calibration of the depth mechanism of the torpedo was based on presumed depths which were shallower than actual by an amount that was also dependent on torpedo speed. Had the run depth been verified by firing through nets, this problem would have surfaced long before our entry into WWII. Hindsight is so acute after the fact!
The second major problem was the almost total failure of the magnetic exploder, partly caused by the deep run problem, but which was a major design failure in that the exploders were designed and tested in north magnetic latitudes and had never been tested in south magnetic or equatorial magnetic latitudes. Once the deep run problem was recognized and the depth settings reduced so that impacts were obtained, the final major problem arose. The torpedo could be seen to impact a target and break up, rupturing the air flask but failing to explode! The impact exploder mechanism was an ingenious device utilizing a steel ball sandwiched between two steel concave plates which were lightly spring loaded so that the ball remained in the center of the plates. Any impetus to this assembly from any direction would displace the ball, spreading the plates and through other linkage releasing a firing pin. This device most likely never failed to release the firing pin upon impact. Again location was the key. On impact with a target the nose of the warhead was driven back and the cast TNT charge deformed the exploder cavity, jamming the firing pin before it could impact the primer. The mercury electrical impact switch developed by SubPac cured this problem.
As mentioned earlier, hindsight is so very acute after the fact. If live full scale tests had been conducted when I was in high school, these problems would most likely have been uncovered. But the thought of expending several or many weapons at $10K to $15K each would probably have caused massive heart failures in Washington, DC.
Capt. William F. Vose, USN (Ret.) was communications and sonar officer in USS Gamble and executive officer in USS Heywood L. Edwards.

thank you again both of you and Darkfish!...i will treasure each fish my AI fire if all this works out :)

keltos01
10-22-09, 02:32 AM
http://img40.imageshack.us/img40/4271/somers.jpg (http://img40.imageshack.us/i/somers.jpg/)I don't know why they fire aft, that has to do with Darkfish's mod, I didn't tweak it.I'm glad to see that the number 3 turret has been replaced by a quad AA gun as should be :)and yet she fires ! (a bad rendering of Galileo Galilei's famous sentence "and yet she turns")Peabody, can you please post your upgraded version of my Somers ?and how do you make an ingame film ??????keltos

peabody
10-22-09, 04:40 AM
Peabody, can you please post your upgraded version of my Somers ?and how do you make an ingame film ??????keltos
Well, first you need a chase boat and then you MOD a deckgun into a camera and use the barrel as the lens. Then add a camera man to the crew.......:O:

Most people use Fraps, but the free version has www.fraps.com or something like that at the top and it only records 30 seconds at a time. But is has a counter so you know when it is recording and when it stops, and you can start it again. Or you could buy it for $37 but I don't use it much.

So I used CamStudio, but I did notice one time I recorded something I didn't get it all, so I guess it has a limit too.

I think Fraps is much better quality if you want to spend the money. You can capture full frame or half frame and sound or no sound and you can do screen captures and set a time to do screen captures every so many seconds etc. Better program.

And then I have Vegas Movie Studio where I cut out parts that don't show what I want and make the final, but I didn't waste any time with this except for one I put it in a little 'slow motion' because the torps bounce around so fast you can't see them. I could have done lighting and contrast etc, but it wasn't necessary. I wish I had cropped a little closer though, it is hard to see especially on the second one. One thing I like with Vegas, it renders and uploads to YouTube automatically.

The aim did not aim backwards while I was using it, one section did point toward the back but the torps don't go that way, they all went off the side just like the third movie I posted. But I do want Darkfish to take a look, I may have messed up the aiming, hard to tell without some "controlled" testing.

Peabody

keltos01
10-22-09, 10:19 AM
Well, first you need a chase boat and then you MOD a deckgun into a camera and use the barrel as the lens. Then add a camera man to the crew.......:O:

Most people use Fraps, but the free version has www.fraps.com (http://www.fraps.com) or something like that at the top and it only records 30 seconds at a time. But is has a counter so you know when it is recording and when it stops, and you can start it again. Or you could buy it for $37 but I don't use it much.

So I used CamStudio, but I did notice one time I recorded something I didn't get it all, so I guess it has a limit too.

I think Fraps is much better quality if you want to spend the money. You can capture full frame or half frame and sound or no sound and you can do screen captures and set a time to do screen captures every so many seconds etc. Better program.

And then I have Vegas Movie Studio where I cut out parts that don't show what I want and make the final, but I didn't waste any time with this except for one I put it in a little 'slow motion' because the torps bounce around so fast you can't see them. I could have done lighting and contrast etc, but it wasn't necessary. I wish I had cropped a little closer though, it is hard to see especially on the second one. One thing I like with Vegas, it renders and uploads to YouTube automatically.

The aim did not aim backwards while I was using it, one section did point toward the back but the torps don't go that way, they all went off the side just like the third movie I posted. But I do want Darkfish to take a look, I may have messed up the aiming, hard to tell without some "controlled" testing.

Peabody

Good, I will try and make some controlled testing if not tonight then tomorrow, I like the idea of a DD firing torpedoes !

and for once something I did during my breaks (I can't test here) did work !

I'll try the movie stuff.

keltos

looney
10-22-09, 10:59 AM
Quick update on a convoy test mission I've just run .... 12 merchants, 4 escorts (including me in a V&W DD) ... 5 AI controlled U Boats straddling the convoy in classic attack positions. Result - 2 merchants survived plus me.... everything else sunk.
Only problem I am having is to control AI accuracy I am trying to limit the range the AI attempts to fire the torps ... I've set max range in the .sim to 2000m but the furthest sub from the convoy is nearer 4000 at the start of the mission and it insists on firing from that range. Any way to control the AI's understanding of range ?


That seems way to good. Max ships destroyed should be around 3-5

peabody
10-22-09, 11:34 AM
Quick update on a convoy test mission I've just run .... 12 merchants, 4 escorts (including me in a V&W DD) ... 5 AI controlled U Boats straddling the convoy in classic attack positions. Result - 2 merchants survived plus me.... everything else sunk.
Only problem I am having is to control AI accuracy I am trying to limit the range the AI attempts to fire the torps ... I've set max range in the .sim to 2000m but the furthest sub from the convoy is nearer 4000 at the start of the mission and it insists on firing from that range. Any way to control the AI's understanding of range ?

I don't know if you already got this solved but W4lt3r did a tweak for me a LONG time ago for the playable surface ships. Try the Cfg folder and Sim.cfg. Since the 'launcher' is actually a gun, there is a setting for maximum range for an AI Cannon of 13000 M. Maybe that will help? Of course that will mess up the real guns. But on one test the guns sank all the ships before the torps could even get there.

Peabody

keltos01
10-23-09, 03:55 AM
Chidori Class Torpedo Boat :


http://img12.imageshack.us/img12/3953/ijn0061.jpg (http://img12.imageshack.us/i/ijn0061.jpg/)

http://img39.imageshack.us/img39/9042/ijn0062.jpg (http://img39.imageshack.us/i/ijn0062.jpg/)


http://www.acepilots.com/ships/chidori.html

Here's the RL Chidori.

Miners :

http://img19.imageshack.us/img19/7876/chidorie.jpg (http://img19.imageshack.us/i/chidorie.jpg/]http://img19.imageshack.us/img19/7876/chidorie.jpg)
[/URL]

RL :

http://img5.imageshack.us/img5/3325/ijntorpedoboatchidoriin.jpg (http://img5.imageshack.us/i/ijntorpedoboatchidoriin.jpg/)

Armament:1 × 2, 1 × 1 - 127 mm (5.0 in) Type 3 (http://en.wikipedia.org/wiki/12.7_cm/50_Type_3_naval_gun) guns
1 × 12.7 mm (0.50 in) machine gun (http://en.wikipedia.org/wiki/Machine_gun)
2 × 2 - 533 mm (21.0 in) torpedo tubes (http://en.wikipedia.org/wiki/Torpedo_tube)
8 × 533 mm (21.0 in) torpedoes (http://en.wikipedia.org/wiki/Torpedo)
9 × depth charges (http://en.wikipedia.org/wiki/Depth_charge)


http://en.wikipedia.org/wiki/Chidori_class_torpedo_boat

although I saw one quad and two double torpedo launchers in the .eqp there is only the T01 in the .dat, so I guess he fixed that.:up:

Otori Class Torpedo boat :

http://img41.imageshack.us/img41/3665/800pxkizi1937.jpg (http://img41.imageshack.us/i/800pxkizi1937.jpg/)

Armament:(Ōtori, 1936)
3 x 12 cm/45 (4.7 inch) 11th Year Type ,
1 x (III) Type 94 Torpedo tubes
(3 x 6th Year Type torpedoes),
1 x Vickers 40 mm AA (http://en.wikipedia.org/wiki/Vickers_40_mm_AA) gun[2] (http://en.wikipedia.org/wiki/%C5%8Ctori_class_torpedo_boat#cite_note-1),
1 x 11 mm machine gun (http://en.wikipedia.org/wiki/Machine_gun),
2 x paravanes (http://en.wikipedia.org/wiki/Paravane_(weapon))

(Hiyodori, August 1944)
2 x 12 cm/45 (4.7 inch) 11th Year Type guns,
1 x (III) Type 94 Torpedo tubes
(3 x 6th Year Type torpedoes),
11 x Type 96 25 mm AA guns (http://en.wikipedia.org/wiki/Type_96_25_mm_AT/AA_Gun)
48 × depth charges (http://en.wikipedia.org/wiki/Depth_charge)

http://en.wikipedia.org/wiki/%C5%8Ctori_class_torpedo_boat

http://www.aeronautic.dk/Warship%20Sagi.htm


EDIT: I thought I had made the Chidori fire torpedos but I didn't. The link at the 1st post has been updated to include torpedo firing Chidori's.

Or download the new Chidori as a patch here

http://www.filefront.com/14689429/Ch...Torpedoes.zip/ (http://www.filefront.com/14689429/Chidori-Torpedoes.zip/)


keltos

keltos01
10-23-09, 01:58 PM
made by Peabody for me, I added the Chitori ;)

http://img194.imageshack.us/img194/6730/somersdd.jpg (http://img194.imageshack.us/i/somersdd.jpg/)

Somers scattering torpedoes...

http://img210.imageshack.us/img210/3600/chitori.jpg (http://img210.imageshack.us/i/chitori.jpg/)



Chitori torpedoeing back ! for this test I left the 4 launchers torpedospawngun when she only should have 2 double ;)

http://img291.imageshack.us/img291/6369/chitori2.jpg (http://img291.imageshack.us/i/chitori2.jpg/)
kindo forgot the Somers had good guns... :nope:

http://img40.imageshack.us/img40/8911/chitorilastsalvo.jpg (http://img40.imageshack.us/i/chitorilastsalvo.jpg/)


Chitori's second and last torpedo salvo away !


http://img188.imageshack.us/img188/3600/chitori.jpg (http://img188.imageshack.us/i/chitori.jpg/)

third salvo, we survived that great boooom ! :)

http://img2.imageshack.us/img2/6730/somersdd.jpg (http://img2.imageshack.us/i/somersdd.jpg/)


Somers still firing torps, looks like they're heading our way...

http://img527.imageshack.us/img527/260/chitoridwn.jpg (http://img527.imageshack.us/i/chitoridwn.jpg/)

The Somers sank the whole convoy with guns....


keltos

keltos01
10-23-09, 02:18 PM
added two Chitori one ahead of convoy one next to Somers to the one shadowing it.

http://img248.imageshack.us/img248/3600/chitori.jpg (http://img248.imageshack.us/i/chitori.jpg/)


this time the torps nearly head our way

http://img21.imageshack.us/img21/6730/somersdd.jpg (http://img21.imageshack.us/i/somersdd.jpg/)


but some of ours nearly got the Somers (look at the torpedo paths crossing each other's wake)

http://img229.imageshack.us/img229/8389/merchant.jpg (http://img229.imageshack.us/i/merchant.jpg/)

towards the merchie !

http://img36.imageshack.us/img36/8853/merchie.jpg (http://img36.imageshack.us/i/merchie.jpg/)

http://img441.imageshack.us/img441/6730/somersdd.jpg (http://img441.imageshack.us/i/somersdd.jpg/)

Starforce2
10-23-09, 03:32 PM
That's pretty cool. Are the torpedo in question the proper type or just reused sub torpedo?

keltos01
10-25-09, 02:31 AM
Darkfish : any more recent work on the torps ?

keltos

keltos01
10-25-09, 02:57 AM
http://img148.imageshack.us/img148/4271/somers.jpg (http://img148.imageshack.us/i/somers.jpg/)

Somers torpedo launchers setup : centered -> torpedoes bouncing off hull

http://img12.imageshack.us/img12/9672/chidori.jpg (http://img12.imageshack.us/i/chidori.jpg/)


Miner1436 set 4 launchers, 2 on either side.

I moved them from 0.69 to 0.75 in x


I'm at a loss, I really want swiveling torpedo gun turrets but not torpedoes bouncing around/..


Is there a way to make the torpedoes spawn further away from the launcher ?? without having to move the launcher from its rightful place ?

also : I have made an IJN surface torpedo mod, introducing the Long Lance torpedo for IJN surface units (playable)

is there any way to make the IJN ships use those ? much better than the US torpedoes...

IJN surface fleet torpedoes MOD

http://www.subsim.com/radioroom/showthread.php?t=134463&highlight=torpedo


keltos

peabody
10-25-09, 04:19 AM
Somers torpedo launchers setup : centered -> torpedoes bouncing off hull




Miner1436 set 4 launchers, 2 on either side.

I moved them from 0.69 to 0.75 in x


I'm at a loss, I really want swiveling torpedo gun turrets but not torpedoes bouncing around/..


Is there a way to make the torpedoes spawn further away from the launcher ?? without having to move the launcher from its rightful place ?

also : I have made an IJN surface torpedo mod, introducing the Long Lance torpedo for IJN surface units (playable)

is there any way to make the IJN ships use those ? much better than the US torpedoes...

IJN surface fleet torpedoes MOD

http://www.subsim.com/radioroom/showthread.php?t=134463&highlight=torpedo


keltos

I sent you one, the launcher stays on the ship, you make all of Darkfish's stuff invisible again, so the only thing you see is the launcher on the Somers and it swivels. I even showed a video????

Peabody

Werewolf
10-25-09, 04:58 AM
Could these AI lauched torpedoes be installed in submarines? In that case this would be a great addition to the cold war mod if the enemy subs and surface vesses were able to launch acoustic torpedoes! Although not active sonar homing ones it´s certainly an improvement. Some of us are still working on that cold war mod ....... I haven´t given it up yet

keltos01
10-25-09, 05:49 AM
I sent you one, the launcher stays on the ship, you make all of Darkfish's stuff invisible again, so the only thing you see is the launcher on the Somers and it swivels. I even showed a video????

Peabody

ooooopps !!! yes but I didn't make the model invisible, i just noticed that the torps were headed kindo the right way, I tried it only once you know... then my wife came back ;)

could you mod the chidori the same way ? or tell me how in baby steps ?

keltos

vickers03
10-25-09, 09:54 AM
also : I have made an IJN surface torpedo mod, introducing the Long Lance torpedo for IJN surface units (playable) i think you can spawn any torpedo you want, check
the torpedospawnfx.dat object particle:
http://img101.imageshack.us/img101/7273/torpspawn.th.jpg (http://img101.imageshack.us/i/torpspawn.jpg/)

peabody
10-25-09, 10:46 AM
ooooopps !!! yes but I didn't make the model invisible, i just noticed that the torps were headed kindo the right way, I tried it only once you know... then my wife came back ;)

could you mod the chidori the same way ? or tell me how in baby steps ?

keltos

Your problem with the Chidori is that you put one on the left and one on the right. Just put them on the same way they went on the Somers, one it the center. If you look at the picture they both are aiming the same way so the one from the starboard side has to bounce on the hull because it can't drop into the water. I think the part that actually spawns the torp in over the hull.


http://img188.imageshack.us/img188/3600/chitori.jpg


Remember that was just a test to see if that would stop them from bouncing all over the place and heading backwards. So it did need some testing and some imput from Darkfish, since I am not sure exactly how they work, but he has been busy. Just try putting one in the back where you have an open spet and see what happens. Do it just like you did the Somers that you changed the 3D model on. You may have to set up some fire restrictions, not Traverse restrictions so they will rotate 360 degreees but they can't fire 360 degrees.

Or you could go back to the originial copy of them, Darkfish had them on the right and left. But you don't have one actually show on the ship that is part of the "launcher".

Remember I tried to put them on the Somers before you did and they didn't work, they didn't even show, so I did something wrong.

Peabody

keltos01
10-26-09, 11:19 AM
I'll redo the Chidori with three launchers placed in the middle of the boat like the Somers then, but I sure hope we can or Darkfish can, modify those launchers so they lead the targets like real torpedoes would.

Then of course it will be assigning the correct torpedoes, what did DD use ?
I guess not mk 14's.

then we can mod one torp to fit the data from the Destroyers' torps.

and make the Avenger use homing torpedoes too ;)

keltos

keltos01
10-26-09, 02:46 PM
21" (53.3 cm) Mark 15

http://img266.imageshack.us/img266/1774/wtuswwiidunlappic.jpg (http://img266.imageshack.us/i/wtuswwiidunlappic.jpg/)



Ship Class Used On Destroyers and Atlanta (CL-51) Class Cruisers

Date Of Design 1934
Date In Service 1935

Weight 2,841 lbs. (1,742 kg)

Overall Length 24 ft 0 in (7.315 m)

Negative Buoyancy 1,260 lbs. (572 kg)

Explosive Charge 825 lbs. (374 kg) Torpex

Range / Speed 6,000 yards (5,500 m) / 45 knots

10,000 yards (9.150 m) / 33.5 knots

15,000 yards (13,700 m) / 26.5 knots

Power Wet-Heater

Notes: The standard destroyer weapon of World War II. Replaced the earlier Mark 11 and Mark 12. Remained in service as long as US destroyers carried 21" (53.3 cm) torpedo tubes.

21" (53.3 cm) Mark 17 .

Ship Class Used On
Destroyers

Date Of Design 1944
Date In Service 1945

Weight N/A Overall Length 24 ft 0 in (7.315 m)

Explosive Charge 600 lbs. (272 kg) Torpex

Range / Speed 16,000 yards (14,630 m) / 50 knots

Power Hydrogen Peroxide

Notes: Destroyer equivalent of the Mark 16. Development dropped in 1941, resumed in 1944. Removed from service in 1950

http://www.navweaps.com/Weapons/WTUS_WWII.htm


We need to edit one of the US torps and change it into a mark 15.

keltos

keltos01
10-27-09, 02:59 PM
http://h.imagehost.org/0360/somer_hit.jpg (http://h.imagehost.org/view/0360/somer_hit)

another one coming !

http://i.imagehost.org/0340/somer2_hit.jpg (http://i.imagehost.org/view/0340/somer2_hit)

hit !

http://i.imagehost.org/0547/somer3_hit.jpg (http://i.imagehost.org/view/0547/somer3_hit)

sunk...

http://i.imagehost.org/0700/somer4_hit.jpg (http://i.imagehost.org/view/0700/somer4_hit)

so I moved the 3 launchers on the Chidori to the center of the boat, I got torps bouncing all over the stern... but I guess at least one hit the Somers !

the damage observed both above and underwater is consistent with torp damage, although I didn't see it as I was checking the Chidori (sunk by guns, 3 close torpedoes inches from bow though !)

maybe they need to start from the center of the ship otherwise the aim is off ?

keltos

peabody
10-27-09, 03:07 PM
I made an attempt on the Somers to have the torpedos 'launch' instead of just dropping into the water. But I have the torpedos launching tail first and I can't seem to figure it out. (And this isn't from bouncing around, they actually launch in that direction.

Here is a YouTube of the results. I don't understand much of the Particle stuff, so I don't know if I can get this to work or not.

Also noticed the launchers and the guns don't point in the same direction, which they should (approximately). This is not part of the "leading" for the torps because they are aimed behind the targets.

http://www.youtube.com/user/Peabodysh4#p/a

Peabody

keltos01
10-27-09, 03:24 PM
http://a.imagehost.org/0535/somer.jpg (http://a.imagehost.org/view/0535/somer)

on mine it seems the Somers can fire torps at multiple targets ! the two fore turrets fire port while the aft turret fires aft on this picture (I have 3 Chidori attacking and your convoy Peabody)

on the chidori :

http://h.imagehost.org/0843/chidori.jpg (http://h.imagehost.org/view/0843/chidori)

She is stern first respective to the Somers, torps bouncing off stern but for one ?

respective angles :

http://i.imagehost.org/0323/somer_hit.jpg (http://i.imagehost.org/view/0323/somer_hit)

first chidori sunk by gunfire

attack on second :

http://a.imagehost.org/0509/somers.jpg (http://a.imagehost.org/view/0509/somers)

notice how the torp turrets are aimed nearly at the coming chidori but not ahead of her(darkfish's latest ai torp mod)

keltos

keltos01
10-27-09, 03:46 PM
Somers fires torps at merchies too !

http://i.imagehost.org/0873/merchant.jpg (http://i.imagehost.org/view/0873/merchant)

Polyfiller said :

4) Add a mount point (I used M02) 1 Metre in front of the sub and 1.1 M above it and then mount Darkfishes torpedo launcher on it.

keltos01
10-27-09, 04:03 PM
torp spawner :

http://i.imagehost.org/0426/torpspawner.jpg (http://i.imagehost.org/view/0426/torpspawner)

why is the spawner set to those coordinates and not 0,0,0 ? especially the z value of -104,8497 which sets it way aft ?

the object spawned is 0x8f346dcc43bfbcb2 or a mk 14 torpedo

http://i.imagehost.org/0740/somers_torp_mk_27.jpg (http://i.imagehost.org/view/0740/somers_torp_mk_27)

I changed it to 0x8f346dcc43bfbd31 or the cutie mk 27 torpedo


they show up but drop like bombs and don't swim ! ?


change to mk 16's :

http://i.imagehost.org/0401/mk_16.jpg (http://i.imagehost.org/view/0401/mk_16)

they run hot straight and normal !

so I guess if we could clone the US torpedo files to US2torpedo files we could have real surface torpedoes on top of the existing sub torps ?



keltos

keltos01
10-28-09, 05:09 PM
http://img524.imageshack.us/img524/1893/torpedoes.jpg (http://img524.imageshack.us/i/torpedoes.jpg/)


since noone is talking (apart from Peabody) I decided to try and understand how this mod works in my limited time to try and ? better it?..

I didn't get why the spawner had to be set to a z value of - 104, that would actually set it up way behind the boat, so I set it to z = 0, we'll see.

http://img402.imageshack.us/img402/1893/torpedoes.jpg (http://img402.imageshack.us/i/torpedoes.jpg/)

they still spawn next to my Somers.

http://img689.imageshack.us/img689/1893/torpedoes.jpg (http://img689.imageshack.us/i/torpedoes.jpg/)


they fire in the direction that the torp quad launcher faces.. if not of the enemy !

http://img141.imageshack.us/img141/1893/torpedoes.jpg (http://img141.imageshack.us/i/torpedoes.jpg/)


they spawn too high (y = 0.722) though..

http://img406.imageshack.us/img406/1893/torpedoes.jpg (http://img406.imageshack.us/i/torpedoes.jpg/)


no real change : still firing lots of torps and yes, sometimes there's a chance hit... :damn::damn::damn:

darn hard to get this to at least look like they are really firing torps

keltos

DarkFish
11-05-09, 03:04 PM
since noone is talking (apart from Peabody) I decided to try and understand how this mod works in my limited time to try and ? better it?..

I didn't get why the spawner had to be set to a z value of - 104, that would actually set it up way behind the boat, so I set it to z = 0, we'll see.

they still spawn next to my Somers.

they fire in the direction that the torp quad launcher faces.. if not of the enemy !

they spawn too high (y = 0.722) though..

no real change : still firing lots of torps and yes, sometimes there's a chance hit... :damn::damn::damn:

darn hard to get this to at least look like they are really firing torps

keltosSorry for my very late reply, I've been extremely busy in RL lately.
The coordinates of the spawner (parent node) don't matter. They are overwritten by the turret coordinates. Coordinates of all the child nodes do matter. I used to set them all to 0 (I recommend you do so too), but forgot to do so in the final release. If they're all set to 0 the torps will spawn at the location of the turret node.

Also, I really recommend using 2 different torp launchers on either side of the ship instead of one that rotates as peabody suggested. Setting rotation/fire restrictions won't help.

The Mk27 cutie probably sinks because of a launching problem. Try it at different angles and/or increase the range of the launcher to the ship.

Copying the US torpedo files into US2torpedo won't work. It will work for the launcher but probably the playable torps will get messed up.

I hope this answers some of your questions:)
If you manage to improve my files, be free to make it available for DL as I currently haven't got the time to work on it myself.

keltos01
11-29-09, 10:05 AM
any luck in finishing those torp launching subs of yours Darkfish ???

keltos

DarkFish
11-30-09, 02:53 PM
any luck in finishing those torp launching subs of yours Darkfish ???

keltoseehm actually I haven't worked on them for the past 2 months or so...
I'm simply much too busy, and I still really have to try harder if I don't want to be kicked off university here..

If you send me a PM I can however give you a simple description of how to make them yourself;)

jokerl90
01-28-10, 08:01 PM
Could this be made to work for a player controlled ship/submarine?

jokerl90
02-01-10, 03:26 PM
With Darkfish's updated AI launched torp's on an Asashio DD and using Peabody's tutorial to install, I can see the torp spawn gun, can see the torps spawn ok but they go in the wrong direction.
With a stationary target ahead at 000, as soon the ships guns react to the target, the torp spawn gun will spin to 180 and when the guns fire on the target, the torp spawn gun will launch torps in the 180 direction.
Any ideas about how to fix this?

peabody
02-01-10, 04:24 PM
With Darkfish's updated AI launched torp's on an Asashio DD and using Peabody's tutorial to install, I can see the torp spawn gun, can see the torps spawn ok but they go in the wrong direction.
With a stationary target ahead at 000, as soon the ships guns react to the target, the torp spawn gun will spin to 180 and when the guns fire on the target, the torp spawn gun will launch torps in the 180 direction.
Any ideas about how to fix this?

My stuff was just an experiment to try to get the existing torp launchers to work by moving some stuff and it did not work out. So ignore my stuff and stick with Darkfish's torp launcher.

Peabody

jokerl90
02-01-10, 11:17 PM
Hey Peabody, your tutorial got me this far! I would have been completely lost without it. Didn't Darkfish say he didn't see anything wrong with it. I wasn't going for the experimental stuff, just a working torpspawngun and it does work, just shoots the wrong way!

The torpspawngun is trying to track the targets. I can see it adjusting as the ship changes course. (but pointed in the wrong direction)

I started with the DD and the targets closing and about a Km apart. The guns would point at the targets at about 350 and the torpspawngun would shoot anywhere from 180 to 270'ish. So I though the torpspawngun was leading the targets (as it should, but not that much) and the DD's guns were killing the targets before the torp's connected.

Then I moved the DD to approaching the moving targets at 000. torpspawngun behaved the same.

Then I made the targets staionary, at 000 from the DD and the torpspawngun fired the torps 180, exactly in the opposite direction of the targets.

iambecomelife
04-14-11, 06:48 AM
BUMP (for research purposes) :ping:

TorpX
08-09-11, 07:36 AM
Has there been any recent progress here?

merc4ulfate
09-16-11, 10:40 PM
http://www.subsim.com/radioroom/showthread.php?t=187895

I posted this question and seeing as some of you play around with the fish on the boats I thought you might give it a go for me and at least tell me about the two questions.

yamatoforever
11-26-11, 06:43 PM
Download link is dead!!! Getting the latest version of this mod? :wah:

Roland_RU
12-14-11, 01:36 PM
Hi, mates!
Link is dead:dead:! Please, upload the latest version of this mod!

iambecomelife
12-14-11, 02:31 PM
http://www.gamefront.com/files/21085853/AI_torps_rar

Somehow I found it on my infamously disorganized mods folder.

If the original creator wants me to take it down I will.

Otherwise - Enjoy! :D

Viktor_Prien
12-26-11, 09:50 PM
Sorry gentlemen I haven't SH4 but I have downloaded this mod because it's of interest for me for other stuffs related to SH3.
Could you please indicate to me to what weapons/torpedoes/shells/objects correspond the following ID's present in this mod?
They are:
-0x9b237749c98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4?
-0xfa9f1d0fc98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4?
-0x56545dc1c98196cc (found in torpspawngun.sim) what type of shells/torpedoes is this in SH4?
-0x6d21707950f0ac3c (found in torpspawngun.sim) I suspect it's the fire effect used for the cannon but what(brief description)?
-0x8f346dcc43bfbcb2 (found in torpspawnfx.dat) I suspect it should be a mk 14 torpedo(into SH4)

Thanks in advance for your help!:salute:

Charlie901
03-14-12, 02:51 PM
Any recent work/progress on this mod?

Does anyone have a list of downloadable AI Torpedo Launching ships, game, ready that can be installed?

THANKS!

Charlie901
03-23-12, 09:48 PM
Any recent work/progress on this mod?

Does anyone have a list of downloadable AI Torpedo Launching ships, game, ready that can be installed?

THANKS!

Bump

Bubblehead1980
05-28-12, 01:42 AM
I am trying to get this to work but am confused about what to do in the .DAT, trying to follow instructions but not sure how to create the new node, I expected it to be like when i fooled with the torpedo.sim file, just click add new, but this option is not offered.Could anyone help? I am trying to give the Japanese PT boat torpedoes as well as the Elco and possibly some IJN and USS DD's. I just put in the PT boats at the surigao strait battle and the DD's as well, would be nice if they could use their torpedoes next time I run through the battle.

Also, would it be possible to have AI subs fire torpedoes?

Ok, think I actually figured out how to create a new node, but how do you name it? I cant seem to find anyway to do so.Thanks in advance

peabody
05-28-12, 01:41 PM
I am trying to get this to work but am confused about what to do in the .DAT, trying to follow instructions but not sure how to create the new node, I expected it to be like when i fooled with the torpedo.sim file, just click add new, but this option is not offered.Could anyone help? I am trying to give the Japanese PT boat torpedoes as well as the Elco and possibly some IJN and USS DD's. I just put in the PT boats at the surigao strait battle and the DD's as well, would be nice if they could use their torpedoes next time I run through the battle.

Also, would it be possible to have AI subs fire torpedoes?

Ok, think I actually figured out how to create a new node, but how do you name it? I cant seem to find anyway to do so.Thanks in advance

The name is in the 'child node' but here is the 'easy' way to make a new M node. Find for example the M01 node. Select it. Hold Ctrl and Shift, press 'C', you just copied the entire node. (if you use 'copy', you only copy one line.)
Now go to where you want to place it in the .dat file and 'Paste" it. It will past the node and the child node. Select the node and next to ID select "new ID". open the node and select the child node which is a 'label' and change M01 to the next number in line, depending what is already on the ship. So it may be M06 or M12 or whatever it is. And of course then you have to move it to the proper location.
Make the necessary changes in the .eqp file by adding a new entry using the new M06 or whatever it is.
That is the easy way to do it.

But to answer the original question, adding the M06 node you add a Type 4/100 which is "Node". The add a child node type 8/0 which is a label and name it in the label, doing it the same way it is on all the other M nodes. cfg#M02_Shipname. Once you set the name in the label the main node will have the same name.

Peabody

Bubblehead1980
05-28-12, 03:47 PM
The name is in the 'child node' but here is the 'easy' way to make a new M node. Find for example the M01 node. Select it. Hold Ctrl and Shift, press 'C', you just copied the entire node. (if you use 'copy', you only copy one line.)
Now go to where you want to place it in the .dat file and 'Paste" it. It will past the node and the child node. Select the node and next to ID select "new ID". open the node and select the child node which is a 'label' and change M01 to the next number in line, depending what is already on the ship. So it may be M06 or M12 or whatever it is. And of course then you have to move it to the proper location.
Make the necessary changes in the .eqp file by adding a new entry using the new M06 or whatever it is.
That is the easy way to do it.

But to answer the original question, adding the M06 node you add a Type 4/100 which is "Node". The add a child node type 8/0 which is a label and name it in the label, doing it the same way it is on all the other M nodes. cfg#M02_Shipname. Once you set the name in the label the main node will have the same name.

Peabody

Also, do you know what the elco files are under in the sea folder? I dont see them but Elcos are in the game.Ugh

Thanks, I got that part done.Now, what do I do about the settings he mentioned in the first post, making sure the node isnt too close to the boat.I am looking at the 3 model and somewhat understand what hes talking about changing it to 0.5 rotation. Also, its say you can enable the mod JSGME, just have to add the node to the ships you want to fire torpedoes, is this correct?


EDIT:I found the elco files, for some reason it's called "NPT Br" instead of elco.I was going to change the same as with the IJN PT boat(Gyoraitei) but after ooking at Elco sea file .dat via S3D now, the nodes are different, little confused on what to add for the Elco PT boat.

jhapprich
10-21-13, 09:01 AM
see: http://www.subsim.com/radioroom/showthread.php?t=207517

yubba
03-14-16, 03:33 PM
posting here to bring it ahead of the class

chrysanthos
08-20-16, 03:56 AM
looks like someone has to backed up this mod somewhere else than filefront....now its gone forever....

Werewolf
01-06-17, 08:12 AM
the link is dead, does anyone have a clue where to get it?

propbeanie
01-06-17, 09:05 AM
I couldn't find it here, and we might have someone with better search skills than me try, but here's an off-site link:
http://www.nexusmods.com/silenthunter4wolvesofthepacific/mods/93/?
Just be careful of them. I have no idea who is behind that, or what their intentions are. The downloaded file looks clean on my machine. Maybe it could be added here, if it's not already...

Werewolf
01-08-17, 08:25 AM
okay, thanks :up:

iambecomelife
08-27-23, 02:06 PM
An update coming for 2023 .... just managed to change a few settings that seem to have resolved a major bug. :) Torpedoes no longer gradually sink after AI units fire them.

This massively improves the hit rate. Plus, no need for workarounds, like ultra-fast unhistorical top speeds for the torpedo.

In a test mission, some "M" class destroyers managed nice straight shots that blew up my U-Boat.

Still needs some work, but it's coming!:up:

ReallyDedPoet
08-27-23, 06:59 PM
An update coming for 2023 .... just managed to change a few settings that seem to have resolved a major bug. :) Torpedoes no longer gradually sink after AI units fire them.

This massively improves the hit rate. Plus, no need for workarounds, like ultra-fast unhistorical top speeds for the torpedo.

In a test mission, some "M" class destroyers managed nice straight shots that blew up my U-Boat.

Still needs some work, but it's coming!:up:


:up:

iambecomelife
08-27-23, 07:07 PM
:up:

Oh and I should clarify....even with the latest version of the mod that supposedly resolved the deep running problem, I was still getting deep running torpedoes for the past few years when I used the mod.:/\\!!

The latest version will solve the issue; someone had mistakenly giventhe launcher an elevation capacity that was way too high or low - causing dep runners and torpedoes that hit the seabed. :Kaleun_Thumbs_Up:

More testing went well .... UK destroyer squadron with 6 ships have been sinking a German oil tanker with about a 10 - 20% hit rate. Pretty good given that the tanker is moving at 18 knots and evading. :ping::ping:

ReallyDedPoet
08-27-23, 07:49 PM
More testing went well .... UK destroyer squadron with 6 ships have been sinking a German oil tanker with about a 10 - 20% hit rate. Pretty good given that the tanker is moving at 18 knots and evading. :ping::ping:


Indeed :yep::up: