View Full Version : [REL] External Torp Reload Time
wamphyri
03-18-10, 07:26 PM
As Requested - External Torpedo Reload Time
Version 0.2 out now!
This simply increases the time it takes to reload a torpedo from external stores. The default had been 6.6 minutes .. I moved it to 100 minutes. I believe that was in line with sh3's transfer times.
Download 0.2
Link (http://www.filefront.com/17456959/ExternalTorpReloadTime-0.2-wamphyri.zip)
Hansolo's improved pitch and roll version
Link (http://www.filefront.com/17456961/ETRP-improved%20pitch%20and%20roll%20-%20wamphyri.zip)
(install hansolo's mod first then this over top)
Install with JSGME
ReallyDedPoet
03-18-10, 07:27 PM
Nice work :up:
Arclight
03-18-10, 07:44 PM
Thank you, much appreciated. :salute:
BlackSpot
03-18-10, 07:47 PM
Nice - thank you
GDFTigerTank
03-18-10, 08:36 PM
YOU DA MAN! :yeah:
The default had been 6.6 minutes .. I moved it to 100 minutes. I believe that was in line with sh3's transfer times.
Thanks for this. Very much needed.:yeah:
I'm wondering though if the numbers actually represent minutes. It is taking longer to load, (about 6-7 minutes compared to 6-7 seconds before) but definitly not 100 minutes. Could it be another mod conficting on mine, or do you actually get 100 minutes on your install?
wamphyri
03-18-10, 11:55 PM
Thanks for this. Very much needed.:yeah:
I'm wondering though if the numbers actually represent minutes. It is taking longer to load, (about 6-7 minutes compared to 6-7 seconds before) but definitly not 100 minutes. Could it be another mod conficting on mine, or do you actually get 100 minutes on your install?
Actually I hadn't tested it and was going with what the editor said was the unit of measurement for that setting. It clearly isn't minutes like it says and It isn't seconds. I did some testing and some fiddling with the settings and now have it at around 100 minutes. I used a stopwatch with 32x time compression but my math holds up and being off by a few seconds won't bother anyone.. I hope :rotfl2::arrgh!:
So grab 0.2 and let me know if all is good like it should be! Thanks for the input reboot, wouldn't have realized this one for some time with the way my campaign is going. I spend more time modding than playing. Only myself to blame for that tho :har:
give it a try :yeah:
Paco
Sgtmonkeynads
03-19-10, 02:31 AM
Well in sh3, at 8X Time compression it took some time(a minute or two) to get fully reloaded....In sh5 at 8X it was pretty much instant, so...
THANK YOU !!!!!!!
etheberge
03-20-10, 12:10 AM
Thanks!
wamphyri
03-20-10, 02:16 AM
Do please let me know if my math is off. I haven't been able to figure out what equation they use. but it seems to be right as far as I can tell.
Do please let me know if my math is off. I haven't been able to figure out what equation they use. but it seems to be right as far as I can tell.
I just installed the update and will let you know as soon as I unload a few eels.
BowfinSS287
03-20-10, 04:17 PM
thanks....this is a good mod for realism
did you use the roll and pitch mod below
http://www.subsim.com/radioroom/showthread.php?t=164290&highlight=pitch+roll
b4 you made your changes?....if not
could you make another version with both mods together?
To make this MOD more real it would be nice to add the feature that while the process to reload using the externally stored torpedos, the sub could not dive, or that at least not mak an inmediate dive since this was one of the main dangers during such operations.
Just extending the reload time does not make it much of a challenge if you can crash dive any minute.
Could this be implemented? :up:
wamphyri
03-20-10, 07:18 PM
thanks....this is a good mod for realism
did you use the roll and pitch mod below
http://www.subsim.com/radioroom/showthread.php?t=164290&highlight=pitch+roll
b4 you made your changes?....if not
could you make another version with both mods together?
You can use them together, there's no need for me to make a versions with that mod in it.
wamphyri
03-20-10, 07:29 PM
To make this MOD more real it would be nice to add the feature that while the process to reload using the externally stored torpedos, the sub could not dive, or that at least not mak an inmediate dive since this was one of the main dangers during such operations.
Just extending the reload time does not make it much of a challenge if you can crash dive any minute.
Could this be implemented? :up:
I haven't found any way to do this.
Bowfin is right, JSGME warns about a clash when enabling your mod because the pitch & roll mod alters the same .sim files.
I'd also appreciate a combined version if possible?
Thanks a lot for the mod, anyway. Very much needed!
wamphyri
03-20-10, 07:56 PM
My apologies, I thought his mod changed one of the other submarine files. First post includes a version with them combined.
BowfinSS287
03-20-10, 10:35 PM
thank-you....:)
Do please let me know if my math is off. I haven't been able to figure out what equation they use. but it seems to be right as far as I can tell.
Looks like your math is right. :up: 95 minutes.
My apologies, I thought his mod changed one of the other submarine files. First post includes a version with them combined.
Thanks a lot, wamphyri! :salute:
I noticed your combined version doesn't include the SeaParameters.cfg file in the 'Env' folder that comes with the pitch & roll mod. That file only changes the waves slightly, though. Also doesn't include fixes for the AI boats from that mod. I'm not bothered about those things myself (and understand why you wouldn't include them since you didn't modify those files), but thought others might like to know.
In order to have both mods active in full, you would need to enable the original pitch & roll mod first, then enable this mod and overwrite the other mod's .sim files for the player submarines.
Der_KHAN
08-19-10, 06:32 AM
the link is down. could someone do a re-up plz? :)
Sepp von Ch.
08-20-10, 05:40 AM
I would join the request. Please reupload this mod.
binzy62
08-20-10, 06:20 AM
Is the link broken or was it taken down for a reason .... i would love to have this mod
binzy62
09-09-10, 07:24 AM
Bump
Had to bump this .... can someone put up a link for this please
mobucks
09-12-10, 06:59 PM
anyone?
Dawicon
09-13-10, 10:26 AM
Try this (http://www.subsim.com/radioroom/showthread.php?t=168012) one. It also includes external reload time. But I never tried it myself.
binzy62
09-13-10, 02:48 PM
Thanks for the link my friend .... sorry for the bad english i am english :yeah:
Sepp von Ch.
10-31-10, 06:11 AM
Really anyone?:cry:
wamphyri
10-31-10, 08:53 AM
Hi everyone.. I'm back. It's been around 6 months away from sh5 cause it was making me angry :)
I redid the links.. filefront deletes files if it hasn't been downloaded after a certain amount of time or some such. The problem is that these files are back from March.. and I highly doubt their compatible with any of the mods out there now.
I'm working on getting the latest and greatest mods out there and seeing if any of the ones I made are still needed. And if so to make them work with the ones out there now
Sepp von Ch.
10-31-10, 08:56 AM
Great!:yeah:
DavyJonesFootlocker
10-31-10, 09:01 AM
This article said it could take longer to load.
http://www.uboat.net/forums/read.php?3,78865,78887
Now comes the hard part – getting a torpedo out of one of the above deck canisters and down inside the boat at sea. That was quite a difficult job and could take a couple of hours for just one torpedo.
Sailor Steve
10-31-10, 09:36 AM
Unfortunately he doesn't cite any sources for that statement. It's just a comment made on an internet forum post. To his credit his other facts conform to what is available from proper sources, but that one has no corroboration.
mobucks
11-09-10, 04:39 AM
ooooo0000o I was looking for this baby a few weeks ago
Wilcommen back dude always loved your mods.
Sepp von Ch.
11-09-10, 05:51 AM
Great! Thank you for reupload!
Hansolo's improved pitch and roll mod must be installed?
wamphyri
11-09-10, 06:34 AM
Great! Thank you for reupload!
Hansolo's improved pitch and roll mod must be installed?
No. there's a version for when you have his improved pitch and roll installed and one for without. Like I said earlier these are my original mod files and are back from around march.
It's not compatible with most mods now (if not all).
Sepp von Ch.
11-09-10, 08:39 AM
It's not compatible with most mods now (if not all).
It is unfortuantely true. I tested this realistic mod, but I do not see an external torpedo storage etc.
Many conflicts with 1) FX_Update_0_0_5_ByTheDarkWraith 2) X_Update_0_0_5_UHS_Fix and 3) U-boat Historical Specifications 1.4
wamphyri
11-09-10, 11:29 PM
yeh. It's a really easy thing to make a version for other mods but I don't have permission from wraith to modify his files and distribute them.
TheDarkWraith
11-09-10, 11:42 PM
yeh. It's a really easy thing to make a version for other mods but I don't have permission from wraith to modify his files and distribute them.
tell me what I need to add to mine. It makes more sense for me to add changes than for someone else to (because they'll be doing a lot of updating as I release new versions pretty frequently)
wamphyri
11-10-10, 11:28 PM
tell me what I need to add to mine. It makes more sense for me to add changes than for someone else to (because they'll be doing a lot of updating as I release new versions pretty frequently)
I agree completely with you wraith. I sent you a PM with what to change it'll be an easy one to add.
Sepp von Ch.
11-13-10, 11:58 AM
Cool. A new version will be compatible with FX_Update_0_0_5_ByTheDarkWraith, FW_Update_0_0_5_UHS_Fix and U-boat Historical Specifications 1.4?
TheDarkWraith
11-14-10, 06:40 PM
Cool. A new version will be compatible with FX_Update_0_0_5_ByTheDarkWraith, FW_Update_0_0_5_UHS_Fix and U-boat Historical Specifications 1.4?
I released v0.0.6 of the FX Update mod with the external torp reload time changed to that recommended by wamphyri
BravoM5
11-28-10, 12:11 AM
I can't get my ext torps to load (that's without the mod) is there a key you have to push? :hmmm:
divittor
11-28-10, 09:50 AM
I left click on the external torp, while surfaced, and hold down the button draging the trop to an empty slot in the sub. It should then start to transfer, the torp still appears in external slot but should be slowly changing colour as its moved. If the game refuses to transfer the torp, as happens occaisionally, a simple save and restart of the game should clear this error.
Hope this helps.:salute:
BravoM5
11-28-10, 11:30 AM
Thanks! :salute:
BowfinSS287
01-12-11, 06:55 PM
great mod.....is there a way to link the surface torpedo reload to
the captain on the bridge?....so that once you started to reload a
torpedo from external storage you wouldn't be able to dive,also if
you wanted to abandon the reload you would lose the torpedo
can this be done?
Sepp von Ch.
01-14-11, 05:24 PM
great mod.....is there a way to link the surface torpedo reload to
the captain on the bridge?....so that once you started to reload a
torpedo from external storage you wouldn't be able to dive,also if
you wanted to abandon the reload you would lose the torpedo
can this be done?
Interesting idea!
xristoskaiti
10-18-12, 06:07 AM
ling wrong file not found
new ling?:D
vitovt13
10-18-12, 06:56 AM
ling wrong file not found
new ling?:D
http://www.gamefront.com/files/22474539/ExternalTorpReloadTime-0.2-wamphyri.zip
xristoskaiti
10-18-12, 07:20 AM
:salute: thanks vitovt13
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