View Full Version : How do I select Torps for loadout in base?
Telemon
10-11-10, 10:36 AM
Greetings,
How do I choose and load alternative weapons. I've tried selecting both from the 'list' and from the icon but don't know what to do next. I've tried all the keys; tab, return. backspace and others but with no success. Silly I know but can some kind soul tell me the correct procedure please?
krashkart
10-11-10, 11:47 AM
Double-click on the labels.
Jimbuna
10-11-10, 02:11 PM
As above but it may cost you additional renown dependant on the types chosen.
There is also a utility that allows you to set up default loadouts so you do not have to do it manually before each patrol. I forget the name right now; anybody else know what it is called?
Don't bother with the type 2 ells there rubbish. ;)
Jimbuna
10-11-10, 03:08 PM
There is also a utility that allows you to set up default loadouts so you do not have to do it manually before each patrol. I forget the name right now; anybody else know what it is called?
Woolfies Tweak Pack (about half way down).
http://www.subsim.com/subsim_files/patches2005_sh3.html
Click on the tube position you want to change so it is highlighted, then double click on the list the type of torpedo you want in that position.
Telemon
10-11-10, 03:45 PM
Greetings,
Thanks everyone for the replies. Never thought of double clicking. Learn something every day.
Jimbuna
10-11-10, 03:51 PM
Greetings,
Thanks everyone for the replies. Never thought of double clicking. Learn something every day.
Just responded to your kind PM http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
krashkart
10-11-10, 04:45 PM
Greetings,
Thanks everyone for the replies. Never thought of double clicking. Learn something every day.
That's what we're here for. Glad to help. :salute:
desirableroasted
10-11-10, 05:59 PM
Don't bother with the type 2 ells there rubbish. ;)
Rubbish? They work perfectly fine.
You have four torpedo configurations at the start of the game:
Type 1 - Impact Pistol: works fine
Type 1 - Magnetic Pistol: variable failure quotient in GWX according to earlier threads about this. However, the "bang" tends to be a better value, even given some failures.
Type 2 - Impact Pistol: works fine, even though the manual and the game talks about "depth keeping problems." These are not modeled in the game.
Type 2 - Magnetic Pistol: variable failure as for Type 1.
So Type 2s are by no means "rubbish."
Many people think that because the Type 2's speed setting can only be "slow" that it is slow. It's not. And because it leaves no wake, escorts don't notice it before the explosion, whereas they seem to notice the T1 wake (although merchants do not seem to).
I had a merchant dodge one of my steamers earlier this evening. It must have had some eagle eyed lookout spot it coming in.
Falkirion
10-11-10, 10:49 PM
Don't bother with the type 2 ells there rubbish. ;)
Completely disagree. No wake means no detection before impact. Very useful in convoy engagements when surprise is key.
I'm talking from a realism point of view, historically the Type II was rubbish and the problem was never fully sorted out. ;)
I know I wasn't that clear. :damn:
Everyone plays at different settings...
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