View Full Version : change external load-outs into internals
gazpode_l
02-14-11, 07:14 AM
Im currently skippering U-93, a ViiC style u-boat in 1941.
What I want to ask is that my boat carries two external stored torpedoes, one for'ad and the other aft.
I never get to use these because each time I need to bring these inside, we are in over 5 meter seas and practicly impossible for me to do so.
So what I am thinking is changing my game so that it reflects these are carried inside instead. :hmmm:
I've seen how I can change this but forgotten how. :doh:
Can anyone help me with this or do people think this is cheating - if so I won't do the change and just run without them in the future, keeping my weight of my boat down and thereby increasing mileage.
Ur thought's please :up:
gazpode_l
02-14-11, 08:39 AM
I've found what I was after in the mods section, although your oppinions on my intended changes are welcome! :D
Wreford-Brown
02-14-11, 09:03 AM
Wolfies Tweak Pak is on my MediaFire site - it'll allow you to change your torpedo loadout to anything you'd like.
frau kaleun
02-14-11, 09:06 AM
I'm a little confused, because there shouldn't be any reason that you can't transfer external eels into the boat in that kind of weather, unless you're deliberately refraining from doing so in order to play more realistically.
OTOH, modding the boat so that its external torpedo storage becomes more space inside the boat for extra eels doesn't seem very realistic at all. :hmmm:
That said, there's no reason you shouldn't play the game in whatever way pleases you, but it seems to me that you'd be ending up with a net gain/loss of zero where realism is concerned. If it's going to be sacrificed one way or the other I think it would just be easier to haul those eels inside at sea regardless of the weather. :O:
gazpode_l
02-14-11, 10:05 AM
Hi Frau
Your comment raises some excellent thoughts to be fair.
I think that my playing of the game is quite realistic in that there's no way I would begin to bring a torpedo inside, espcially when we are in conditions where the game won't even let me man-up any of my guns due to the rough weather, so I thought "if it's too rough to man the deck gun, then it's to rough to transfer those external torpdeo's/eels"
Then I had another gripe - I thought, that given that for the last two patrol's where i've expended alot of eels, the weather's been so shocking I've not been able to transfer them what's the point in carrying them in the first place?
I can very much also see the point of that I will begin to play un-realistically if I turn those external one's into internals using a modification, and if I was going to do that, I might as well cheat some more and say for example carry over 20 eel's like some of the bigger u-boats did (or did they?)
I am wondering if not taking that additional weight in terms of the external eel's might help fuel consumption or milage, or am I thinking too complex and too far out of the box in terms of SH3 and it's game engine?
Regards
Gary
(aka Kln Walter Suhr, Skipper U-93)
gazpode_l
02-14-11, 10:08 AM
I am wondering if not taking that additional weight in terms of the external eel's might help fuel consumption or milage, or am I thinking too complex and too far out of the box in terms of SH3 and it's game engine?
Am now wondering how I wld select NO torpedo when processing my load-out via my u-boat screen within sh3 itself? :hmmm::06:
frau kaleun
02-14-11, 10:15 AM
I don't know, I've never played with the loadout, I usually just take what they give me. I'm pretty sure there's a way to change out one kind of eel for another, but I don't know if you can just select NO torpedo at all for one of the designated slots in that screen. I think to change the default loadout in that way you'd have to tinker with the game files. Pretty sure it can be done, but then that would be your default loadout all the time and you'd have to go back in and edit the files again if you ever wanted to make a change. :hmmm:
Sailor Steve
02-14-11, 10:53 AM
While it's unrealistic to reload externals in bad weather, the game does let you do it, which is much easier than trying to modify the game to make them internal. Also, having two extra internal torpedoes is also unrealistic.
Something else to think about if you play the most realistic game possible - even reloading internal torpedoes in bad weather was not possible, as maneuviring more than a ton of torpedo when the boat is bouncing around is highly dangerous. Internal reloads in bad weather were only done at fifty meters depth or more, so the boat would be absolutely stable.
Also they didn't reload while in combat, since steep dive angles would also risk the torpedo breaking loose from the harness. The procedure was to fire all torpedoes, try to escape, and only reload when it was absolutely safe.
gazpode_l
02-14-11, 11:02 AM
Hi steve
in my last patrol, I actually recall that all of my attacking was done whilst running below the surface and we re-loaded after firing our first attack. As soon as I get wind of an ASW or DD being onto me, I order silent running and often dive to deep depths.
So in terms of re-loading I am already playing quite realistically, the only thing non realistic that I don't set, is the realistic loading times. instead I go for game-based loading times, which I am currently managing one torpedo every aprox two minutes with the green crew bar as maxed out as my current crewing allows.
Sailor Steve
02-14-11, 11:21 AM
Why? Two minutes to reload is as unrealistic as you can get.
Wreford-Brown
02-14-11, 11:26 AM
I am wondering if not taking that additional weight in terms of the external eel's might help fuel consumption or milage, or am I thinking too complex and too far out of the box in terms of SH3 and it's game engine?
Weight of a torpedo is approx 1.9 tons.
Weight of a VIIC approx 871 tons (submerged).
Losing 3.8 tons is not going to improve your fuel consumption or mileage to any great degree.:know:
gazpode_l
02-14-11, 11:47 AM
Weight of a torpedo is approx 1.9 tons.
Weight of a VIIC approx 871 tons (submerged).
Losing 3.8 tons is not going to improve your fuel consumption or mileage to any great degree.:know:
Awww ok! :88):dead:
thanks buddy. :up:
Why? Two minutes to reload is as unrealistic as you can get.
Guess if you don't have the realistic reload times you could get it down to 2 minutes; though the XXI's reload extremely fast. Seems like it was only 2 or 3 minutes max per tube with the realistic load times setting on. Irl they were able to reload much faster (nothing like 2 minutes though) on the XXI's as long as they didn't take damage to the hydrolics, if those were damaged or hit you're sol with their brilliant idea to put them outside the pressure hull.
Tinman764
02-14-11, 01:32 PM
Hey, I hope you don't mind me asking about your original question - maybe I'm misunderstanding what you mean.
You play in a realistic fashion where you impose limitations on yourself to not move external stores during bad weather - that I totally understand, I don't do it myself but for highly realistic play that's one of the things most people do. So what I think I'm misunderstanding is - having made this self-imposed limitation, why do you then want to bypass it by making the game think your external stores are actually internal?
Jimbuna
02-14-11, 03:20 PM
The closest I've ever come to realistic loading times was to lower the torpedo room crew numbers sufficiently to prevent any loading operation at all then add one 'green' member....now check your loading times.
gazpode_l
02-14-11, 04:06 PM
Hey, I hope you don't mind me asking about your original question - maybe I'm misunderstanding what you mean.
You play in a realistic fashion where you impose limitations on yourself to not move external stores during bad weather - that I totally understand, I don't do it myself but for highly realistic play that's one of the things most people do. So what I think I'm misunderstanding is - having made this self-imposed limitation, why do you then want to bypass it by making the game think your external stores are actually internal?
Yes exactly correct...thing was I never got to use those external re-loads due to the "realistic" limitations (as you correctly stated) of the bad weather..(Which seems to blight most of my patrols)
I was thinking at one stage "what's the point in carrying them in the first place If I never get to use them"
Perhaps I will when I get to summer...Should be into June during my next patrol..
Snestorm
02-15-11, 06:58 AM
Why not do it my way? No external reloads carried.
Not all boats carried them.
It generaly takes my guys 22 minutes per tube to reload.
It should take about 15 minutes IF the torpedoes are pre-hung.
I prefer to leave them on, and under, the deck for the safety of both the boat and crew so, 22 minutes is as close to realistic time as I can get.
No reloading until all enemy units are safely disengaged.
And like Steve, all reloading is done at 50 meters or deeper.
Mittelwaechter
02-15-11, 08:06 AM
The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly.
Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me. ;)
I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot.
If you want to do so, modify Basic.cfg, add two new slots:
[SUBMARINE_AMMO2]; VIIB
Type=1
Version=0
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2 <-3
AftResIntern=1<-2
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=3
SNK_MASK=NSS_Uboattype7_SNK_mask
Now define the loadout for those new slots, they show up in the loadout screen:
Year0=1939
ForeTube00=0 ;T1
ForeTube01=0
ForeTube02=0
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtra00=0
ForeResExtra01=0
ForeResExtra02=0
AftTubes00=0
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
Z01_00=3 ; VIIB/1
M01_00=1
A01_00=8
SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=2500
The lines read [x for year][y for tube]=[z for torpedo type]
The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot.
The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6)
The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen.
0 = G7a/T1
1 = G7e/T2 first version
2 = G7aFAT
3 = G7e/T3 second version
4 = ??? - not sure right now - G7eFAT iirc
5 = Falke
6 =
well the rest is lost somewhere in the endless emptiness of my brain...
:salute:
Mittelwaechter
02-15-11, 08:15 AM
The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly.
Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me. ;)
I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot.
If you want to do so, modify Basic.cfg, add two new slots:
[SUBMARINE_AMMO2]; VIIB
Type=1
Version=0
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2 <-3
AftResIntern=1<-2
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=3
SNK_MASK=NSS_Uboattype7_SNK_mask
Now define the loadout for those new slots, they show up in the loadout screen:
Year0=1939
ForeTube00=0 ;T1
ForeTube01=0
ForeTube02=0
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtra00=0
ForeResExtra01=0
ForeResExtra02=0
AftTubes00=0
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
Z01_00=3 ; VIIB/1
M01_00=1
A01_00=8
SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=2500
The lines read [x for year][y for tube]=[z for torpedo type]
The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot.
The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6)
The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen.
0 = G7a/T1
1 = G7aFAT
2 = G7e/T2 first version
3 = G7e/T3 second version
4 = ??? - not sure right now - G7eFAT iirc
5 = Falke
6 =
well the rest is lost somewhere in the endless emptiness of my brain...
:salute:
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