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Bakkels
03-11-11, 05:31 PM
The way sh3 'forces' my torpedo load-out in the game begins to annoy me. In my IXc for example, every time it loads all my four tubes with TII's.
Is there a way I can edit some .cfg or .dat file so I can choose my own standard torpedo configuration without having to change them every time in the upgrade screen?

Snestorm
03-11-11, 05:56 PM
Ja.
You can either edit each sub type yourself fo each year OR,
you can get Wolfies Sub Tweak.

It's a nice little mod that makes it fast and easy to change the torpedo loadout of any boat type, in any year.

Wreford-Brown
03-11-11, 06:22 PM
Wolfies Tweak Pak: http://www.mediafire.com/?s4o2gdegjfp8cr1

Madox58
03-11-11, 07:02 PM
The 24th Flotilla also released a torpedo Tool by Richi.
It's in Spanish I believe but the visuals are good enuff that it still is easy to use.

Bakkels
03-11-11, 11:22 PM
:hmmm: Wolfies Subtweak doesn't seem to be working for me. Just put it in my sh3 map but it doesn't recognize it. Seems to be missing a file too, in the readme it says 'copy the three files to your sh3 map' but there's only two files, the tweek.exe and a .cfg file iirc.

@privateer, can you direct me to Richie's tool? I'm Dutch but know a (very little) bit of Spanish, and other Mediterranean languages, so I'll probably be able to figure it out. thanks.

Tessa
03-11-11, 11:52 PM
You can edit the loadouts directly in the basic.cfg file, for the IXc this is the section you'll need to look at:
[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask

Year0=1940
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=0
ForeResExtern05=0
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=0
AftTubes01=2
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
Z01_00=9 ; IX/1
M01_00=0
A01_00=8
SuperCharger_00=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=9000


Year1=1941
ForeTube10=2 ;T1
ForeTube11=2
ForeTube12=2
ForeTube13=2
ForeResIntern10=2
ForeResIntern11=2
ForeResIntern12=2
ForeResIntern13=2
ForeResExtern10=0
ForeResExtern11=0
ForeResExtern12=0
ForeResExtern13=0
ForeResExtern14=0
ForeResExtern15=0
ForeResExtra10=0
ForeResExtra11=0
AftTubes10=0
AftTubes11=2
AftResIntern10=2
AftResIntern11=2
AftResExtern10=0
AftResExtern11=0
Z01_10=9 ; IX/1
M01_10=0
A01_10=8
SuperCharger_10=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_10=-1
Batteries_10=1268
AftBatteries_10=1268
Hydrophone_10=1270
Sonar_10=-1
Radar_10=-1
RadarWarningReceiver_10=-1
Decoy_Launcher_10=-1
SonarCoatings_10=-1
RadarCoatings_10=-1
Renown1=7500


Year2=1942
ForeTube20=2 ;T1
ForeTube21=2
ForeTube22=2
ForeTube23=2
ForeResIntern20=2
ForeResIntern21=2
ForeResIntern22=2
ForeResIntern23=2
ForeResExtern20=0
ForeResExtern21=0
ForeResExtern22=0
ForeResExtern23=0
ForeResExtern24=0
ForeResExtern25=0
ForeResExtra20=2
ForeResExtra21=2
AftTubes20=2
AftTubes21=2
AftResIntern20=0
AftResIntern21=2
AftResExtern20=0
AftResExtern21=0
Z01_20=10 ; IX/2
M01_20=0
A01_20=6
A02_20=6
SuperCharger_20=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_20=-1
Batteries_20=1268
AftBatteries_20=1268
Hydrophone_20=1270
Sonar_20=-1
Radar_20=-1
RadarWarningReceiver_20=-1
Decoy_Launcher_20=-1
SonarCoatings_20=-1
RadarCoatings_20=-1
Renown2=6500


Year3=1943
ForeTube30=3 ;T1
ForeTube31=3
ForeTube32=3
ForeTube33=3
ForeResIntern30=3
ForeResIntern31=3
ForeResIntern32=3
ForeResIntern33=3
ForeResExtern30=0
ForeResExtern31=0
ForeResExtern32=0
ForeResExtern33=0
ForeResExtern34=0
ForeResExtern35=0
ForeResExtra30=3
ForeResExtra31=3
AftTubes30=3
AftTubes31=3
AftResIntern30=3
AftResIntern31=3
AftResExtern30=0
AftResExtern31=0
Z01_30=10 ; IX/2
M01_30=0
A01_30=7
A02_30=7
SuperCharger_30=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_30=-1
Batteries_30=1268
AftBatteries_30=1268
Hydrophone_30=1270
Sonar_30=-1
Radar_30=1275
RadarWarningReceiver_30=1280
Decoy_Launcher_30=1284
SonarCoatings_30=-1
RadarCoatings_30=-1
Renown3=5000


Year4=1944
ForeTube40=3 ;T1
ForeTube41=4
ForeTube42=4
ForeTube43=3
ForeResIntern40=3
ForeResIntern41=3
ForeResIntern42=4
ForeResIntern43=4
ForeResExtern40=0
ForeResExtern41=0
ForeResExtern42=0
ForeResExtern43=0
ForeResExtern44=0
ForeResExtern45=0
ForeResExtra40=3
ForeResExtra41=3
AftTubes40=5
AftTubes41=3
AftResIntern40=3
AftResIntern41=3
AftResExtern40=0
AftResExtern41=0
Z01_40=10 ; IX/2
M01_40=0
A01_40=10
A02_40=10
SuperCharger_40=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_40=1262
Batteries_40=1268
AftBatteries_40=1268
Hydrophone_40=1270
Sonar_40=-1
Radar_40=1275
RadarWarningReceiver_40=1280
Decoy_Launcher_40=1284
SonarCoatings_40=-1
RadarCoatings_40=-1
Renown4=4000


Year5=1945
ForeTube50=3 ;T1
ForeTube51=4
ForeTube52=4
ForeTube53=3
ForeResIntern50=3
ForeResIntern51=3
ForeResIntern52=4
ForeResIntern53=4
ForeResExtern50=0
ForeResExtern51=0
ForeResExtern52=0
ForeResExtern53=0
ForeResExtern54=0
ForeResExtern55=0
ForeResExtra50=3
ForeResExtra51=3
AftTubes50=6
AftTubes51=3
AftResIntern50=3
AftResIntern51=3
AftResExtern50=0
AftResExtern51=0
Z01_50=10 ; IX/2
M01_50=-1
A01_50=10
A02_50=10
SuperCharger_50=1261; GWX V2.1: was -1, so this boat now has MAN turbos by default
Snorkel_50=1262
Batteries_50=1268
AftBatteries_50=1268
Hydrophone_50=1270
Sonar_50=-1
Radar_50=1275
RadarWarningReceiver_50=1282
Decoy_Launcher_50=1284
SonarCoatings_50=-1
RadarCoatings_50=-1
Renown5=3000

To modify the loadouts to your likings there are the values for the individual torpedoes:

[TORPEDO_TYPE0];T I (G7a)
Idx=0
Year=1939
Month=1
Renown=0

[TORPEDO_TYPE1];T I FaT I (G7a)
Idx=1
Year=1942
Month=10
PrototypeYear=1941
PrototypeMonth=5
Renown=100

[TORPEDO_TYPE2];T II (G7e)
Idx=2
Year=1939
Month=1
Renown=0

[TORPEDO_TYPE3];T III (G7e)
Idx=3
Year=1942
Month=6
PrototypeYear=1941
PrototypeMonth=5
Renown=0

[TORPEDO_TYPE4];T III FaT II (G7e)
Idx=4
Year=1943
Month=3
PrototypeYear=1942
PrototypeMonth=9
Renown=250

[TORPEDO_TYPE5];T IV (G7es) - Falke
Idx=5
Year=1943
Month=7
PrototypeYear=1942
PrototypeMonth=11
Renown=500

[TORPEDO_TYPE6];T V (G7es) EZaunkönig I
Idx=6
Year=1943
Month=10
PrototypeYear=1943
PrototypeMonth=1
Renown=800

[TORPEDO_TYPE7];T I LuT I (G7a)
Idx=7
Year=1944
Month=3
PrototypeYear=1944
PrototypeMonth=3
Renown=350

[TORPEDO_TYPE8];T III LuT II (G7e)
Idx=8
Year=1944
Month=9
PrototypeYear=1944
PrototypeMonth=9
Renown=450

[TORPEDO_TYPE9];T XI (G7es) EZaunkönig II
Idx=9
Year=1944
Month=7
PrototypeYear=1943
PrototypeMonth=11
Renown=1000

[TORPEDO_TYPE10]; T VII - Steinbarsch Walter (G7ut)
Idx=10
Year=1944
Month=5
PrototypeYear=1943
PrototypMonth=12
Renown=500

To make the actual changes pay attention to these variables:

Year0=1940ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=0
ForeResExtern05=0
ForeResExtra00=0
ForeResExtra01=0
AftTubes00=0
AftTubes01=2
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0

Be careful to notice that the loadout changes each year, and you can't put in a torpedo type that has yet to be invented. Its a bit more of work, but it hard codes your loadouts (per year) to whatever you specify them to be.

Bakkels
03-12-11, 12:04 AM
Thanks Tessa :03:
That's exactly what I needed. I only use T I's anyway, at least until those advanced pattern-running-torpedoes (for lack of a better word) arrive. Though I still haven't learnt how to use those types correctly.
Anyway, now I can finally get rid of those pesky T II's they keep filling up my IX with.. Who needs them anyways? By the time they see the torpedo's wake, I'm already miles away! Mwhuahahaha *evil laughter* :D

Gargamel
03-12-11, 12:25 AM
Thanks Tessa :03:
That's exactly what I needed. I only use T I's anyway, at least until those advanced pattern-running-torpedoes (for lack of a better word) arrive. Though I still haven't learnt how to use those types correctly.
Anyway, now I can finally get rid of those pesky T II's they keep filling up my IX with.. Who needs them anyways? By the time they see the torpedo's wake, I'm already miles away! Mwhuahahaha *evil laughter* :D

So... how do you do convoy attacks? Just a single salvo?

Might as well stick to single merchants then.

The TII's are a great weapon, as they are stealthy, and if you're good enough, you can hit multiple targets in a convoy by timing the firing so all the ToT's are at the same point. They also allow you to hit a bigger target on the other side of the convoy, and then use the TI's higher speed for up close shots when they start zigzagging.

I wouldn't complain if I had an entire loadout of TII's. I would be a little apprehensive with just TI's, as they would prevent any serious attacks on warships or escorts, especially since the escorts have been known to trace back the direction the eels came from.

Bakkels
03-12-11, 12:45 AM
No I don't just fire a single salvo.
Mind you, to me the game is about taking down as much tonnage as possible in a realistic way. But you only got four bow torpedoes and when I intercept a convoy, I just pick out two fat targets per attack, they both get two eals. Then I back away and reload, and go back.

The choice of three speeds on the T I makes the timing issue a lot easier for me. (plus, I get the sense that the T I's are more reliable, but that just might be me)
And halfway through '42 or something like that, the destroyers seem to be pretty good at homing in on my firing position anyway, so using TI's or TII's doesn't really make that much of a difference in my game. But that could also be a fault of my own. Maybe I'm not stealthy enough. However, I almost always can get rid of them.
So maybe it's kinda personal, but I like my T I's :)

U777
03-12-11, 12:49 AM
TII's are great for merchants that are kinda far because no wake will not alert them and have them change course to try and avoid it, but I usually use the TI's for their speed and use the TII's for distance attacks and for warships that are sitting ducks and oblivious to my presence.

Tessa
03-12-11, 04:30 AM
So... how do you do convoy attacks? Just a single salvo?

Might as well stick to single merchants then.

The TII's are a great weapon, as they are stealthy, and if you're good enough, you can hit multiple targets in a convoy by timing the firing so all the ToT's are at the same point. They also allow you to hit a bigger target on the other side of the convoy, and then use the TI's higher speed for up close shots when they start zigzagging.

I wouldn't complain if I had an entire loadout of TII's. I would be a little apprehensive with just TI's, as they would prevent any serious attacks on warships or escorts, especially since the escorts have been known to trace back the direction the eels came from.

Limiting yourself to only T1's would more or less force you into conducting night attacks only. If you run into a fast convoy during the daylight you're only real good shot is the initial encounter. Trying to shadow a 12-15 knot convoy will really drain fuel fast in order to keep range until nightfall.

I'm also a big fan of TII's, when in dock I generally swap out all my torpedoes for a full load of them (save the aft ones, I keep T1's in the case I have the kill an escort that's hunting me). Am not sure about how things really happened, mathematically an eel travelling at 45 knots should do more damage with its increased momentum and release of kinetic energy. Aside from the Physics behind it, can't comment on the mechanical engineering aspect of the effects of a faster torpedo; to my knowledge though ingame torpedo speed doesn't affect the damage outcome. If you fired an electric and steam (at max speed) the TI would obviously hit first, though wouldn't go anymore damage than the TII traveling at the slower speed.

Madox58
03-12-11, 11:18 AM
Here's Richi's Torpedo Tool.
http://www.mediafire.com/?uduuuh9ylwo371b

And there is an option to use English in this program.
It's been awhile since I ran it.
http://i108.photobucket.com/albums/n12/privateer_2006/Richi-Torpedos.jpg

Note:
On windows 7 64 bit,
I had to download Comdlg32.ocx and place it in the Torpedo folder created by Richi's tool.
If you need that file, let me know and I'll upload the version I have.

desirableroasted
03-13-11, 12:53 PM
TII's are great for merchants that are kinda far because no wake will not alert them and have them change course to try and avoid it, but I usually use the TI's for their speed and use the TII's for distance attacks and for warships that are sitting ducks and oblivious to my presence.

Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).

They can notice you, however, so raise your scope only to make quick observations, do the solution, and fire. Don't keep it up to watch the kerplosion.

Warships, however, can notice torpedo tracks, and their reaction alerts the merchants, too.

Sailor Steve
03-13-11, 09:58 PM
Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).
So how come in the Torpedo Training Acadamy the stationary merchant suddenly speeds up and moves out of the way when the torpedo is coming? And it wasn't because he saw my periscope, because when I aim one just a few feet forward of his bow he cleverly knows it will miss and he doesn't move.

Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.

VONHARRIS
03-14-11, 01:20 AM
I have never seen a merchant taking evasive manouvers to avoid an incoming torpedo unless she has already started zigzagging before the launch.

Maybe this ship - in training - is scripted to do so.

desirableroasted
03-14-11, 06:26 AM
So how come in the Torpedo Training Acadamy the stationary merchant suddenly speeds up and moves out of the way when the torpedo is coming? And it wasn't because he saw my periscope, because when I aim one just a few feet forward of his bow he cleverly knows it will miss and he doesn't move.

Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.

Yeah, I was taught that, too, in the academy. The problem is that I have never seen a ship perform that way since. Ever.

Snestorm
03-14-11, 07:44 PM
So how come in the Torpedo Training Acadamy the stationary merchant suddenly speeds up and moves out of the way when the torpedo is coming? And it wasn't because he saw my periscope, because when I aim one just a few feet forward of his bow he cleverly knows it will miss and he doesn't move.

Yes, I'm pretty sure that merchants can indeed see the tracks from steam torpedoes. It depends on their skill level of course, so they don't always, but they can.

He moves weather a torpedo is coming, or not.

uenako
04-24-11, 05:08 PM
Here's Richi's Torpedo Tool.
http://www.mediafire.com/?uduuuh9ylwo371b


Dead Link

maillemaker
04-25-11, 09:26 AM
Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).

Really?

Steve

desirableroasted
04-25-11, 12:30 PM
Really?

Steve

Other than the stock academy, I have never seen a merchant react to a T1 bubble trail.

Obviously, since it happens in stock academy, and since in stock it is possible for an enemy merchant to stop on a dime, or ramp up speed, I know it is theoretically possible. But I never saw it (granted, it has been years since I played stock).

In GWX, merchants seem to behave more in accord with the physics of "real life" momentum. So even if they do spot the trail (and I believe they very rarely do), they cannot react sufficiently to spoil the shot.

I suppose if you fired from extreme range on a calm day, and the merchant had an elite crew, the merchant could speed up or slow down enough to cause a miss -- but at that range, a finger twitch of delay firing would also cause a miss.

[Yes, I know the GWX modders know exactly what merchants are and aren't capable of, and I appreciate their not telling all. My observations are just that... my observations, without digging into the game files.]

Fish In The Water
04-25-11, 02:52 PM
Other than the stock academy, I have never seen a merchant react to a T1 bubble trail.

I know you guys have had this discussion a number of times, (seemingly on an ongoing basis), ;) and I'm not going to wade into it other than to say that even if this is true I like to play like it's not.

In other words, I prefer to use tactics that deny them the opportunity to evade a bubble trail rather than sit back and shoot them from ridiculous distances with a ridiculous amount of warning and still take them down.

Where's the fun it that?

And just to be clear, I'm not accusing anyone of doing this, (as I honestly don't know how other people play), but for me I like a bit of realism in this regard even if it's not modeled in the game.

Just an observation, not a critique and no harm intended. Carry on folks! :sunny:

Rammstein0991
10-29-13, 12:08 PM
Merchants do not notice torpedo tracks, and you can test this if you want in one of the single missions (or in a throwaway career).

They can notice you, however, so raise your scope only to make quick observations, do the solution, and fire. Don't keep it up to watch the kerplosion.

Warships, however, can notice torpedo tracks, and their reaction alerts the merchants, too.

They do indeed in the regular campaign at least, I've fired TI's during the day and just before they hit I watched the merchant turn the rudder hard over and try to turn out of the way, didnt work...but he definitely saw them, and I know he didnt see me as my stealth meter stayed green.

sublynx
10-29-13, 01:34 PM
I've seen them react to the TI's as well. Search lights are lit and there is the beginning of the rudder hard left / right behaviour. They haven't seen my boat as and I have been able to sneak away on the surface.

desirableroasted
10-29-13, 03:37 PM
I have not played stock in years, so merchants may well do the turn on a dime stop on a dime dance when they see a bubble train in stock. I simply do not remember.

They certainly do it in the Academy in stock, as we all know.

In GWX3.0, I have NEVER seen a lone merchant react to a bubble trail. Ever. If it is with an escort and the escort sees your bubble trail, the merchant will begin the regular zig zag, while the escort comes after you. But that's all. No speeding up, no stopping, no throwing the helm over.

I am happy to be set straight, but considering I have encountered every mishap in GWX except this one, I'll believe it when I see it.

sublynx
10-30-13, 12:38 AM
This has been in NYGM but now that you mention it I'll have to do another attack run with the Atos to see if the search lights are lit by the merchants or the warships. The problem is that the convoy I remember attacking had a cruiser in the middle of it and it might be that the cruiser notified the torpedoes and then the merchants started weaving.

Marcello
10-30-13, 09:23 AM
Am not sure about how things really happened, mathematically an eel travelling at 45 knots should do more damage with its increased momentum and release of kinetic energy.

Probably very marginal effect and applicable only to side hits. In the game much more basic physics, such as the issue of neutral buoyancy, has been given a very rough treatment.

BassII
10-30-13, 10:14 AM
Rammstein is right. They do indeed turn and zigzag, sometimes even before you fire a torpedo. Then you know its a legal target:up:

Leandros
10-30-13, 03:19 PM
......and you can't put in a torpedo type that has yet to be invented. Its a bit more of work, but it hard codes your loadouts (per year) to whatever you specify them to be.

Actually you can. You can change the specs on year built for each torpedo type. Then put it into cfg. starting load-up for that year/type of boat, as described by you. What I wasn't able to arrange for was to select it in the load-up menu. OTH, I could switch them with those in the type select menu.

As a test I operated a IXC with Zaunkönigs in 1941.

Fred

Raptor
10-30-13, 04:46 PM
:hmm2: If you want to get really unrealistic, you can also increase the default number of slots for the reserve torpedoes carried both internally and externally. You'll still have to fill these extra empty slots before you leave port.

http://www.subsim.com/radioroom/showthread.php?t=187395 (http://www.subsim.com/radioroom/showthread.php?t=187395)

Jeff-Groves
07-27-16, 11:48 AM
Just found a copy!!

http://www.mediafire.com/download/ngo6biudbt4j8n6/Richi_Torpedo_Editor.7z

:rock:

Was going through some old boxes to throw out and found the Long Lost DVD!!!

Jeff-Groves
07-27-16, 01:15 PM
Nice!!
It's safe at Subsim now also.
:salute: