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I'm goin' down
04-08-11, 09:34 PM
I have the optio of loading a torpedoe that has a range of 1 meter. I guess it like a mine? How do you use it? When do you use it?

Jan Kyster
04-09-11, 01:24 AM
WARNING

Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of “any” Uboat
Do not load torpedoes in the aft tubes of a Type VIID

And how to use....

A.– set ships speed to 4 knots
B.– go to Attack Map
C.– select tube 5
D.– select manual TDC input
E.–set bearing to 180
F.– set desired mine depth
G.– launch mine with fire button
H.– next mine will be ready to launch in about 15 seconds


Of course I didn't know that - only quoting from the first post in the OM Release thread... :D

And a final quote:

There is a more detailed set of instructions in the ...\Support\OM_Readme_files, look for “SMA Mine Deployment.doc”

TheBeast
04-09-11, 03:17 AM
Shouldn't there be a verticle tube MOD with actual 3D model of 4 verticle tube. A cfg#vt node added to submarine model. New node name added to UPCGE. Then the Verticle Tube can be installed as equipment upgrade available after specified date. Actual mines could be linked to the verticle tube equipment ID and not available for normal torpedo tube usage.

I know I sank myself with one of these mines that I had put in foreward tube. (Fire tube 1, Toperdo sound passing slowly aft, then BOOM!, Shocked, frantic search for other enemy as boat sinks, OMG OMG WTF just happend.)

UI change would also be needed to add controls for the 4 new verticle tubes. (open/close doors, tube bunker storage, reload, etc.)

Jan Kyster
04-09-11, 06:26 AM
I know I sank myself with one of these mines that I had put in foreward tube. (Fire tube 1, Toperdo sound passing slowly aft, then BOOM!, Shocked, frantic search for other enemy as boat sinks, OMG OMG WTF just happend.)I can actually hear Lurker rolling his eyes! :rotfl2:

But nice idea with the tubes!

I'm goin' down
04-09-11, 09:24 AM
I loaded one on one occasion. It did not seem right. I replaced it before I set sail. My hunch proved correct.

MaddogK
04-09-11, 01:16 PM
Lay mines from forward tubes by having boat in Reverse.
:O:
Rookies

TorpX
04-10-11, 09:37 PM
I know I sank myself with one of these mines that I had put in foreward tube. (Fire tube 1, Toperdo sound passing slowly aft, then BOOM!, Shocked, frantic search for other enemy as boat sinks, OMG OMG WTF just happend.)

Ummm.....Shouldn't there be a delay in arming to avoid this very thing?

MaddogK
04-10-11, 11:21 PM
Ummm.....Shouldn't there be a delay in arming to avoid this very thing?


:har:
Ever pee into the wind ?

Ya don't lay a mine, then run it over !!!!

TorpX
04-12-11, 01:26 AM
:har:
Ever pee into the wind ?

Ya don't lay a mine, then run it over !!!!
Agreed. However, there should still be a delay to allow the sub to exit the area. To have it otherwise is to invite trouble. For instance, an armed mine could simply sink 50 ft, hit bottom and explode.

drakkhen20
04-12-11, 10:00 AM
say maddog, you thing we could fix this? looks like the beast already has the idea.

MaddogK
04-12-11, 10:31 AM
say maddog, you thing we could fix this? looks like the beast already has the idea.

I'm not much of a scripter, but I suspect there's some confusion regarding the way the 7D lays mines (SMA Mine), and the torpedo-tube launched mines (TMA Mine).

I agree, there should be vertical 'tubes' on the 7D for mine deployment, AND a different type of mine for the torpedo tube. We'll add it to the 'to do' list.

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

<edit> After a quick look at the torpedo data files it appears the TMA type mines are already in the game as G7-ut torpedos, and the vertical launched (SMA) mines are labeled as NavalMines- SO it should be a simple matter to rename the G7-ut's and edit each subs UPCGE file, and create nodes and equipment on the 7D for vertical launch tubes as TheBeast suggested.

...that seemed simple- NEXT !

drakkhen20
04-12-11, 02:10 PM
ok so your saying the problem is fixed?

drakkhen20
04-12-11, 02:57 PM
ok this problem will be fixed in our upcoming mod. :yeah:

MaddogK
04-14-11, 12:50 AM
OK, got the mine tube installed and working, but here's the rub:
1. The now functional rear tube 5 will 'borrow' mines when it's empty,and drop them like they were unpropelled fish as the mines are defined as a type 7 torpedo, regardless of the bunker link setting (null doesn't even stop it).
2. In the docks one can fill the stern torpedo reserves full of regular torpedos if they choose to offload the mines.

SO

I see no alternative than to create a new tube type that only accepts the mine (which must be redefined to something unusable by the standard tube)

...which I'm unsure how to do.

Suggestions ?

MaddogK
04-17-11, 06:22 PM
OM VIID (fixxed) uploaded to our dev site for eval.
:rock:

TMA mines arent VIID specific, and will be much easier to create, later. The mines in OM were SMA's.