View Full Version : New UIs Pattern Torpedoes--dial settings?
Can someone tell me how to use the dials provided in TDW's UI for the pattern running torpedoes?
In picture below, the four dials to the top, right:
http://www.subsim.com/radioroom/picture.php?albumid=360&pictureid=5188
Thanks and Merry Christmas.
Trevally.
12-17-11, 11:02 AM
Click the small green FaT button above the tube selector to get extra dials:up:
Hey, Trevally.
Yes, I know. Look in the picture below--if you look the Top-Right in the picture below, you can see the four dials there. My question is, what do the dials do? Or, what should I do with them? The torpedo in the picture is a FaT loaded into my stern tube. So how would I set the dials to employ the torpedo's pattern running abilities against, say, a destroyer in hot pursuit?
The only dials I can seem to change are the "Straight Run" dial (which I can set anywhere from 0 to 125, the Leg dial I can switch between 800 and 1600, and the 2nd Gyro dial which I can change back and forth between 90 deg starboard and 90 deg port. The pattern angle can't be changed, apparently.
Anyway, can someone explain, or point me to a tutorial on how these various things are employed to achieve the desired torpedo pattern?
I have googled, but not found an explanation yet.
Trevally.
12-17-11, 11:58 AM
It is easier to set and see what each dials does when you keep the TAI open. You also need to have the torp line enabled so you can keep trace of all your changes.
Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.
Trevally.
12-17-11, 12:26 PM
Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.
No - you can click this on in the game.
Look for the small red target button at the bottom of the TIA map
TheDarkWraith
12-17-11, 12:43 PM
Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.
Should be able to see the same thing (torpedo line) on the nav map. You might have to enable the torp line by adjusting the nav map settings (push the round dial at the upper left that deals with nav map settings).
Thanks guys, will check it out.
Ok, I see how it works.
One thing, though, it doesn't seem to be possible to turn on the torpedo lines in the nav or TAI maps when Real Navigation is enabled. Maybe I could turn it on using the options.py? It would be nice to have the ability to turn that on and off in order to set up the patterns of FaT and LuT torpedoes
TheDarkWraith
12-17-11, 02:06 PM
Ok, I see how it works.
One thing, though, it doesn't seem to be possible to turn on the torpedo lines in the nav or TAI maps when Real Navigation is enabled. Maybe I could turn it on using the options.py? It would be nice to have the ability to turn that on and off in order to set up the patterns of FaT and LuT torpedoes
Ah yes, after thinking about this you can't. Reason is if I allowed you to see the torpedo line then you know your exact position. Kinda defeats the purpose of real navigation :cool:
You can make it appear by removing the \data\Menu\Gui\ContLine.dds file from the real nav mod. Note: this file is used for many other things so it will 'ruin' the real nav experience.
Gotcha TDW. Can't have everything, I guess. I'm not complaining though. I love NewUIs and Real Navigation. Guess I'll just learn how to manually plot torpedo patterns using the map tools.
TheDarkWraith
12-17-11, 02:52 PM
Gotcha TDW. Can't have everything, I guess. I'm not complaining though. I love NewUIs and Real Navigation. Guess I'll just learn how to manually plot torpedo patterns using the map tools.
I would remove the file and become familiar as to how each dial influences the torpedo line. Once you understand how the dials work then you can re-enable the file and go back to real nav :up: Remember that the other TDC dials will also influence the torpedo line.
Sounds like a plan. Will do.
Is there a way to customize the torpedo loadout of your sub in a user-made single-player mission? It would be nice to have a practice mission for using the special torpedoes.
TheDarkWraith
12-17-11, 07:37 PM
Sounds like a plan. Will do.
Is there a way to customize the torpedo loadout of your sub in a user-made single-player mission? It would be nice to have a practice mission for using the special torpedoes.
Good question. Not sure how to do that since that's an area I haven't ever looked into yet :hmmm:
Trevally.
12-18-11, 06:05 AM
Good question. Not sure how to do that since that's an area I haven't ever looked into yet :hmmm:
When you use ME2 to make missions and add your boat - it just adds the default boat as it would be in the campaign before you kit it out.
You can edit early or late war weapons, but no control over what they are.
So to change the weapon loadouts for single missions, you have to change the default setup.
This is for the VIIA
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.UPCGE
Look for section
;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------
[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Bow-Torpedo-Tube1-WeaponSlot-Name
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1944-02-01, TorpedoTube533Ger, T1Torpedo
IDLinkWeaponIntervalDefault2= 1944-02-02, NULL, TorpedoTube533Ger, T1Fat1Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7a_Door02_FRU_anim
ExternalDamageZoneTypeID3D= 58
GUIPlaceHolderIndex= 6
GeneralDescription= Bow-Torpedo-Tube1-WeaponSlot-General-Description
TechnicalDescription= Bow-Torpedo-Tube1-WeaponSlot-Tehnical-Description
this shows that the default load for torp 1 is a T1 when you set to early equip and your mission is before 01/02/1944
If you pick a type VIIA and place it in a mission with a date of after 02/02/44 and pick late war equip - you will get a T1Fat1
You can change these dates and torp types.
Further down in the same file you have your reserve torps set the same way:-
[UserPlayerUnit 1.Compartment 7.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6
IDLinkAmmunitionIntervalDefault1= NULL, 1943-10-31, T1Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1943-10-31, 1944-06-31, T1Torpedo, 2, T3Torpedo, 4
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1945-01-31, T1Torpedo, 2, T1Fat1Torpedo, 1, T3Torpedo, 3
IDLinkAmmunitionIntervalDefault4= 1945-02-01, NULL, T1Torpedo, 1, T1Fat1Torpedo, 2, T3Torpedo, 3
***I have not tested this****
Thank you very much for this information Trevally! Very glad to know how to do this! :woot:
Now the question is--where do I find the "editor names" (exp. T1Torpedo, T1Fat1Torpedo) of all the different types of torpedoes so that I can use any of the torpedo types in a test mission. I can then make a JSGME mod that I can edit then enable which will cause the particular type of torpedo to be loaded on my test mission sub.
Sheesh. Why did the Devs do things this way?
Merry Christmas!
To Atheists, Merry Xmas!
Trevally.
12-18-11, 10:18 AM
Yes - making a jsgme mod with the single mission is a good idea:yep:
Look here for all the ammo names:-
C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\Ammunition.UPC
:up:
Thanks Trevally, got it. I can confirm that this method works--I just made a mod that put FaT torpedoes on my VIIC/41 sub in a test mission. The thing now will be to make different versions of the various xxx.UPCGE files for the Subs incorporating different torpedo loadouts. So to load a particular torpedo type, I just switch out the file in the mod folder, enable the mod, and play the mission.
Excellent.
Trevally.
12-18-11, 01:28 PM
Good job Nodlew :yeah:
TheDarkWraith
12-19-11, 01:55 AM
Thanks Trevally, got it. I can confirm that this method works--I just made a mod that put FaT torpedoes on my VIIC/41 sub in a test mission. The thing now will be to make different versions of the various xxx.UPCGE files for the Subs incorporating different torpedo loadouts. So to load a particular torpedo type, I just switch out the file in the mod folder, enable the mod, and play the mission.
Excellent.
Why don't you release that as a mod when you're done. I know many that would love to have this :up:
Trevally.
12-19-11, 12:27 PM
:agree:
Magic1111
12-20-11, 10:48 AM
Why don't you release that as a mod when you're done. I know many that would love to have this :up:
Yes, agree too! :yep:
Ok. Sure. I'd be happy to be able to contribute something to the Subsim Community. I'll get to work on it, shouldn't take long, at least not the first version. The version I've been using only changes the torps on one sub, the VIIC/41, and has a mix of different pattern and acoustic torpedoes just to watch them in action.
I'll have to try to come up with something more ideal, aimed at the community at large. And in addition I'll make a practice mission that enables with the mod, so you just enable the mod, and play the mission to practice the torpedo types. :up:
Can someone tell me how to submit a mod for inclusion in the Download section of Subsim? I have a Mediafire account that I can upload it to as well.
Of course, by making a more complete mod that includes different (historical) torpedo loadouts that makes it possible for people to make their own missions at later stages in the war that have better torpedoes. The same could be done with other submarine systems--radar, camoflage, countermeasures, etc.
But just a mod and mission to practice the torpedoes is a good start, I guess.
By the way, TDW, I tried removing the \data\Menu\Gui\ContLine.dds per your instructions, but, although I got a sub position icon to show up in game as a result, I did not get a torpedo line coming out of it in either TAI or on the Nav Map. So I've just been uninstalling RealNavigation in order to mess with the pattern torpedoes.
Magic1111
12-22-11, 02:31 PM
I have a Mediafire account that I can upload it to as well.
Upload to MediaFire is okay! :up:
And after Upload please post here the Download Link and all is okay! :yeah:
Best regards,
Magic:salute:
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