View Full Version : [REL] Air Torpedos/Torpedo Bombers revisited and working!
New Update:
Version 2.0 Released!
http://imageshack.us/a/img528/2650/fidov2.jpg
From the read me:
SP 03/09/2012
SH3 Air Torpedo mod by Rubini version 2.0
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Introduction:
-This new version adds the FIDO (allied secret ASW acoustic torpedo), sounds & effects for the torpedos and a lot of refinements for the mod . Also it adds the necessary random scripted torpedo bombers groups ready to be integrated on your campaign.
- It continues to be compatible with any Sh3 installation and also have Single Missions to test it. Let me know any problem here.
PS1: For historicall and realism purposes , the mod also have an optional main file (AiRTorp&Fido_v2_noFIDOexternal&noFIDOwake.dap) that will have not wakes on FIDO and no external visible FIDO on Avenger (they carried them on a bay compartment). If you want this, just rename it extension to .dat (and the other one to .dap) before install the mod. Take attention on rename extention process or it will not work!
PS2: The mod have also files to be merged on your Campaign_RND.mis and also a file with 3 entries to be copyed and pasted on the botton of your Sh3.sdl (Sound folder) to the new sounds works. Itīs not possible to me to add them to each one variant of mod soups. You need to do this by yourself. I provided some directions below.
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Changelog version 2.0:
1. Added a real 3d working allied acoustic torpedo (FIDO, aka MK-24 mine)
2. Added integrated randon patrols to be merged on your Campaign_RND.mis, putting the mod definitively on career/campaign game.
3. Added effects and sounds for all events (exclusive for the mod, this way it is compatible with any sh3 installation). Now we have sound for torp release from airplanes, for torp splash on water, for torp cruising, etc.
4. Added new 3D model and texture for FIDO, this way it is now very different from german/air torpedos ( and seems a bit more like the historical FIDO itself). Also it have unique behaviour, small bubble trail, very tiny wake, itīs more slow (as historically), have different explosion splash and inflict less damage (as historically) than the common air torp.
5. Fido can now hit you from 4,5m to 45m deep!
6. a lot of small adjusts on various places on the mod for fine tunning.
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About the files to be merged on your Campaign:
- The mod provide 3 files to be merged on your Campaign_RND.mis (ATB_0850_RND_ready_DD.mis, ATB_2450_RND_ready_DD.mis and ATB_4850_RND_ready_DD.mis). They are all the same, just with different probabilities to encounter a torpedo random group each 8 (0850) or 24 (2450) or 48hrs (4850) with 50% probability to spawn the group. Notice that the torpedo bombers will only found you using visual sensors (to avoid unrealistic encounters at night or/and with very bad weather). So, even choosing the 0850 the encounters probably will be very rare (well, its what I guess ... if it proves wrong, then you can use the others files with much less probabilities). Anyway, choose only one of them.
These files have scripted (but random) Torpedo bombers groups that will start with Swordfish around British protected waters (including mediterraneum) and will growing in coverage historically until may 1942 when the Avengers also becomes to patrol USA routes. Later, after march 1943, the allies introduced their new secret ASW weapon, the Mark 24 Mine, a fake name to cover itīs real purpose: an acoustic homing torpedo against axies submarines! The Kaleuns never knew exactly what is was or how this new weapon worked ... they never knew what was the best tactic to avoid them!
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How to merge the above files on your Campaign game:
a. For first, always make a backup of your Campaign_RND.mis. Then install the mod using JSGME (the integration will not work correctly if you try it without install the mod first!!)
b. Open the SH3 Mission Editor. Go to "File", and choose "Open RND Layer...". Point to your main Campaign_RND.mis and open it (again: make a backup first!).
c. Then go to "File" and choose "Merge...". Check "Mark merged data as saveable" and click ok. Then point for your desired provided RND file to be merged and click on "Open" (they must be in your Sh3 path ... data\campaigns\campaign folder ). The merge process is finished!
d. Now we must save our new Campaign_RND.mis. To do this, just go to "File", choose "Save RND Layer as...", on the save window goes to Sh3 path ... data\campaigns\campaign folder and click over your "old" Campaign_RND.mis, click in "save" and allow overright and itīs done! You can later repeat this process if you want to change the random air patrols probabilities, chossing another provided file and so on.
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About the entries to be "merged" on your Sh3.sdl file:
The Sh3.sdl file have the necessary descripitions of the sounds used in the game. If a sound isnīt declared here it will not be listen into the game. So you need to open both your Sh3.sdl (make a backup first!) and also the provided "Copy to your Sh3.sdl.sdl" using S3D (both must be in your Sound folder after install the mod) and copy and paste the 3 entries on this last file on the botton of your SH3.sdl( AirTorp_release, AirTorp_splash, and AirTorp_splash_hyd). Save it, and itīs done! After that you be able to listen the torpedos being released from airplanes and torp. splashes on water. Anyway, this is not essential, the mod will work without them.
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Update on how the mod works and itīs limitations:
- The mod have 4 main issues that is good to know about:
1. No real torpedos indeed. For common air topedos attacks, the mod uses only a particle (the dropped torpedo) that will desappears after some seconds and uses virtual torpedos (cannons) at the rear of the airplanes to simulate the torpedos hits (if any). Later in the war, the FIDO appears. You will not see it directly ahead of the dropped site, but in truth it will be spawed and armed at a special place around your uboat and then it will run in a real 3D trying to detect and hunt your boat. All these workaround are absolutelly necessary to have the mod working. Sh3 engine is serious limited on this matter. The Ai torpedos continues with that "only spawn going to north" issue unfixed. Just FYI, the real FIDO, after itīs enter water, goes ahead for small time and start a long curve path trying to detect something and them go for it. Thinking this way, the mod approach is very satisfactory.
2. As said above, all Ai torpedos are spawed on the game always going to north and also they donīt change deep, only direction for the acoustic ones. In RL, the Kaleuns didnīt knew about FIDO or how it worked... this was fundamental for itīs success but even this way, their hit percent was only about 25%! FIDO was made to only hit submerged submarines...but again the kaleuns didnīt knew about this...To overtake these problems and stay more on the historical trail the mod provides some workarounds. In truth, each airplane will drop more than one torpedo, but only one will be visible for you. This will cover differents deeps and will make the overall mod feeling very good, simulating the imprevisibility, failure and variable damage inflicted by FIDOS torpedos. They will hunt you from 4,5m (only eventually) to 45m deep, also providing a good eye candy.
3. Sh3 donīt have torpedo bombers routine approach on itīs engine to correctly drop air torpedos. So, again a workaround is need to achieve it. The Swordfish have the worst behaviour - in RL they were very slow and approach at very low altitudes . But the Avengers approach is very good, because the FIDOS were dropped at medium altitude and at high speed (at 730m high and more than 200km/h at the end of 1944!!). In the mod the planes will dropped the torpedos at 40-60m high, 700-900m before target, at 100km/h. A good compromisse, IMHO. By the exposed above is easy also to understand that isnīt ok to just added these torpedo bombers on Airbases for campaign game, but instead, they need to have scripted waypoints at 30m high in random groups. This is provided with the mod.
4. The static torpedo attached to the Plane body will not desappear after the torp release. No fix for this until now. Was more easy to make the entire mod than found a fu%#$ fix for this issue!
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Last comments and recomendations:
- Both files that you modified (Campaign_RND.mis and Sh3.sdl) will be lost if you disable the mod. So, I suggested that after made these modifications save a copy of them on the correct Air_torpedo mod folder. This way they will be ready and "plug and play" for future installations/uninstallations of the mod.
- A small adjust on sim.cfg is also recommendable. Make sure to have this on Ai AA guns section:
[AI AA guns]
Max error angle=4 ;[deg]
Max fire range=2000 ;[m]
Max fire wait=6 ;[s]
- The air attacks on Sh3 are too bad. The player uboat crew ALWAYS detect the planes too far away, allowing the player to ALWAYS crash dive in security...worse in the late war with RWR. The problem is that the air ASW becomes bored and too previsible, killing a challenge factor of the game. I suggested to anyone that want a more challenge and less bored game, to make the player crew Visual (related to surface area on Visual sensor, sensors.dat) detection and also the RWR much more less effective and also make the airbases planes attack a bit less frequent. In other words, less attacks, but more dangerous ones, with last minutes detection (if any) as historically for planes ASW at WWII.
-The FIDO homes to your propellers. The propellers damage/malfunctions donīt works as it must be on the game - itīs something like all or nothing in functionality, even when destroyed you continues to have diesel motor sound and splash at your back...very odd. A good workaround is necessary here, perhaps for future releases. Anyway, you can find the uboats propellers/rudders on zones.cfg and make all them destructible... then sometimes you will be lost at ocean without possibility to repair. In this situation you can use a dice or the best, uses Stieblerīs suberb Surrender mod. Sometimes i finished without propellers and also without officers and half of the crew...all then killed by torpedo hits...i even could not make a crash dive!!
- The air torpedo and FIDO explosion effects and damage controllers are unique. So itīs possible to adjust these aspects without interfer with the stock torpedos and independently for each one. For inflicted damage settings take a look on the AiRTorp&Fido_v2.sim; itīs self explanatory.
- For last, as the mod becomes too complex I can have made a mistake here and there when finishing it, renaming the final files, etc. Let me know any problem.
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Have fun and watch the skyes!
Rubini.
Version 2.0 download link:
MediaFire (http://www.mediafire.com/?hbhvaxxx6bbwwwe)
Below some videos of early version:
http://youtu.be/OaPoWy0048o surfaced
http://youtu.be/K2WpdXp1Fvc submerged
Historical video - Avenger high altitude Fido/AirTorpedo launch (thanks sublynx!):
http://www.youtube.com/watch?v=R552QfbD8AU
Historical video - Swordfish dropping torpedos:
http://www.britishpathe.com/video/swordfish-torpedo-planes
================================================== =====
Version 1.0 Readme
SP 19/08/2012
SH3 Air Torpedo mod by Rubini version 1.0
===============================
This mod recreate the absent air torpedos attacks for SH3. SH3 donīt have Ai_torpedos controllers neither the necessary behaviour on airplanes to drop torpedos: a low and direct fly over the target with a "before target release" of the torpedo.
With this scenario, is easy to understand why until now we havenīt a mod to implement this feature. Just to recall, SH4 and SH5 have this feature out of the box.
For the absent Ai_torpedo controller, the unique workaround is to have virtual ones. Sergbuto was the modder that made them some years ago. Also with this idea in mind, he made the rockets for planes.
For the absent torpedo bombers real behaviour, no satisfactory workaround was achieve until now. This is where this mod bring something new, allowing us to have finally a complete working air torpedos package, including correct work on campaign files.
The mod allows Ai_torpedos for any plane using a simple loadout on the .eqp file (AiR_torp_rack). The planes will then release torpedos against any enemy ship or submarine almost as in real life if some directions were followed (see "limitations of the mod" below).
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Installation:
JSGME ready.
The mod is in truth only one file: Air_torpedo_nodes.dat. All the cannons, guns, shells, particles, effects and others are inside this file.
Others files were provided on the package just to make life easier for players, like the two clonned planes (ATBAvenger and ATBSSwordfish). Altough they are not really necessary, this will make things more easy to we have random patrols to be merged on *ANY* campaign_rnd.mis file (next release).
Also the mod package have 4 single missions (with single and squadron planes - ATBavenger and ATBswordfish).
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Usage:
You can try the included single missions to quickly see them in action (remember that the hit percent is about 30-50%). Also you can make your own SM using any of the new two cloned planes. Later you will be able to merge a simple file on your RND and then have working random Torpedo Bombers patrols on Sh3 Campaign!
See it in action here:
http://youtu.be/OWHqSRQtOsQ (http://youtu.be/OWHqSRQtOsQ)
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Limitations of the mod:
1. To a correct torpedo bomber approach the planes must be setted for level bombers (using S3D). The included cloned planes are already read for duty!
2. The ideal airplane approach to target must be 30m high max. This is not allowed from the SH3 airbases. Anyhow, the mod will also work if you just add the planes to airbases, but not at the correct drop max high. This is why random patrols for the campaign files is needed.
3. The planes carry one visible torpedo (eye candy) that will not desappear after the torpedo release. This is a limitation of SH3/Virtual torpedo mod approach. The same occurs with the rocket planes mod, perhaps you have not noticed it...until now! Anyhow, this is where I will concentrate effort to fix it (if possible) for future releases. If we want is just easy to have no fixed torpedo. Let me know what you prefer.
4. The mod uses smart approach over the files (including particles - the torpedos itself!) to aquire correct drop behaviour. Later in campaign (after 1943) the planes have radar and they will find you even in a heavy fog at night...sh3 design... this is the unique moment that the drop behaviour could not work correctly. To avoid this completelly you can delete the radar link from the two cloned planes .sns file. But this also will make you harder to find at any weather condition. Well, itīs your choice.
5. A small adjust on sim.cfg is also recommendable. Make sure to have this on Ai AA guns section:
[AI AA guns]
Max error angle=4 ;[deg]
Max fire range=2000 ;[m]
Max fire wait=6 ;[s]
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Tweaks over the mod:
The amount of damage by the virtual torpedo can be tunned using S3D like any of the Sh3 explosives and shells. Also the percentage of the "torpedo hits" can be adjusted. Later I can provide the exactly place to make these modifications.
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Compatibility:
I made this mod with universal compatibility in mind. All the necessary guns, cannons, shells, effects, etc were made exclusive and inside an unique file. So, i guess that it will work in any Sh3 installation.
Stiebler releases a "Mk 24 Fido aerial torpedo" virtual routine (not visual) and these mods are totally compatibles. In truth this present mod is more suitable as a generic air torpedo type, wich will then, complete Stiebler work.
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Credits:
Sergbuto by his PT boat virtual torpedos and Rockets, both ideas used on this mod.
skwas by S3D, without it this mod was not possible.
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Good hunting and watch the skies!
Rubini.
Download:
Mediafire (http://www.mediafire.com/?y44id1ew2l0ni2f)
(version 1.2 corrected the airplanes marks, making them fixed to be compatible with any sh3 installation)
PS: Donīt forget to also check your sim.cfg and make this:
[AI AA guns]
Max error angle=4 ;[deg]
Max fire range=2000 ;[m]
Max fire wait=6 ;[s]
===================================
Old first post:
Hi guys!
After long time away from Sh3 I cooked something that I always wanted: Air torpedos/Torpedo Bombers that really works, including inside the campaigns!
A lot of modders already have tried it on the long SH3 past road but a working mod never arrived. This is because we have a lot of issues on the matter:
1. Sh3 lack tottaly the Air_torpedos controller, what means that we have no AI torpedos and no Ai Torpedo bomber with the correct approach to target...
2. If we use a fake bomb as a torpedo (the more easy approach) the airplane dropt is just bad, the torpedo frequently flyies over kaleuns had, etc.
So, like others modders already have conclude, a virtual torpedo is the way to go...but the launcher problem remains. This is exactly where this mod shine, brings something new to the scene (but not perfect, is a trick mod).
These "new torpedo bombers" can be used against ships, and the torpedo drop idea can be used on PT boats too!
Below a link for a youtube video. The uboat is moving in zigzag and even with this movement the torpedo drop is perfect, the timming of the torpedo run and the hit is almost perfect. The mod is already read, i will pack it soon.
I should like to listem yours comments about it before release. Thanks!:up:
Ahoy!
Rubini.
Link for the in game video(see it in HD):
http://youtu.be/OWHqSRQtOsQ
sublynx
08-19-12, 01:14 PM
To me that looked exactly like this:
http://www.youtube.com/watch?v=R552QfbD8AU
In other words I'm speechless :D
It looks we have quite nicely working torpedo bombers from your mod on :yeah:
Wow, they're quite awesome...and not to mention dangerous!
You did some outstanding work! :salute:
slam1997
08-19-12, 01:29 PM
nice ;)
Magic1111
08-19-12, 02:24 PM
Wonderful work rubini! :yeah:
And BTW nice Video! :up:
Sepp von Ch.
08-19-12, 02:42 PM
:oSplendid work Rubini!:up:
Lindley
08-19-12, 02:50 PM
Bravo!
:up:
Will look great with Savoia-Marchetti SM.79 Sparviero.
Or will it be strictly for u-boat attack?
Sepp von Ch.
08-19-12, 03:25 PM
Or will it be strictly for u-boat attack?
I do not think so.
These "new torpedo bombers" can be used against ships, and the torpedo drop idea can be used on PT boats too!
Bravo!
:up:
Will look great with Savoia-Marchetti SM.79 Sparviero.
Or will it be strictly for u-boat attack?
Thanks guys by the comments and interest on this mod.
The above question: it works as a loudout, so its ready for any airplane. But it have some limitations, for example, to work correctly the plane must be setted as level bomber.
Fantastic work, Rubini :up: Really great! :yeah:
I'm curious how it works!
Regards, LGN1
HEMISENT
08-19-12, 04:00 PM
Hi Rubini
Long time no see. I've just returned also after a long time away and it's great seeing so many familiar folks still here.
As always your work is fantastic...looking forward to giving it a go as soon as I get Stiebler"s add-ons up and running.
Cheers!
H
Lindley
08-19-12, 04:44 PM
Thanks guys by the comments and interest on this mod.
The above question: it works as a loudout, so its ready for any airplane. But it have some limitations, for example, to work correctly the plane must be setted as level bomber.
Good thanks.
Fantastic work, Rubini :up: Really great! :yeah:
I'm curious how it works!
Regards, LGN1
Hi LGN1,
I will update the first post in some minutes with some technical explanations about the mod and what expected from it.:up:
Someone can give me a hand?
Iīm scripitng the torpedo bombers squadrons...but I have just few knowledge (or none at all :D) of the historically torpedo bombers action over uboats on WWII. In what main areas? In what area swordfish worked more? And for Avenger?
Thanks in any advice!
Lindley
08-19-12, 08:26 PM
Hello,
Not much to go on but some information here:
http://uboat.net/allies/aircraft/types.htm
Hello,
Not much to go on but some information here:
http://uboat.net/allies/aircraft/types.htm
Thanks! I already read there, always good read.
I took a better look at RND file and I already have a point:
- All the squadrons will be random each 6hours in patrol more or less in par with allied air cover/hunter killer groups area during war. Sworfish for british area, Avenger for US area (avenger after may 1942) and so on. I guess that this can do the work! Any more ideas?
A6Intruder
08-19-12, 11:52 PM
Hi Rubini,
grat work!
Do not miss the german Torpedobombers!
I would love to see them attacking an Convoi.
Maybe the He 111 or Ju 88, both could carry two Torpedos outside.
Best regards:salute:
Hi Rubini,
grat work!
Do not miss the german Torpedobombers!
I would love to see them attacking an Convoi.
Maybe the He 111 or Ju 88, both could carry two Torpedos outside.
Best regards:salute:
Yes, its possible and easy to implement.
The mod release will be in some minutes ahead! Stay tunned!
Magic1111
08-20-12, 12:23 AM
The mod release will be in some minutes ahead! Stay tunned!
Wonderful, looking forward...! :yeah:
Released! See first post!:salute:
Magic1111
08-20-12, 02:13 AM
Released! See first post!
Hi rubini!
Excellent, many thx! :yeah:
But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable?:hmmm:
Best regards,
Magic
Hi rubini!
Excellent, many thx! :yeah:
But one question: When I play with your MOD and the Stiebler 4B Patch, do I need furthermore the "Air Torpedo (Fido) MOD" Option from Stiebler Patch enabled, or can I this Option now disable?:hmmm:
Best regards,
Magic
The mods are compatible, so no need to disable Stieblerīs one. Stieblerīs Air Torpedo (Fido) MOD just will work when a airplane drop depthcharges...my mod drops torpedos, so no problems. Anyway, will be very good if we have that "Torpedo on the water, sir" also for the air torpedos...but this is with Stiebler!:D
PS: take a new look on the first post, I updated the mod because some big mods use another round marks for airplanes (nationallity marks), i then make then fixed on the cloned planes. Also you must check your sim.cfg as described there.
Hans Witteman
08-20-12, 03:03 AM
Hi Rubini,
Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it.
Currently too busy to play with it but after release i will have a look at it.
Best regards Hans
Magic1111
08-20-12, 03:13 AM
The mods are compatible, so no need to disable Stieblerīs one.
...
Thx for clarify rubini! :yeah:
Best regards,
Magic
Hi Rubini,
Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it.
Currently too busy to play with it but after release i will have a look at it.
Best regards Hans
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:
1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. Thatīs is it!
So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. Itīs there just for eye candy. But I canīt figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success.:hmmm: More brains need to enter on the matter!:yep:
Hans Witteman
08-20-12, 10:57 PM
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:
1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. Thatīs is it!
So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. Itīs there just for eye candy. But I canīt figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success.:hmmm: More brains need to enter on the matter!:yep:
Hi mate,
I think you just answer your own question via animation/effect should work fine.:Kaleun_Salute:
Best regards Hans
JoCreation
08-21-12, 05:22 AM
Hello Rubini,
You are a great modder. We all await this mod in all the years.
I Have two questions.
The propellers are not animated. May I fix it for you, or have you already fix it.
May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea.
I have not problems of your refuse.
Best regards
Jo
Buhring
08-21-12, 06:23 AM
This mod looks simply grat to me.
Hope it will be supplemented in order to allow for some anti-ship actions (Taranto? or the Italian SM79 torpedo bombers in 1942 battles) in the Med.
Unluckily I have no modding experience/knowledge: but I can script accurately any Med historical action, so let me know if I can help.
Cheers and congratulations.
HB
reaper7
08-21-12, 07:34 AM
An amazing mod, well done Rubini. Look forward to getting torpedoed ;)
Hello Rubini,
You are a great modder. We all await this mod in all the years.
I Have two questions.
The propellers are not animated. May I fix it for you, or have you already fix it.
May I use your Air-Torpedo-Idea in my project in change of credits. I don't need your mod, only a copy of your Idea.
I have not problems of your refuse.
Best regards
Jo
Hi Jo,
About propellers: Are they intend to be in rotation before release? I donīt know how dropped torpedos work in RL, but I guess that the proppellers only start to raotate after the torpedo goes inside water? Anyhow I yet donīt stop to look under water on my mod:D...but I guess that I can make the torpedo run ahead easily, just adjusting the particles properties when the torpedo comes to a certain depth (letīsay 4 or 5m) with all the effects like bubles, etc.
Iīm now in truth concentrate in "merge " this mod on campaign files to be really usefull since now. Later in future releases I will then concentrate in polish the mod like the above exposed.
And, yes, a hand is always welcome. If you wnat to go ahead withn these things since now letīs start a PM contacts until we have something more to release.:up:
This mod looks simply grat to me.
Hope it will be supplemented in order to allow for some anti-ship actions (Taranto? or the Italian SM79 torpedo bombers in 1942 battles) in the Med.
Unluckily I have no modding experience/knowledge: but I can script accurately any Med historical action, so let me know if I can help.
Cheers and congratulations.
HB
Hi mate,
The first info that we need is what planes (that we have on sh3/super mods) that crried torpedos attacks on WWII historically. Also the number of torpedos carried (1 or 2). After that is easy to mount the airplanes and then you can script then on SM or even in campaign SCR. Can you look on this?:up:
Troublous_Haze
08-27-12, 03:13 AM
Hello,I just wanted to make sure is this mod already completed and is working ok in campaign ? Or should I wait for further releases ?
Wreford-Brown
08-27-12, 03:43 AM
Hi mate,
The first info that we need is what planes (that we have on sh3/super mods) that crried torpedos attacks on WWII historically. Also the number of torpedos carried (1 or 2). After that is easy to mount the airplanes and then you can script then on SM or even in campaign SCR. Can you look on this?
u.boat.net has some information:
The first successful attack by Fido armed aircraft was 14 May 1943, so we can probably assume that the torpedo came into operational service around 1 May.
Inital search depth was 15m, but this was increased to 45m later in the war (no dates available)
The torpedo only made 12 kts for about 10 mins (total range around 3700m). U-boats could outrun on surface, but not submerged.
Torpedoes were designed to be carried in place of a 1000lb bomb, so any aircraft capable of carrying 1000lb bomb could carry Fido. There are two assumptions we could make from this:
Aircraft carried Fido in place of all 1000lb bombs
Aircraft capable of carrying more than one 1000lb bomb would carry one Fido and normal DCs/bombs on the other racks in order to multiply their chances of engaging different targets
I personally prefer the second one, but it's your mod!
Fido sank 37 submarines during the course of the war (31 German and 6 Japanese), damaged 18 (15 German, 3 Japanese) and was approx 22% effective (compared to 9% for depth charges).
Fido was carried by Catalina and Liberator plus 'most US Navy squadrons flying from escort carriers'.
I'm happy to help with scripting if I can...
Hello,I just wanted to make sure is this mod already completed and is working ok in campaign ? Or should I wait for further releases ?
Hi mate
Thanks by the interest on this mod. I will release a new version ( with real acoustic torpedos!) probably in 1 or 2 days which will be ready and integrated on campaigns, for any sh3 installation. So, stay tunned!
Troublous_Haze
08-27-12, 10:47 AM
Thanks, looking forward to it
u.boat.net has some information:
The first successful attack by Fido armed aircraft was 14 May 1943, so we can probably assume that the torpedo came into operational service around 1 May.
Inital search depth was 15m, but this was increased to 45m later in the war (no dates available)
The torpedo only made 12 kts for about 10 mins (total range around 3700m). U-boats could outrun on surface, but not submerged.
Torpedoes were designed to be carried in place of a 1000lb bomb, so any aircraft capable of carrying 1000lb bomb could carry Fido. There are two assumptions we could make from this:
Aircraft carried Fido in place of all 1000lb bombs
Aircraft capable of carrying more than one 1000lb bomb would carry one Fido and normal DCs/bombs on the other racks in order to multiply their chances of engaging different targets
I personally prefer the second one, but it's your mod!
Fido sank 37 submarines during the course of the war (31 German and 6 Japanese), damaged 18 (15 German, 3 Japanese) and was approx 22% effective (compared to 9% for depth charges).
Fido was carried by Catalina and Liberator plus 'most US Navy squadrons flying from escort carriers'.
I'm happy to help with scripting if I can...
Thanks mate by the info. It was very useful. The acoustic torpedo that i achieve to function in game will only seeks until 15m (in truth it is "closed" on a depth ( a Sh3 limitation, as in game it only pursue floting vessels). I made it to run at 4,5m below water what allows to hit surfaced and PD uboats (almost the time). For playability it will run at 20kts as the uboat acceleration/ final speed is to quickly and stay forever in game. Anyhow the velocity can be esily tunned using s3d.
Also, besides, the mod works as a loaudout on planes, the planes must be at level bomber what makes than a bit exclusive. This is why I provided 2 cloned planes, making the mod universal, fitting any sh3 installation. Anyway, as exposed, itīs possible to use the Air torpedos in any plane, just need some basic adaptation.
About the script, i already made it using an inovative RND groups that really works and accordingly the allied air coverage and Hunter killer groups route. Also the Avenger/Fido is just covered late war.
Wreford-Brown
08-27-12, 02:47 PM
This sounds awesome Rubini - can't wait to try them out!
KiserisKing
09-03-12, 12:31 AM
Rubini,
I have been working on this same problem with torps in SH4. In particular with the US torpedo bombers. They drop there torpedo but is flies backward and when it finally hits the water goes straight down.
Do you think I can plant this mod in SH4 since it was derived from SH3?
Your thoughts are appreciated.
Kaiser
Rubini,
I have been working on this same problem with torps in SH4. In particular with the US torpedo bombers. They drop there torpedo but is flies backward and when it finally hits the water goes straight down.
Do you think I can plant this mod in SH4 since it was derived from SH3?
Your thoughts are appreciated.
Kaiser
Yes, I guess that itīs possible. I never looked at this issue in Sh4/SH5. ASFAIK, Sh4/SH5 had the AI_torpedo controller out of the box by devs...donīt they work well?:hmmm:
Anyhow, I will release a new version tomorrow. The changes are listed on the next post (in some minutes)...take a look!
Update:
The next version (Version 2) is on the way. A lot of new things on it:
1. Added a real 3d working allied acoustic torpedo (FIDO, aka M24 mine)
2. Added a integrated randon patrols on RND (to be merged on Campaign_RND.mis), putting the mod definitivelly on career/campaign.
3. Added effects and sounds for all events (exclusive for the mod, this way it is compatible with any sh3 installation). Now we have sound for torp release from airplane, for torp splash on water, for torp cruising, etc.
4. Added new 3D model and texture for FIDO, this way it is now very different from german/air torpedos ( and seems more the historical FIDO itself). Also it have unique behaviour, small bubble trail, very tiny wake, itīs more slow (as historically), have different explosion splash and inflict less damage (as historically) than the common air torp.
5. Fido now can hit you from 4,5m to 45m deep
6. a lot of small adjusts on various places on the mod for fine tunning
ETA is tomorrow. If I have a busy real life tomorrow, than it will be here in 2 days.
Stay tunned!:up:
Jimbuna
09-03-12, 06:22 AM
Nice one Rubini http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Missing Name
09-03-12, 09:50 AM
I'm starting a new career when this comes out, for sure! :yeah:
Hi Rubini!
You are hero, mate. Without Your superb work this game wouldn't be so good. Thanks a lot:up:
Hi Rubini!
You are hero, mate. Without Your superb work this game wouldn't be so good. Thanks a lot:up:
Hi Jaxa!
How are you mate? And Peter?
My Gabriel is now a 13 years old man, Lara is seventeen! When we started with Sh3 they were just kids!! My God!
Iīm uploading the new version now! In some minutes it will be on line!
You have absolutely right. I remember our first discusions about SHIII, it was so long ago and time still goes on. Peter is 14 years old now and Susanna is 5 years old. I hope I'm still the same young boy like earlier :D
Thanks for new version of Your fantastic mod, absolutely must have addon for SHIII. This game is like a wine - older but better.
I'd like to play SHIII using Your widescreen mod too, but have problems trying to merge it with hSie GUI mod which I prefer. Nevertheless, Your mods are always vital part of my mods soup. :up:
Great mod!
Can you recommend anything about the distance aircraft are spotted at, per your last comment? I'm currently using your unofficial rocket fix for GWX, which (I believe) adjusts the detection probabilities for the RWR, throwing in some late detection and uncertainty. Is there anything similar that can be done to the visual sensors? You are right in that now, as long as you dive immediately, aircraft aren't really a threat, simply because you always spot them at time. I have never been suddenly ambushed by a plane- I have always been able to detect it early through RWR or lookouts.
Great mod!
Can you recommend anything about the distance aircraft are spotted at, per your last comment? I'm currently using your unofficial rocket fix for GWX, which (I believe) adjusts the detection probabilities for the RWR, throwing in some late detection and uncertainty. Is there anything similar that can be done to the visual sensors? You are right in that now, as long as you dive immediately, aircraft aren't really a threat, simply because you always spot them at time. I have never been suddenly ambushed by a plane- I have always been able to detect it early through RWR or lookouts.
Hi andqui,
Iīm devoloping a new mod to try to fix it (or at least make it work better). As you said and noticed, in RL it was exactly the opposite. The aircrafts were frequently a dangerous thread because their detection were frequently uncertain and sometimes too late.
The idea is to add a new separate visual sensor for each uboat just to detect planes (anything more than 10m above water). This way the ship detection will stay as it is, untouched (only that the actual visual sensor will only detect at 10m high max now, so no airplane detection at all). This new Visual_airplane sensor to be added will then detect at high levels but at short distance, we will have freedom to adjust it without interfer with anything more. Iīm confident that this will work. I will have more info on it in some days ahead.
The RWR sensibility and properties is absolutelly moddable as we want since now.
Also the fix for propellers issue with diesel/engines sounds and that propeller wake that didnīt stop even after propellers destruction is going ok with good results. Letīs see on the next days...:up:
sublynx
09-04-12, 12:28 PM
Thanks a lot for this great addition to the game :up:
makman94
09-08-12, 12:27 PM
...essential...amazing......pure....modding !
nothing can stop the clever ...minds !
@Rubini: thank you very much :salute:
Hello Rubini,
Thank you very much for this fantastic mod :rock:
I would like to report my experience with WAC 4.1 (+ many added units):
The mod works, and I forged change the Sim.cfg, even like that works.
I implemented the torpedoes on USTorpedoBomber (imported from SH4/5 I think) and Anson. Everything works.
The torpedoes hits the U-boot even from 200 m high, but I can not see them in this case. I implemented the torpedo planes inside Naval Artillery in Academy (no the Flak Artillery) at 200 m, and they hit the U-boot. I was with the external camera below the U-boot, and I confirm that it was not any visible torpedo, just the hit and the explosion. . . and game over.
I can open the Library files, but I can not understand how to change the in-water running speed of the torpedoes. If I understood well, they are 2: one "normal" and one acoustic - FIDO.
Can you, please tell me the chunk number of those 2 values, because my U-boots are tweaked and they crash-dive faster than normal, so I need make the 2 torpedoes faster.
Thank you again. You did a great work, again.
Hope you understand my English. . .:D
Hello Rubini,
Thank you very much for this fantastic mod :rock:
I would like to report my experience with WAC 4.1 (+ many added units):
The mod works, and I forged change the Sim.cfg, even like that works.
I implemented the torpedoes on USTorpedoBomber (imported from SH4/5 I think) and Anson. Everything works.
The torpedoes hits the U-boot even from 200 m high, but I can not see them in this case. I implemented the torpedo planes inside Naval Artillery in Academy (no the Flak Artillery) at 200 m, and they hit the U-boot. I was with the external camera below the U-boot, and I confirm that it was not any visible torpedo, just the hit and the explosion. . . and game over.
I can open the Library files, but I can not understand how to change the in-water running speed of the torpedoes. If I understood well, they are 2: one "normal" and one acoustic - FIDO.
Can you, please tell me the chunk number of those 2 values, because my U-boots are tweaked and they crash-dive faster than normal, so I need make the 2 torpedoes faster.
Thank you again. You did a great work, again.
Hope you understand my English. . .:D
Hi NGT,
Lets start from the beginning:
1. To all this scene works correctly is important to you adjust your sim.cfg as explained on the first post/readme,
2. Is also important that you make the planes a level bomber to achieve the correct drop torpedo behaviour from the airplanes,
3. They (the airplanes) must be scripted with waypoints only 30m high.
4. As explained on first post/readme, no real torpedos for Air torpedos. In the other hand, he fido is a 3d real one but will be spawn with certain restrictions around the torpedo water hit site. Few seconds after itīs release you will be able to see it running into water, trying to find your uboat.
5. So, try to stay on the above directions to have good results with the mod.
6. And to finish, Iīm cooking a new version with better FIDO behaviour, crash dive randomization and better (more realistic) airplanes random detection by crew. All this togheter will make the entire airpower side of the game much more challenge.:up:
7. The node that adjust the FIDO speed is the 288 "amun_AcousticTorpedo", open it and you will find a Speed entry. Itīs, by default, setted on 15knts. The air torpedo is a virtual cannon, so no need to adjust it. By what you said you really need to put your airplane detection to down, will be not possible to have any torpedo hit on default game/super mods as they are now, because you will always detect the planes too far way and the crash dive is also always very fast...
Amazing work Rubini.... and a fantastic mod too. :up: :salute:
Me thinks you deserve a SubSim Award for doing this and getting it to work. So say I. :yeah: :yeah:
BTW, any chance of you doing this mod for SH5? Would be awesome in there too.
Amazing work Rubini.... and a fantastic mod too. :up: :salute:
Me thinks you deserve a SubSim Award for doing this and getting it to work. So say I. :yeah: :yeah:
BTW, any chance of you doing this mod for SH5? Would be awesome in there too.
Thanks mate!!
But...Do not Sh5 already had a stock airtorpedo? Or are you refering to FIDO? This air torpedo mod probably will work easily on SH5 as it is. But Fido can be much better as Sh5 have the necessary controller (I guess). IF SH5 really donīt have anything similar, yes, i guess that is possible to do it.:up:
Thank you very much for the reply Rubini.
I did not realise that the no-acoustic is not visible.
Troublous_Haze
10-02-12, 06:48 AM
Hello,
I would use some help dealing with sound and SH3.sdl thing.
I'm not following what and how should I do to make sound work.
I made one attempt but it end up in CTD due to sound problems.
Something like Aces' Combined SH3.SDL Files including your sound would be a relief.
Troublous_Haze
10-04-12, 09:27 AM
So finnaly I made it.
This is how it was done: Since I'm using "Ace's Combined SH3.SDL Files V2" mod I opened it's sdl via S3D (the SH3.SDL in GWX sounds folder can not be opened with S3D), I did the same with the small sh3.sdl that is in this mod, copy/pasted those three entries into "Ace's Combined SH3.SDL Files V2" SH3.SDL file and saved it. Now I have the torpedo drop sound working.
gl
Wreford-Brown
10-04-12, 10:04 AM
I'm a bit late to this particular party (about six weeks late!) but finally managed to get some time to try your mod last night.
Awesome piece of work Rubini :up:
So finnaly I made it.
This is how it was done: Since I'm using "Ace's Combined SH3.SDL Files V2" mod I opened it's sdl via S3D (the SH3.SDL in GWX sounds folder can not be opened with S3D), I did the same with the small sh3.sdl that is in this mod, copy/pasted those three entries into "Ace's Combined SH3.SDL Files V2" SH3.SDL file and saved it. Now I have the torpedo drop sound working.
gl
Thanks by the interest on this mod, Troublos! And iīm happy that you have managed to adjust it by yourself. Iīm sure that you then have learned a bit more on how to mod SH3!:up:
@Wreford-Brown:
Thanks to try it!
I have a new version of the Air torpedo mod ready, Iīm just playing with it a bit before release. BTW, the adjust on sh3.sdl donīt need to be remade, you can use this one that you have now.
Cheers!
Rubini.
Troublous_Haze
11-03-12, 03:12 AM
@Wreford-Brown:
I have a new version of the Air torpedo mod ready, Iīm just playing with it a bit before release.
Still working on it ? :ping:
I have a new version of the Air torpedo mod ready, Iīm just playing with it a bit before release. BTW, the adjust on sh3.sdl donīt need to be remade, you can use this one that you have now.
Good news!:yeah:
P.S. Thank you for Your labour!:up:
Good news Rubini.
sh3.sdl is used by many mods and often makes problems with cooking mod's soup.
Still working on it ? :ping:
itīs ready. But by real life labor and unspected problems I left it behind since last month. Perhaps in near future I can come back to it. At the same package i also made a new "Abandon boat" mod that have real sailors abandonning your uboat and real scutle charges, etc. See here (mp4 video download) an old beta compatible with Stieblerīs abandon mod routine showing these news real 3d action:
http://www.mediafire.com/download.php?kbry6zcl42tobul
This abandon mod is to be used if you are lost at sea without fuel or very damaged and canīt go back home. It shows a very stressed crew in the last uboat minutes dialogs and action. After the crew abandon the boat, a last dive to deep order is given and the self destruction charges finally seal the uboat fate. Some few minutes late your uboat will be destroyed by pressure. Then a dice is rolled and you can be rescued by friends or enemy or even perish at sea by sunstroke and dehydration. If i have the necessary time i will release both.
Troublous_Haze
11-04-12, 06:53 AM
Outstanding! Watched the video nicely done.
u.boat.net has some information:
The first successful attack by Fido armed aircraft was 14 May 1943, so we can probably assume that the torpedo came into operational service around 1 May.
Inital search depth was 15m, but this was increased to 45m later in the war (no dates available)
The torpedo only made 12 kts for about 10 mins (total range around 3700m). U-boats could outrun on surface, but not submerged.
Torpedoes were designed to be carried in place of a 1000lb bomb, so any aircraft capable of carrying 1000lb bomb could carry Fido. There are two assumptions we could make from this:
Aircraft carried Fido in place of all 1000lb bombs
Aircraft capable of carrying more than one 1000lb bomb would carry one Fido and normal DCs/bombs on the other racks in order to multiply their chances of engaging different targets
I personally prefer the second one, but it's your mod!
Fido sank 37 submarines during the course of the war (31 German and 6 Japanese), damaged 18 (15 German, 3 Japanese) and was approx 22% effective (compared to 9% for depth charges).
Fido was carried by Catalina and Liberator plus 'most US Navy squadrons flying from escort carriers'.
I'm happy to help with scripting if I can...
With the data above I come to the conclusion every 103.3 days on average there was a proper FIDO-attack on my u-boat with a hit-chance of 22%.
And only
- if it is daytime,
- if date is after 1.may '43
and if i am in the air-coverage of the enemy's bomber.
And not every 8, 24 or 48 hours. Thats pure fantasy.
And please stop explaining how the AI works. It ruins the experience and its cheating.
With the data above I come to the conclusion every 103.3 days on average there was a proper FIDO-attack on my u-boat with a hit-chance of 22%.
And only
- if it is daytime,
- if date is after 1.may '43
and if i am in the air-coverage of the enemy's bomber.
And not every 8, 24 or 48 hours. Thats pure fantasy.
And please stop explaining how the AI works. It ruins the experience and its cheating.
The chance to be found by airplanes carrying a Fido is really small even with each 8hrs with 50% or even 75% probability on the RND. After play the game a lot with this mod I was attacked by fidos only 1 time per patrol (1 time each 2 months average). This is because a lot of others factors also have a great influence including the fact that the planes only will find you by visual, so no night attacks. And this is a game and i want a bit of action on it. Anyway if you donīt like these settings you can always make these probabilities yet more small. You will find these settings on the files that you need to merge on your RND, provided with the mod. A simple find&replace using standard windows text editor is enough. Or just donīt use the mod at all.
The AI explanations intention is to share knowledge and this way allowing the mod to be adjustable for anyone. I know how the mod works and it continues to be fun for me.
Hopes that it can be fun for you too.
AndreasT
02-14-13, 08:59 PM
I think I have had about 5 encounters with Fido planes, always at night and they never ever spotted me.
Makes me wonder?!?
I think I have had about 5 encounters with Fido planes, always at night and they never ever spotted me.
Makes me wonder?!?
With sh3 engine is impossible to only spawn randon groups just at day light (only with script groups this can be possible, but in a very rectricted way). What is possible is to make them almost blind at night to follow a bit the real thing. Another big problem is that the night and day isnīt always at the same common times. In some positions at Sh3 world you can have sun at 3:00am or night at 10:00 am (iīm not speaking about the poles). So itīs a compromisse, like the majority of mods for sh3. Hope that you have more luck ( or it will be a bad thing?) to encounter the torpedo planes at day light next time. Anyhow, is also (or shall be) difficult to you to locate them at night, no?
If you use them on a single self made mission you always can then script the torpedo bombers just at day light.
Resume: to have topedo bombers more correctly into the campaign game we need to put them on random groups. Random groups in sh3 engine donīt know if itīs day light or not. To avoid this problem i made them almost blind at night. But this was my approach&solution for this problem, the mod is open to anyone adapt it to thier likes, as we have not "the best" solution speaking on sh3 engine.
Ahoy!
VONHARRIS
02-16-13, 11:21 AM
I activated your mod and I already had my first encounter
I survived.
Swordfish torpedo bomber
Question : Should it be flying in that rain?
http://i49.tinypic.com/2yw68ie.jpg
I activated your mod and I already had my first encounter
I survived.
Swordfish torpedo bomber
Question : Should it be flying in that rain?
http://i49.tinypic.com/2yw68ie.jpg
Hi Vonharris,
The explanation is the same of the post above. To have torpedo bombers (with torpedos of course) appearing in a campaign game we need to have them in the RND or scripted on the SCR. The weather is random and the day/night cicle is not used for spawn scripted or random groups, so itīs a sh3 engine limitation, so no fix. anyhow they are very blind at bad wheather and at night, then they will probably never attack you at this conditions, but rarelly this can occur.
The major you mess and learn about sh3 files&engine more you learn how they are limited and unreal. Like i said, in truth the majority of mods for Sh3 (even sh4 and sh5) are at first a compromisse.
As a botton line is also possible to not use them (torpedo bombers) in random groups or scripted. To do this you need to put these planes on airbases, this will make them appears only in certain conditions, almost never at night (if you set the necessary file correctly, and almost never in bad wheater). Ok, but the torpedo bombers behaviour will be then very odd, they will drop torpedos at very high altitudes 9as a level bombers) or will drop the torpedo over you as a dive bomeber. So after so much tests, i opted by the design that is now on the mod, using random groups even with yet some flaws like exposed on these two posts. Itīs a compromisse.
Another way to use the torpedo bomber mod is to not enable it on the campaign but only use it in single scripted misssion where you will have total control of their behaviour. Itīs your choice.
And to finish i guess that anyone that already played sh3 campaign a bit already encountered planes/bombers at night and also at some bad wheather, so this "odd" behaviour is a stock one.
VONHARRIS
02-16-13, 03:33 PM
Rubini,
First I would like to thank you for that mod. Now I have to pay double attention to the skies.
Second , your explanation is more than clear and I totaly agree with it.
I have been bombed during total darkness and in heavy rain by an Avro Anson recce plane!
Rubini,
First I would like to thank you for that mod. Now I have to pay double attention to the skies.
Second , your explanation is more than clear and I totaly agree with it.
I have been bombed during total darkness and in heavy rain by an Avro Anson recce plane!
Thanks Von by the words!
Just another comment that i probably already posted here on this thread some time ago: Sh3 engine (mainly in late war) will detect enemy planes almost always and at distances that you can drink a cup of coffe and press crash dive without any real "war fear" feeling. This is why you end rarelly being attacked by torpedo bombers. I made for my use a never released script that make the crash dive (and others dives orders too) a bit random in time making them a bit more long to be acquire sometimes, simulating the real thing. This add a uncertaint to a so much robotic&without war stress action on the game. Sometimes then, i end now very damaged by planes and aerial torpedos (mainly in late war): destroyed propellers, destroyed engines, etc, much more challenge them before. This also puts to the surface another mod: "abandon boat mod", wich simulate, in real in game 3D, the crew abandonning the boat, followed by a rescue, lost at sea or rescue by enemies situation at the end (based on your damage). Much better than before, IMHO!:up:
VONHARRIS
02-17-13, 02:17 AM
Thanks Von by the words!
Just another comment that i probably already posted here on this thread some time ago: Sh3 engine (mainly in late war) will detect enemy planes almost always and at distances that you can drink a cup of coffe and press crash dive without any real "war fear" feeling. This is why you end rarelly being attacked by torpedo bombers. I made for my use a never released script that make the crash dive (and others dives orders too) a bit random in time making them a bit more long to be acquire sometimes, simulating the real thing. This add a uncertaint to a so much robotic&without war stress action on the game. Sometimes then, i end now very damaged by planes and aerial torpedos (mainly in late war): destroyed propellers, destroyed engines, etc, much more challenge them before. This also puts to the surface another mod: "abandon boat mod", wich simulate, in real in game 3D, the crew abandonning the boat, followed by a rescue, lost at sea or rescue by enemies situation at the end (based on your damage). Much better than before, IMHO!:up:
Nice point here.
You are right : With a RWR device you can detect enemies very soon.
As for the "abandon U-boot" , I am using the otion in Stiebler's add-on patch , but no eye - candy.
Nice point here.
You are right : With a RWR device you can detect enemies very soon.
As for the "abandon U-boot" , I am using the otion in Stiebler's add-on patch , but no eye - candy.
In my game then i have a "package" to allow all these things make sense: A less sensible RWR, less air attacks (as they are too much sometimes) but more powerfull damage potential, the added air torpedos late war and the not always the same time duration dive orders. the result is much better and challenge than before.
And yes, Stieblerīs abandon mod is very good. My eye candy version have two variations; one using eye candy+ Stieblers Abandon mod sequence, another using eye candy mod plus my own Abandon mod using scripted third part soft at memory. Here a tease of an old beta version of the eye candy:
http://www.mediafire.com/download.php?kbry6zcl42tobul
(see post #62 on this thread with some explanations)
The new Abandon boat with script I yet need to make a youtube movie when i have the time.:03:
VONHARRIS
02-17-13, 04:00 AM
Downloading the video as I am typing.
Edit : I saw the video. Very nice work. Congratulations!
How can one reduce the effectiveness of the RWR devices?
Hi Von,
To the visual detection reduction see here (easy, simple and instant result!):
http://www.subsim.com/radioroom/showthread.php?t=198301
post #6
The RWR effectivety reduction is always reasonable on the "unofficial rocket mod" here:
http://www.subsim.com/radioroom/showthread.php?t=151612
If I recall well, we (the community) have discussed a lot about the entries to adjust to have more or less RWR effectivity on the above thread and probably also on the readme of the mod . Take a look there as I donīt recall correctly now.
Anyhow the new sh3 script with crash dive randonmization is ready, the same for verison 3 of the torpedo mod and the alternative Abandon boat mod since some time ago. i never release this package because iīm very short in free time and also because i have my doubts that if someone is using the Sh3 script (the crash dive randomization and the new Abandon mod only works with it at background). So, perhaps could be a much effort from my side for just few if any users of the mod. If someone really like and use Sh3 script , please contact me that i will provide the mod and few support on how to use it.
VONHARRIS
02-17-13, 11:46 AM
Thank you for your reply , Rubini.
I will do so when I return (if I return) from my current patrol.
Edit: I tried to do that in another installation but I seem to miss something.
I have opened the sensors.dat file in the Library folder but as you can see there is no Visual sensor
http://i49.tinypic.com/30dj67d.jpg
What am I missing here?
EDIT : Never mind , I found it. Thank you again.
machiavelli
02-18-13, 08:13 PM
So I understand correctly, there is no underwater 3d torpedo model for the "Air Torpedo", but there is one for the FIDO?
I haven't seen any of the torpedoes yet, using both loadouts and I keep my eyes on the target ship underwater even up through the explosion.
So I understand correctly, there is no underwater 3d torpedo model for the "Air Torpedo", but there is one for the FIDO?
I haven't seen any of the torpedoes yet, using both loadouts and I keep my eyes on the target ship underwater even up through the explosion.
Yes, exactly! The normal AI torpedo is just a fake one and fido is a real 3d one. this is not this mod fault, but a sh3 limitation. All AI torpedos that you have in any mod, like wolfpack, ptbolts, etc, in this game are fake ones. They are in truth invisible cannons with invisible shells that give us a impression that they are real. Only the fidos are real then.:up:
sailor_X
07-26-13, 04:23 AM
Hi Rubini,
Does your torpedo aircrafts are somehow linked to neutral Irish merchant (tramp steamer) ?
Everytime i dive on spotting torpedo aircraft I get a contact very soon of neutral merchant going by ?
Hi Rubini,
Does your torpedo aircrafts are somehow linked to neutral Irish merchant (tramp steamer) ?
Everytime i dive on spotting torpedo aircraft I get a contact very soon of neutral merchant going by ?
Hi sailor_X,
Thanks by the interest on this mod!:up:
Yes, the Torpedos aircrafts in the campaign game are linked to a random group (that is in truth only one ship - the irish neutral merchant or in later war an allied destroyer IIRC). This is necessary to make the airtorpedos bombers to appears randomically into the campaign (on the Campaign_RND.mis file). I have a later version (not released) that they are linked to wales and dolphins that are only detecable visually and then you will "not" have anything that could tell you the presence of the torpedos bombers.
To resume we have 3 things to think about on this matter:
1. To have randon torpedos bombers into the campaign is necessary to add them to random ship groups
2. these ship groups could or not be detectable by the player. (Itīs also possible to make all torpedo bombers attached to new task force groups - but them the task force will force you to submerge and then you will be never attacked by torpedo bombers) !!
3. the torpedos bombers will not behave well if attached directly to air bases (sh3 limitation - no real torpedo bombers approach)
That is!
What you think about? Any suggestion?
sailor_X
07-27-13, 02:57 AM
Hi Rubini and thank you for reply.
IMO I think torpedo bombers would look more realistically if they could be linked with task forces which includes aircraft carriers, rather then flying around some inocent neutrals lol.
Basicly the scene is as follows: I spot the torpedo bomber, I dive and pick up a contact on hydrophones like: Merchant closing fast etc - 99% I'm sure it's going to be an Irish tramp steamer so I do not bother investigating it to double check anymore..
So basicly if you could attach the torpedo bombers to task forces and increase the patrol radius of a torp bomber around it, it would be great IMO. One thing that could warn player about torp bombers availabilty is GOD EYE contacts on the map of task forces, so linking torpedo bombers to whales and dolphins would as well bring more randomness and confussion to the game.:up:
What about the unreleased version ? Are you planing to release it ?
Thank you
Wreford-Brown
07-27-13, 08:26 AM
Hi Rubini and thank you for reply.
IMO I think torpedo bombers would look more realistically if they could be linked with task forces which includes aircraft carriers, rather then flying around some inocent neutrals lol.
Basicly the scene is as follows: I spot the torpedo bomber, I dive and pick up a contact on hydrophones like: Merchant closing fast etc - 99% I'm sure it's going to be an Irish tramp steamer so I do not bother investigating it to double check anymore..
So basicly if you could attach the torpedo bombers to task forces and increase the patrol radius of a torp bomber around it, it would be great IMO. One thing that could warn player about torp bombers availabilty is GOD EYE contacts on the map of task forces, so linking torpedo bombers to whales and dolphins would as well bring more randomness and confussion to the game.:up:
I received Rubini's permission a couple of months back to implement this in a mod I'm working on. The mod will contain 11 aircraft carriers types with Rubini's torpedo bombers forming part of their air groups. Research was a bugger because various carriers changed their air groups during the war so making it accurate was tricky. There are also 61 aircraft in the mod, so it'll be more tricky to work out whether it's an Allied or Axis aircraft (plenty of long-range Axis or neutral patrol planes).
If in doubt, always crash dive but it's been fun fighting it out on the surface during testing - I can generally take on four aircraft before I'm leaking like a sieve and have to return to base.
sailor_X
07-27-13, 12:05 PM
I received Rubini's permission a couple of months back to implement this in a mod I'm working on. The mod will contain 11 aircraft carriers types with Rubini's torpedo bombers forming part of their air groups. Research was a bugger because various carriers changed their air groups during the war so making it accurate was tricky. There are also 61 aircraft in the mod, so it'll be more tricky to work out whether it's an Allied or Axis aircraft (plenty of long-range Axis or neutral patrol planes).
If in doubt, always crash dive but it's been fun fighting it out on the surface during testing - I can generally take on four aircraft before I'm leaking like a sieve and have to return to base.
Good luck with your mod :up: Let's not forget that Britsh admiralty withdrew all aircraft cariers in the North Atlantic after HMS Courageous disaster. So there should little or no threat to u-boats in mid atlantic from air untl 1942.
@sailor_X:
Yes, i also agree that put them on task forces will be the most realistic and desirable way. But sh3 have itīs limits and when I was making the torpedo bombers mod some of these limitations becames very clear:
1. Like I said the sh3 donīt have a torpedo bomber approach in itīs engine, so to make them behave 90% time like real torpedo bombers (100% is just impossible) a serie of tricks is necessary and in the correct order. this means that just adding them to airbases or into the already existent task forces will bring one very odd effect: torpedos being dropped from very, very high altitude (totally irrealistic). :/\\!!
2. Sh3 have a totally irrealistic aircraft and ship detection (at least in late war) where RWR works 500% and without uncertaint. This means that you will always detect the task force kilometers away because the ships have radar (and also the standard planes). Detecting the task force early will "force" the player to always (or 99% of times) dive/crash dive too early too. The result is that you will "never" see or will "never" be attacked by torpedo bombers. So, at minimum, a workaround is needed here to we have a good, realistic and also fun mod to play.
3. This is why i put them on new groups. New groups because this way I can adjust their waypoints highs, velocities and others necessary tricks without mess with all task forces already on the RND (also this way anyone can have the torpedo bombers into the campaign for any sh3 mod soup). Obviously is possible to add them to (new) task forces (not attached to carriers planes itself), but the task forces frequency will be very high - the groups are spawed frequently but the torpedos bombers will find you just a very tiny fraction of times).
4. If we find a way to make the torpedo bombers approach behaviour works well also to airbases (carriers are exactly the same) i will be the first to becomes very happy and a more perfect campaign mod can be made.:up:
5. What is "easy" to do is put a more variable ships as torpedo bombers group heads, dectablables or not, taks forces without radar, etc. I liked very much my approach to make groups with dolphins and wales - as these three things- wales, dolphins and even the torpedo bombers itself - are hard to find into the campaign game, so for me, this was a very good balance of things at end. I saw a bit of dolphins and wales (very realistic to say about) and the torpedo bombers attack continues to be rare (one per 2 months of sailing average) and without mess with anything more at the campaign balance.
@Wreford-Brown:
- Do you have different experience than mine about the torpedo bombers pattern approach when attaching them to carriers/airbases?:hmm2:
Because if so we can really have a better campaign integration of the torpedo bombers! Let me know yours finds.:up:
Wreford-Brown
07-29-13, 02:38 PM
Rubini,
You are, of course, correct. When I tried a few single missions the torpedo bombers came in too high, but I started thinking...
Other aircraft will climb in order to attack, so if we adjust the existing aircraft carriers so all of their aircraft spawn height is the same as your torpedo bombers attached to the Irish neutral merchant then we should see torpedo bombers appearing at an accurate height and other aircraft climbing to engage.
I've got a couple days vacation so can spend some time testing if you can point me towards the right variable.
Thoughts?
Rubini,
You are, of course, correct. When I tried a few single missions the torpedo bombers came in too high, but I started thinking...
Other aircraft will climb in order to attack, so if we adjust the existing aircraft carriers so all of their aircraft spawn height is the same as your torpedo bombers attached to the Irish neutral merchant then we should see torpedo bombers appearing at an accurate height and other aircraft climbing to engage.
I've got a couple days vacation so can spend some time testing if you can point me towards the right variable.
Thoughts?
Hi mate, thanks to reply!
IIRC, after a lot of tests, I can say that itīs "impossible" to have a correct torpedo bomber approach just attaching them to airbases(carriers is the same). Unless some hardcore fix comes in the way (read here hsie or stiebler). Perhaps some more deep tests yet could be made as the ones that I made was in a certain rush to finish the mod. But like i said i have few hopes that without hardfix we can have good results.
You know that bombers in sh3 have two types of approach: dive bomber and level bomber.
The dive bomber pattern will always climb to more or less 500m and them dive to the target just releasing the bomb almost over the target. This is good for rockets and bombs attacks.
The level bomber attack is made at least 500m high in a direct pass over the target. This pattern can be override with waypoints with declared high. This is the one that i used for torpedo bombers. Notice that if you leave this level bomber pattern to the engine (airbases/carriers) they will be always spawed more or less 500m high.
We just canīt forget that sh3 a lot of times proves that the "impossible" was just vanished under some clevers moders work. Who knows...:hmm2:
Any idea?
Wreford-Brown
07-30-13, 04:57 AM
So, I need to take your torpedo bombers out of the carrier air groups (and air bases) in order to prevent them appearing unrealistically at 500m.
If I want to add your fido torpedo bombers realistically then I should be able to add them as an extra unit to the new _SCR carrier task forces at a height of 70m and they'll accompany the carriers and have the correct profile.
It's a trade off between detection distances and realistic attacks, but if the carrier has mixed air groups then there's no reason why you couldn't be attacked by bomb carrying Swordfish at the edge of the AirGroup detection range with your torpedo Swordfish following up after the initial attacks.
I see some testing is required.
:hmm2:
Wreford-Brown
08-01-13, 11:48 AM
How are air groups called to the scene? i realize they come from airbases, but do you have to be within the range of the airbase in order for them to be called in? Or can you be in the middle of the Atlantic?
You have to be in range of the air base, but some of the air bases have large ranges and others are not placed with historic accuracy but in order to reflect, for example, the closing of the Atlantic air gap.
Hi Rubini,
is the spawning from an airbase just a 'cosmetic' issue (unrealistic drop height) or does it have an impact on the functioning of the mod?
Regards, LGN1
Hi Rubini,
is the spawning from an airbase just a 'cosmetic' issue (unrealistic drop height) or does it have an impact on the functioning of the mod?
Regards, LGN1
Hi mate!
Yes, IIRC, if added to airbases, the torpedo bombers from this mod will be spawed like any other plane on the game and will drop the torpedos on you anyway. But it will be with a very unrealistic way. Also I guess that the hit probability will be very tiny if droped from high altitude. I guess that needs to be test to assure that it will work as intend (hit percent).
Thanks for the reply, Rubini.
Does your comment about the hit probability also applies to the Fido or only to the regular torpedo attack?
Cheers, LGN1
Hi Rubini,
I have one comment and two questions concerning your great work:
1.) When I use your mod with GWX the Avenger canopy is black. I guess the reason is that the GWX Avenger has the same *.tga name (AVG_123.tga), but a transparent canopy (the canopy part of the tga is black in GWX). It seems that although the ID is different SH3 uses the same tga for both models :hmmm:
2.) Is there any reason why you have sometimes chosen strange names with squares as letters, e.g., AcusticTorp_Final_12 :06:
3.) Does the Fido Avenger also have 'regular' torpedoes? From looking at the VTcannon_rack_barrel it looks as if it uses the VTcannon_FIDO_shell which has the same damage data as the Fido itself :06:
It would be great if you could help me with my two questions!
Cheers, LGN1
Hi Rubini,
I have one comment and two questions concerning your great work:
1.) When I use your mod with GWX the Avenger canopy is black. I guess the reason is that the GWX Avenger has the same *.tga name (AVG_123.tga), but a transparent canopy (the canopy part of the tga is black in GWX). It seems that although the ID is different SH3 uses the same tga for both models :hmmm:
2.) Is there any reason why you have sometimes chosen strange names with squares as letters, e.g., AcusticTorp_Final_12 :06:
3.) Does the Fido Avenger also have 'regular' torpedoes? From looking at the VTcannon_rack_barrel it looks as if it uses the VTcannon_FIDO_shell which has the same damage data as the Fido itself :06:
It would be great if you could help me with my two questions!
Cheers, LGN1
Hi LGN1,
1. I canīt recall the same problem when i made some (few) tests with this mod with GWX at that time. But, if you are right, then I guess that is just a matter to rename that tga inside the new torpedo bomber .dat file that comes with the mod. Someone more can confirm this problem?
2. I guess that this is a Windows language issue because I have not squares here. I use win7 in brazilian portuguese.
3. IIRC the drop mechanics of both "regular virtual torpedo" and "fido" are the same. The main difference is that in the Fido case, the virtual particle torpedo is replaced by an acoustic "real" torpedo (fido) when it hits the water. IIRC i also hold the virtual torpedo behaviour (in truth a invisible cannon) on the planes that carry FIDOS to simulate hits when you are almost surfaced. Just to make the mod more dangerous to the player, if not you should just stay surfaced to avoid Fidos hits. This was necessary by SH3 engine limitations. The Acoustic torpedo changes direction but not deep on SH3. Then some tricks were necessary to cover these stock faults.
Thanks for your reply, Rubini!
Concerning 1.) I have checked it again and it works fine now :hmmm: The only explanation I can think of is that the last time I loaded the game several times with different mod configurations. Maybe this led to the 'bug'. Sorry for the false alarm.
Concerning 2.) I have just tested it in Win 7 and did not see the squares anymore :o Weired.
Thanks again for your help and this great mod. I really like it!
Cheers, LGN1
:06: Hey Rubini do you are a brazilian ?
:06: Hey Rubini do you are a brazilian ?
Well, it seems that you share almost the same location so...
Welcome to SUBSIM.:salute:
Markus_1987
03-31-16, 11:51 AM
Did you work on a New version?
flyer102
06-01-16, 05:03 PM
This seems quite tough to avoid, what is the best way to avoid getting hit, crash dive, shooting it down before it drops it's torpedo, changing speeds, or by coming to a stop.
Also, what year do these planes begin to appear?
Also which RND file should I merge to get a realistic balance?
Onealex
09-08-16, 03:04 PM
https://www.youtube.com/watch?v=3m24-aTHXnM
I think there were at least 10 hits...
Toyotagt86
05-15-20, 08:31 AM
I have down load the SH3 Air Torpedo mod v2
I like it very much it it a great mod but I have some question to ask:
Is this mod compatibles with the Air torpedo Fido hard core patch in the Stiebler4C_V16B1?
Best regards
Thank you
ivanov.ruslan
05-15-20, 09:20 AM
It should, according to readme file:
"Compatibility:
Stiebler releases a "Mk 24 Fido aerial torpedo" virtual routine (not visual) and these mods are totally compatibles. In truth this present mod is more suitable as a generic air torpedo type, wich will then, complete Stiebler work. "
Aquelarrefox
05-15-20, 11:06 AM
a question: add something to nygm2017 with steibler fixes on, this mod?
John Pancoast
05-15-20, 09:18 PM
a question: add something to nygm2017 with steibler fixes on, this mod?
It can be used with NYGM already. Just put it in your mod list like any other mod and follow the instructions in the readme.
John Pancoast
05-15-20, 09:19 PM
It should, according to readme file:
"Compatibility:
Stiebler releases a "Mk 24 Fido aerial torpedo" virtual routine (not visual) and these mods are totally compatibles. In truth this present mod is more suitable as a generic air torpedo type, wich will then, complete Stiebler work. "
Be advised he and Rubini tried to combine the two mods but were unsuccessful.
Maybe you could use both at the same time, but not sure of the point of that.
Aquelarrefox
05-15-20, 10:07 PM
My question is focus about it. Both model the same? I know fido works with nygm. So in your opinion this mod added something to that or is worthless for stebler and nygm?
John Pancoast
05-15-20, 10:14 PM
My question is focus about it. Both model the same? I know fido works with nygm. So in your opinion this mod added something to that or is worthless for stebler and nygm?
Depends what one prefers. They both model a Fido well, with slightly different approaches. I prefer Stiebler's for it's simplicity. I've never tried Rubini's as I'm not interested in eye candy for a Fido attack but others like it for that reason.
Since I've never tried it, I do not know how stable Rubini's mod is. Maybe someone else can answer that.
Aquelarrefox
05-16-20, 04:03 PM
Depends what one prefers. They both model a Fido well, with slightly different approaches. I prefer Stiebler's for it's simplicity. I've never tried Rubini's as I'm not interested in eye candy for a Fido attack but others like it for that reason.
Since I've never tried it, I do not know how stable Rubini's mod is. Maybe someone else can answer that.
Yes, in deed the installation of fido mod is bit complex. Steibler method seems fine, I believe only thing steibler mod would need is torpedo running visually. I don't beeline you can see the torpedo from the bridge.
But something come to me, steibler didn't mentioned something like a roster link, so is possible that a British or a catalina pyb plane drop the torpedo?
John Pancoast
05-16-20, 05:35 PM
Yes, in deed the installation of fido mod is bit complex. Steibler method seems fine, I believe only thing steibler mod would need is torpedo running visually. I don't beeline you can see the torpedo from the bridge.
But something come to me, steibler didn't mentioned something like a roster link, so is possible that a British or a catalina pyb plane drop the torpedo?
A real U-boat Captain would have never seen them from the bridge; they were only dropped after the boat had submerged.
The Avenger and Liberator dropped them historically. I believe (without looking) only the Avenger does in NYGM, and that is only the Avenger version supplied with his patch.
If I recall, originally many more planes could drop it because of the way the patch worked but I believe he then changed things so only the Avenger does, but I'd have to look to be sure.
Aquelarrefox
05-16-20, 07:11 PM
A real U-boat Captain would have never seen them from the bridge; they were only dropped after the boat had submerged.
The Avenger and Liberator dropped them historically. I believe (without looking) only the Avenger does in NYGM, and that is only the Avenger version supplied with his patch.
If I recall, originally many more planes could drop it because of the way the patch worked but I believe he then changed things so only the Avenger does, but I'd have to look to be sure.
in nygm averger file
;Aerial Torpedo loadout definition, Fido
[Equipment 10]
NodeName=T01
LinkName=AirTorpedo
Loadout=FIDO
[Equipment 11]
NodeName=B01
LinkName=NULL
Loadout=FIDO
[Equipment 12]
NodeName=B02
LinkName=NULL
Loadout=FIDO
mybe could be loaded in liberator too. if you do plase paste the addition, jeje
John Pancoast
05-16-20, 08:08 PM
in nygm averger file
mybe could be loaded in liberator too. if you do plase paste the addition, jeje
I bet you're right.
Aquelarrefox
05-16-20, 09:19 PM
I bet you're right.
Scort cv as us bougue and casablanca had avengers (it other torpedo bomber in their air groups for Atlantic patrols.?
John Pancoast
05-17-20, 08:00 AM
Scort cv as us bougue and casablanca had avengers (it other torpedo bomber in their air groups for Atlantic patrols.?
The Avenger was the only one as far as I know but I've not researched it.
Anvar1061
05-17-20, 09:59 AM
Why not combine both modes using .RND of one and FIDO of the other of the mods.
ATB_Avenger_TB.eqp
;equipment cfg file, loadout definitions are in the platform cfg file
;Basic Loadout values FIdo&radar after march 1943
[Equipment 1]
NodeName=T01
LinkName=AiR_torp_rack
StartDate=19380101
EndDate=19430228
[Equipment 2]
NodeName=T01
LinkName=AiR_torp_rack_FIDO
StartDate=19430301
EndDate=19451231
[Equipment 3]
NodeName=B01
LinkName=BombDummyy
StartDate=19380101
EndDate=19430228
[Equipment 4]
NodeName=B01
LinkName=BombDummy_FIDO
StartDate=19430301
EndDate=19451231
John Pancoast
05-17-20, 10:02 AM
Why not combine both modes using .RND of one and FIDO of the other of the mods.
ATB_Avenger_TB.eqp
;equipment cfg file, loadout definitions are in the platform cfg file
;Basic Loadout values FIdo&radar after march 1943
[Equipment 1]
NodeName=T01
LinkName=AiR_torp_rack
StartDate=19380101
EndDate=19430228
[Equipment 2]
NodeName=T01
LinkName=AiR_torp_rack_FIDO
StartDate=19430301
EndDate=19451231
[Equipment 3]
NodeName=B01
LinkName=BombDummyy
StartDate=19380101
EndDate=19430228
[Equipment 4]
NodeName=B01
LinkName=BombDummy_FIDO
StartDate=19430301
EndDate=19451231
Give it a try. May have to do some roster work too, not sure. But as said, I believe they tried to combine them and it didn't work for some reason(s).
Aquelarrefox
05-17-20, 11:39 AM
Give it a try. May have to do some roster work too, not sure. But as said, I believe they tried to combine them and it didn't work for some reason(s).
adding fido to equipment of avenger with im not sure a libre file needed to run fido (im not sure if it need one but need a check) could be enought, getting in liberator sounds easy but in game you have like 20 times the avenger entries, so should be many many fido in water and this is a bit concerning, balance that is a bit complex, for liberator shoud be fine add another plane with his own entries and equip. you could have a port bomber with fido... if scr uses in ports bombs. thats a balance conserning to by focus, its like mad catalina, you couldnt fill airbases with madcatalinas, it makes a mess. i dont know how works adding equipments (triplicate actual load entries,) also could reduce the amount of palnes with fido. This is interesting feature!
John Pancoast
05-17-20, 11:58 AM
adding fido to equipment of avenger with im not sure a libre file needed to run fido (im not sure if it need one but need a check) could be enought, getting in liberator sounds easy but in game you have like 20 times the avenger entries, so should be many many fido in water and this is a bit concerning, balance that is a bit complex, for liberator shoud be fine add another plane with his own entries and equip. you could have a port bomber with fido... if scr uses in ports bombs. thats a balance conserning to by focus, its like mad catalina, you couldnt fill airbases with madcatalinas, it makes a mess. i dont know how works adding equipments (triplicate actual load entries,) also could reduce the amount of palnes with fido. This is interesting feature!
Yes, I bet it's not an easy thing to do if it can even be done.
Anvar1061
05-17-20, 01:02 PM
I want to remind you that ATB_Avenger_TB is located only in America.
Aquelarrefox
05-17-20, 01:48 PM
I want to remind you that ATB_Avenger_TB is located only in America.
We are talking of make a liberator load for fido, liberator is for many countries and many air bases
Anvar1061
05-17-20, 03:22 PM
I don't think Americans shared technology.
Consolidated B-24 Liberator & PBY Catalina armed and had successful attacks of the German U-boat.
https://uboat.net/allies/technical/fido.htm
Aquelarrefox
05-17-20, 05:11 PM
Un the text they that Canada and uk used it and by the number it was like the half of times.
For example there's a liberator fur naval pair in us roster in gwx could be loaded.
Add catalina load if is likely hysterical will break the game, represent big number of planes encounters, balance it should be a nightmare. Could help if the mod had a chance of fail at launch but I'm sure there's no, for both. Setting catalina fido with every time is loaded is a sure torpedo in the water will be annoying me.
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