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View Full Version : TRIGGER LOCK TORPEDOS


jorgegonzalito
08-03-15, 04:32 PM
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Rockin Robbins
08-03-15, 05:13 PM
Trigger Maru, GFO and others use Ctrl-Enter for firing, getting rid of that annoying problem. I have also made a mod, TMOKeys, that gives any game the same keyboard layout as TMO, which is very much like SH3. TMOKeys also has a special command, Shift-I, which means "Hey exec, what kind of ship is that in the periscope?"

TorpX
08-03-15, 11:43 PM
Also, it is possible to have the game configured so that torps cannot be fired before tube doors are opened.

In a way, it is a game flaw. The procedure for flooding and prepping a torpedo and tube was a lot more involved than flipping a switch or pressing a key.

jorgegonzalito
08-04-15, 03:54 PM
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TorpX
08-04-15, 09:40 PM
You'll need to download S3d, if you don't already have it.

Open up the subs' *.sim files.

For example, in the NSS_S42.sim file, at index 10, wpn_SubTorpedoSys has an auto_open value; set this equal to False.

Save the file.

With it this way, you can bang on the 'Enter' key all day with no result, until you open the outer doors.

I am surprised that all the mods don't do this already.

jorgegonzalito
08-04-15, 10:57 PM
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TorpX
08-04-15, 11:40 PM
Yes, it is HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4489).

I almost didn't find it.

It should probably be in the Utilities section.

And you're welcome! :salute:

ColonelSandersLite
08-05-15, 12:49 AM
That is very helpful. It's something I wish I knew years ago.

jorgegonzalito
08-05-15, 01:41 AM
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