View Full Version : TRIGGER LOCK TORPEDOS
jorgegonzalito
08-03-15, 04:32 PM
NNN
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?"
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
NNN
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
NNN
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
NNN
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.