View Full Version : [REL] Homing Torpedoes
wolfman Ben
07-31-16, 09:08 PM
I'm an interesting guy who likes submarine games history and computers and I was wondering if homing torpedoes could be possible
cdrsubron7
07-31-16, 09:26 PM
I'm an interesting guy who likes submarine games history and computers and I was wondering if homing torpedoes could be possible
There is an acoutic torpedo modeled in SH4 on the American side called the Mark 27 or "Cutie". Follow the link below for some info. :D
https://en.wikipedia.org/wiki/Mark_27_torpedo
Rockin Robbins
08-01-16, 05:46 PM
I put the cutie on a strict steroid and battery acid diet to come up with an extensively augmented Slightly Subnuclear Mark 14 and Cutie (http://www.subsim.com/radioroom/downloads.php?do=file&id=171) mod. Danger: not to be used around pets or small children. Please leave enough range from target to avoid unfortunate effects. Remember, you make noise too. Chaos and Disorder Laboratories expressly disavows any warranty or expectation of "safety" when using this product.
ETR3(SS)
08-02-16, 04:25 AM
The [REL] tag is for released mods only, best to discontinue use in the future to avoid confusion.
irfanahmed1979
04-18-20, 08:54 AM
I put the cutie on a strict steroid and battery acid diet to come up with an extensively augmented Slightly Subnuclear Mark 14 and Cutie (http://www.subsim.com/radioroom/downloads.php?do=file&id=171) mod. Danger: not to be used around pets or small children. Please leave enough range from target to avoid unfortunate effects. Remember, you make noise too. Chaos and Disorder Laboratories expressly disavows any warranty or expectation of "safety" when using this product.
1) I've downloaded this mod but is it compatible with FOTRSU? I'm asking because when I try to activate it, JSGME gives me a warning?
2) Which tools did you use for modding and where can I get them?
propbeanie
04-18-20, 09:41 AM
Rockin Robbins mod is not 100% "compatible" with FotRSU, but that is a relaive term anyway, since he altered the characteristics of the two torpedoes. I do not recall if you get the homing torpedo early in his mod or not. Perhaps someone else can speak to that... Anyway, the "warning" from JSGME is just that, a warning that you are going to overwrite files. That is the nature of a mod, so about all you can do is to try it, see what happens, and go from there. Just be aware that RR's torpedoes can also take the player's sub out if you are too close to the detonation of the torpedo :roll: - it can be great fun though! If you don't like it, or it trashes something else in the game, just use JSGME to remove it, and you should be good to go again. Loading a Saved game both before and after using the mod might not work though. :salute:
irfanahmed1979
04-18-20, 10:44 AM
Rockin Robbins mod is not 100% "compatible" with FotRSU, but that is a relaive term anyway, since he altered the characteristics of the two torpedoes. I do not recall if you get the homing torpedo early in his mod or not. Perhaps someone else can speak to that... Anyway, the "warning" from JSGME is just that, a warning that you are going to overwrite files. That is the nature of a mod, so about all you can do is to try it, see what happens, and go from there. Just be aware that RR's torpedoes can also take the player's sub out if you are too close to the detonation of the torpedo :roll: - it can be great fun though! If you don't like it, or it trashes something else in the game, just use JSGME to remove it, and you should be good to go again. Loading a Saved game both before and after using the mod might not work though. :salute:
Thanks propbeanie. Do you know where to find the modding tools and which files contain the torpedo data?
KaleunMarco
04-18-20, 11:03 AM
Thanks propbeanie. Do you know where to find the modding tools and which files contain the torpedo data?
i know someone who has adapted the Mark 27 for use in FOTRSU.
there are only a few characteristics that can be changed but it can be improved a bit and made available prior to summer 1945.
what did you have in mind?
:Kaleun_Wink:
irfanahmed1979
04-18-20, 12:15 PM
i know someone who has adapted the Mark 27 for use in FOTRSU.
there are only a few characteristics that can be changed but it can be improved a bit and made available prior to summer 1945.
what did you have in mind?
:Kaleun_Wink:
Yes, basically that. Or if I can't get it earlier then is there a way of making an older torpedo into a homing one?
KaleunMarco
04-18-20, 03:22 PM
Yes, basically that. Or if I can't get it earlier then is there a way of making an older torpedo into a homing one?
probably easier to make the existing one available earlier.
i'll create a mini-mod for you.
what date do you want the Mk27 available and on which boat(s)?
KaleunMarco
04-18-20, 03:36 PM
Thanks propbeanie. Do you know where to find the modding tools and which files contain the torpedo data?
BTW, this is what they look like.
https://i.ibb.co/9WTLVsd/IMG-1107-2.jpg
https://i.ibb.co/bL9vTt6/IMG-1108-1.jpg
irfanahmed1979
04-18-20, 05:30 PM
probably easier to make the existing one available earlier.
i'll create a mini-mod for you.
what date do you want the Mk27 available and on which boat(s)?
Yeah, that would be awesome. I'd like them available right at the start, i.e. 8th December, 1941 for the Salmon class. I usually start in the Asiatic Fleet, at Manila. Do make them just like in RRs mod (I mean the extra range, speed and firepower) I'd like to try them out just for fun.
P.S. Are modding tools available for everyone and is it easy to use them?
ETR3(SS)
04-18-20, 10:56 PM
S3D is what you want to mod files in SH3 and SH4, it's here in the forum if you search. I'd search but it's kinda late and I'm beat.:yawn:
irfanahmed1979
04-19-20, 12:12 AM
S3D is what you want to mod files in SH3 and SH4, it's here in the forum if you search. I'd search but it's kinda late and I'm beat.:yawn:
Thank you!:salute:
KaleunMarco
04-19-20, 09:22 AM
Yeah, that would be awesome. I'd like them available right at the start, i.e. 8th December, 1941 for the Salmon class. I usually start in the Asiatic Fleet, at Manila. Do make them just like in RRs mod (I mean the extra range, speed and firepower) I'd like to try them out just for fun.
P.S. Are modding tools available for everyone and is it easy to use them?
what ETR3 says is true...you need to be able to use S3D and Notepad.
the complicated part comes with the plethora of files that have to be changed to make it work. that and the fact that not everyone who posts has the skills to makes the changes. do not take offense at my last sentence as it may not include you.
i should have time to work on this today.:Kaleun_Salute:
irfanahmed1979
04-19-20, 09:44 AM
Ok, thanks
KaleunMarco
04-19-20, 10:13 AM
Ok, thanks
ok, ahmed, here you go.
unzip this into your MODs folder for FOTRSU and use JSGME to apply it after FOTRSU.
https://subsim.com/radioroom/downloads.php?do=file&id=5596&act=down
irfanahmed1979
04-19-20, 11:26 AM
Thanks a lot!!:Kaleun_Salute:
irfanahmed1979
04-19-20, 11:36 AM
I started a campaign at Manila but I only see Mk14 torps in the sub and in the base
KaleunMarco
04-19-20, 04:07 PM
I started a campaign at Manila but I only see Mk14 torps in the sub and in the base
not sure why. i started a campaign: Asiatic, Salmon, Manila and i see Mk27.
https://i.ibb.co/yhmWZdh/Picture0046.jpg
propbeanie
04-19-20, 08:14 PM
If your screen is like KaleunMarco's there irfanahmed1979, all you have to do is click and drag a Mark 14 out of the submarine and to the left area, and replace it with a 27. Do that how ever many Mark 27 torps you want... :salute:
irfanahmed1979
04-19-20, 08:46 PM
If your screen is like KaleunMarco's there irfanahmed1979, all you have to do is click and drag a Mark 14 out of the submarine and to the left area, and replace it with a 27. Do that how ever many Mark 27 torps you want... :salute:
My screen is not like KaleunMarco's. I don't have any 'cuties' on the left side with the MK14.
propbeanie
04-19-20, 09:36 PM
Are you trying a Single Mission? The torps will not show up in the middle of a patrol. You would have to be back in base in the Captain's Office. But a Single Mission or Quick Patrol, they should be there, if the mod is applied correctly. Make certain you don't have a double folder in the MODS folder. :salute:
irfanahmed1979
04-19-20, 10:43 PM
Are you trying a Single Mission? The torps will not show up in the middle of a patrol. You would have to be back in base in the Captain's Office. But a Single Mission or Quick Patrol, they should be there, if the mod is applied correctly. Make certain you don't have a double folder in the MODS folder. :salute:
I'm trying to embed a screenshot of my MODS folder but I just can't make it work.
irfanahmed1979
04-19-20, 10:49 PM
https://i.ibb.co/CmNMML5/SH4-MK27-Mod.jpg
irfanahmed1979
04-19-20, 10:55 PM
Here's my new campaign starting at Manila, 8th December, 1941:
https://i.ibb.co/0JbXy2M/SH4-MK27-Mod2.jpg
propbeanie
04-20-20, 11:05 AM
Use JSGME, and in the middle "border" is "Tasks..." in blue text. Click on that, and at the bottom of the menu is "Export activated mods list to..." User that, and export to the clipboard. After you log into subsim and go to reply here, use the <Ctrl><V> key combination to "paste" the clipboard into your reply text box. :salute:
KaleunMarco
04-20-20, 01:10 PM
Here's my new campaign starting at Manila, 8th December, 1941:
i should have asked you to send your JSGME list. start JSGME, Click Tasks-Export Activated Mods-To Clipboard. Then, start a post here and Paste the list.
it should look similar to this:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
Mk27 Upload for FOTRSU
KaleunMarco
04-20-20, 01:15 PM
I'm trying to embed a screenshot of my MODS folder but I just can't make it work.
i used to have problems with this also.
go to https://imgbb.com/ and start a free account. you can upload your jpg/png to there and then use their Embed Codes - BBC Full Linked or BBC Medium linked for pasting into your posts here.
i typically paste the codes and then delete header/trailer ads.
use it once or twice and you'll figure it out.:Kaleun_Cheers:
irfanahmed1979
04-20-20, 10:55 PM
i should have asked you to send your JSGME list. start JSGME, Click Tasks-Export Activated Mods-To Clipboard. Then, start a post here and Paste the list.
it should look similar to this:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\FOTRSU_81\MODS]
100_FalloftheRisingSun_UltimateEdition_v1.0.1.g_EN
100a_D3D9_AntiLag
100b_EasyAOB_FotRSU
100c_NoScrollNavMap_FotRSU
100d_strategic_map_symbols
Mk27 Upload for FOTRSU
Here you go:
Generic Mod Enabler - v2.6.0.157
[E:\Steam Library\steamapps\common\SH4FOTRSU\MODS]
100_FalloftheRisingSun_Ultimate_v0.90_RC2_PublicBe ta_EN
Mk27 Upload for FOTRSU
KaleunMarco
04-21-20, 12:55 AM
Here you go:
Generic Mod Enabler - v2.6.0.157
[E:\Steam Library\steamapps\common\SH4FOTRSU\MODS]
100_FalloftheRisingSun_Ultimate_v0.90_RC2_PublicBe ta_EN
Mk27 Upload for FOTRSU
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
:Kaleun_Salute:
propbeanie
04-21-20, 01:04 AM
Here you go:
Generic Mod Enabler - v2.6.0.157
[E:\Steam Library\steamapps\common\SH4FOTRSU\MODS]
100_FalloftheRisingSun_Ultimate_v0.90_RC2_PublicBe ta_EN
Mk27 Upload for FOTRSU
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
:Kaleun_Salute:
That... I'm sure there a just minor differences in the submarine and it associated appurtenances, but I do know there were changes to the screens between v0.90 and v1.004 that may affect the display of the torpedoes. Another thing irfanahmed1979 could try is a different date for the career start, just to check the date end of things, like try the January 1942 Asiatic start, or the June of 1942 at Fremantle with the same boat. Are you using the boat the cuties were written early for?... :salute:
irfanahmed1979
04-21-20, 01:22 AM
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
:Kaleun_Salute:
KaleunMarco and Propbeanie, yes I'm starting a campaign. The Fleetboat campaign, 8th December, 1941 at Manila. Yes, KaleunMarco made the mod for the Salmon class. I'm using that boat.
Ok PB, I'll try your suggestion and try another date. Thank you both for all the support. :Kaleun_Salute:
irfanahmed1979
04-21-20, 07:54 AM
That... I'm sure there a just minor differences in the submarine and it associated appurtenances, but I do know there were changes to the screens between v0.90 and v1.004 that may affect the display of the torpedoes. Another thing irfanahmed1979 could try is a different date for the career start, just to check the date end of things, like try the January 1942 Asiatic start, or the June of 1942 at Fremantle with the same boat. Are you using the boat the cuties were written early for?... :salute:
Tried different campaign start dates. The only time I could get the cutie was in the beginning of 1943 at Fremantle.
KaleunMarco
04-21-20, 08:15 AM
Tried different campaign start dates. The only time I could get the cutie was in the beginning of 1943 at Fremantle.
that is SO odd. WTF.??:k_confused:
not you ahmed, SH4.
Sniper297
04-24-20, 02:31 AM
Link to the modding utility;
https://www.subsim.com/radioroom/downloads.php?do=file&id=4489
In case you want to increase speed or bang. I've been playing with the cutie giving it the same power, speed, and range as the Mark 16, one thing I found is it's best to load them in the aft tubes, select all stop, fire one at a time and wait for it to get a mile away before starting the motors again. Having the stopwatch up is a must, and best to wait one or two minutes between each shot so they don't chase each other. Anything moving slower than 5 knots it will ignore, if you fire at a slow moving ship and a faster one comes near enough it will divert, and firing at something beyond a debris field (after a previous ship has sunk) it will often seek and explode under lifeboats - logic is nearest target making the most noise, splashy oars included. :doh:
As for the dates available look for the file;
\Data\UPCData\UPCUnitsData\Ammunition.upc
That's a text file, so can be edited with notepad. Search for;
[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1944-01-01, 1946-12-31, 500
Volume= 1
PackSize=1
If it's something later than the war start change the starting date;
[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1941-12-01, 1946-12-31, 500
Volume= 1
PackSize=1
Save, exit, try new career start.
EDIT: Almost forgot, the 500 at the end of the line is the cost in renown for each torpedo, lower that if you want a lot of them at start.
irfanahmed1979
04-24-20, 04:26 AM
Link to the modding utility;
https://www.subsim.com/radioroom/downloads.php?do=file&id=4489
In case you want to increase speed or bang. I've been playing with the cutie giving it the same power, speed, and range as the Mark 16, one thing I found is it's best to load them in the aft tubes, select all stop, fire one at a time and wait for it to get a mile away before starting the motors again. Having the stopwatch up is a must, and best to wait one or two minutes between each shot so they don't chase each other. Anything moving slower than 5 knots it will ignore, if you fire at a slow moving ship and a faster one comes near enough it will divert, and firing at something beyond a debris field (after a previous ship has sunk) it will often seek and explode under lifeboats - logic is nearest target making the most noise, splashy oars included. :doh:
As for the dates available look for the file;
\Data\UPCData\UPCUnitsData\Ammunition.upc
That's a text file, so can be edited with notepad. Search for;
[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1944-01-01, 1946-12-31, 500
Volume= 1
PackSize=1
If it's something later than the war start change the starting date;
[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1941-12-01, 1946-12-31, 500
Volume= 1
PackSize=1
Save, exit, try new career start.
EDIT: Almost forgot, the 500 at the end of the line is the cost in renown for each torpedo, lower that if you want a lot of them at start.
Thanks a lot! :Kaleun_Salute:
irfanahmed1979
04-24-20, 04:55 AM
Thanks everyone,
Cuties are available now. All that remains to be done is to test them.
https://i.ibb.co/7yJcc4h/SH4-FOTRSU-Cutie-available.jpg
KaleunMarco
04-24-20, 10:28 AM
Thanks everyone,
Cuties are available now. All that remains to be done is to test them.
https://i.ibb.co/7yJcc4h/SH4-FOTRSU-Cutie-available.jpg
that's excellent news.
how did you fix the inability to see the Mk27 on your boat's list?
:Kaleun_Salute:
irfanahmed1979
04-24-20, 11:29 AM
that's excellent news.
how did you fix the inability to see the Mk27 on your boat's list?
:Kaleun_Salute:
Sniper 297's post. In ammunition.upc provided in your mod, the starting date was there but the ending date was NULL. I just added Sniper 297's ending date and reduced the cost of the torps to 10 renown points.
First patrol and 4 warships sunk so far :yeah:
KaleunMarco
04-24-20, 06:17 PM
Sniper 297's post. In ammunition.upc provided in your mod, the starting date was there but the ending date was NULL. I just added Sniper 297's ending date and reduced the cost of the torps to 10 renown points.
First patrol and 4 warships sunk so far :yeah:
that should not have made the difference.
In SH3/SH3 NULL means there is no end date (or no begin date if used first).
that's interesting.
well....good for you. the main thing is, you got the MK27 and they are working.
:Kaleun_Salute:
Sniper297
04-25-20, 01:35 AM
Yeah, if you browse through the file some give end dates as 12-12-1959 or whatever, since the war ends in 1945 an end date of 1946 or 1959 should make no difference. Some just use NULL. Possibly the NULL in the upload is missing a comma or some other syntax error.
[Ammunition 2]
ID=40mmAPUS
NameDisplayable= 40mm AP ammo
Type= AmmoShell
Subtype=40mmHEUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= NULL, NULL, 0
Volume= 1
PackSize=20
That format means always available at no cost, I just changed my mk16s and super cuties to start 12-25-1941 with 500 renown cost for more of a challenge, have to use 14s for the 1st and 2nd patrols. Matter of personal preference and testing, I found that making the mark 16s run at 90 knots was too easy so I dropped them back to 60. :D Supercuties also run at 60 knots, makes their homing kinda crazy sometimes but nobody can outrun them. :ping:
For the OP, in Data\Library is Torpedoes_US.sim and Torpedoes_US.zon, if you feel like trying Silent 3ditor to play with other aspects of the torpedoes. Don't need to remind people to make backup copies of the original files before hacking, right? :03: Torpedoes_US.sim has the speed and range, but the info about speed and range is in the \Menu\menu.txt file, all the way down from 5370 to 5375;
; Torpedo names
5370=MARK 10|Speed: 36 kt|Range: 3,200 m|Propulsion: Steam
5371=MARK 14|Speed: 46/31 kt|Range: 4,100/8,200 m|Propulsion: Steam
5372=MARK 16|Speed: 60 kt|Range: 6,000 m|Propulsion: Hydrogen Peroxide
5373=MARK 18|Speed: 29 kt|Range: 3,600 m|Propulsion: Electric
5374=MARK 23|Speed: 46 kt|Range: 4,100 m|Propulsion: Steam
5375=MARK 27|Speed: 60 kt|Range: 8,000 m|Propulsion: Electric|Note: Homing torpedo
So two files, one compiled and one text file, are needed for that.
For the explosive power;
https://www.subsim.com/radioroom/downloads.php?do=file&id=4380
You can tinker with those using Silent 3ditor for whatever power you want for warheads, or use any one of them as is.
Couple old text only tutorials;
https://www.subsim.com/radioroom/showthread.php?t=241297
https://www.subsim.com/radioroom/showthread.php?t=211849
irfanahmed1979
04-25-20, 03:17 AM
Thank you Sniper 297
KaleunMarco
04-25-20, 09:49 AM
Thanks everyone,
Cuties are available now. All that remains to be done is to test them.
ahmed,
i made a change to the mod in an effort to correct the difficulty you experienced. if you have a moment, i would appreciate it if you d/l the new version, give it a try, and let me know if it works for you.
thanks.:Kaleun_Salute:
km
irfanahmed1979
04-25-20, 11:29 AM
ahmed,
i made a change to the mod in an effort to correct the difficulty you experienced. if you have a moment, i would appreciate it if you d/l the new version, give it a try, and let me know if it works for you.
thanks.:Kaleun_Salute:
km
Alright Marco.
irfanahmed1979
04-25-20, 11:35 AM
ahmed,
i made a change to the mod in an effort to correct the difficulty you experienced. if you have a moment, i would appreciate it if you d/l the new version, give it a try, and let me know if it works for you.
thanks.:Kaleun_Salute:
km
KM could you post a link? The previous one says Invalid File ID and it's in Polish.
KaleunMarco
04-25-20, 01:06 PM
KM could you post a link? The previous one says Invalid File ID and it's in Polish.
lol. i do not know Polish.
here you go.
https://subsim.com/radioroom/downloads.php?do=file&id=5604
irfanahmed1979
04-25-20, 06:27 PM
lol. i do not know Polish.
here you go.
https://subsim.com/radioroom/downloads.php?do=file&id=5604
Yep, it's working. Thanks!
KaleunMarco
04-25-20, 07:48 PM
Yep, it's working. Thanks!
thanks. now i know that it is safe for the rest of mankind. :har:
btw, your english is excellent.
:Kaleun_Salute:
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