View Full Version : 21TorpedoQuad and Triple in guns.dat (?!)
stljeffbb1
08-28-05, 01:24 PM
Hi everyone....this one intrigues me....
OK, in my quest to clone a 14 inch KGV turret, I used the lurbz DATNavigator and saw most of the guns used in SH3 and a couple of new ones I haven't noticed before......however, I also viewed chunks for 21TorpedoQuad and Triple....this file also contains values for hedgehogs (but I've not seen depth charges), and I'm guessing that the guns_sub.dat file has the guns and torps for the subs.....
Now, I know that many have said that "there is no capability for AI units firing torpedos," but, what are these things doing here, and are they usuable?
Just wondering,
-Jeff
P.S. Wow, it took about 30 minutes for the guns.dat to compile...I almost gave up on it!
sergbuto
08-28-05, 01:29 PM
You can find them on destroyers.
stljeffbb1
08-28-05, 01:49 PM
LOL.....hi Sergbuto.....so what do you mean? Do the 21TorpedoQuad, etc., actually fire torpedos, or are they for show?
:hmm:
-Jeff
Commander1980
08-28-05, 01:53 PM
No, the torpedotubes do not work, but you can place them on every unit. Its just a thing to make the units looking more authentic. I don't believe that the current files allow them working. For example, on the ships files, the torpedo-notes have no arc of fire defined (when you place a gun there, it will fire through the ship).
A list of all available weapons and equipment can be found in my siganture. ;)
sergbuto
08-28-05, 02:00 PM
Do the 21TorpedoQuad, etc., actually fire torpedos, or are they for show?
Have you seen them fire torpedoes?
stljeffbb1
08-28-05, 02:03 PM
Thanks Commander1980 for the reply......
OK, I don't mean to go down a dead end here, but can we assign an arc of fire to them, or any other AI?
I'm guessing this will be next to impossible, even though we can alter hex assignments through hit and miss....
Nonetheless, once I better understand the hierarchy, I'll tinker with this possibility....as we all know, not having AI for torps is one of the biggest dissapointments of SH3......perhaps we can make some!
-Jeff
Reply to sergbuto....I HAVE....in my dreams! :rotfl:
sergbuto
08-28-05, 02:11 PM
Keep dreaming. ;) That is good stimulus.
Commander1980
08-28-05, 02:24 PM
I think there is simply nothing in the game, that can be used to let them fire torpedos. The best way is to simulate them, for example with a single-barreled, very slow firing heavy gun and change the node-position, that the gun is not visible. Maybe its possible to change the model and textures of a heavy gun to those of the torpedo-tubes, but this is far beyond my talent. :)
See also here, for Serg's thread: http://www.subsim.com/phpBB/viewtopic.php?t=42110
stljeffbb1
08-28-05, 03:03 PM
Oh yes, I've seen and love the sergbuto thread on simulated torps.... :cool:
....and thanks Commander1980 for your gun list...it came in handy when I edited the guns for the Sao Paulo BB
One last question.....I'm guessing this has already been thought of, but can guns shoot torpedos?
I mean, games are all about illusion.....what you perceive may be different that the mechanics that make it happen.....simply put, is it possible?
Thanks,
-Jeff
There's just no mechanism for anything other than the player aiming and firing torpedoes in the game. We all wish there were, but there's just no trigger... there's nowhere for them to come from.
So I seriously doubt it'd be possible without opening up the source code. Which is impossible as it stands right now.
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