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CB..
06-09-06, 09:26 AM
anybody bored and want to test this out here's the read me--haven't had chance yet been busy but it should work--

http://www.ebort2.co.uk/files/sh3mines.zip

here's the read me

EXPERIMENTAL COVERSION OF THE TYPE II G7E TORPEDOE TO A STATIONARY MINE
SHOULD ONCE LAUNCHED REMAIN STATIONARY WHERE YOU LEFT IT
HAS A VERY LARGE TRIGGER AREA SO ANY SHIP THAT COMES CLOSE WILL DETONATE IT
AND HAS A MUCH INCREASED DAMAGE CAPABILITY
TO SIMULATE THE LAYING OF A SMALL MINE FIELD WITH EACH TORPEDO

install both file to data/library
make bak ups of your stock files before installing--
add a couple of g7e type II torps to your boat
usually best in the rear compartment--
and try and mine a harbour
not fully tested as yet but feel free to experiment
thanks to Time Travellor for his tweak tools
CB..


i suggest getting the hell out of the way very quickly after launching one of these mine torps- as if i have set it up correctly the trigger area for an explosion is 500 metres

if none of it works at all-- well consider it a bum trip from the BDU test dept--lol--

CB..
06-09-06, 09:32 AM
course if this works..lol :lol: it's not a huge leap from here to depth charges and a player DD.....of some description--:ping: :hmm:

VonHelsching
06-09-06, 09:56 AM
Great concept, CB..:up:

I'll have a look.

Is there any incident in the war that you know of, where a minelayer sub chased by a DD, dropped mines? Was this thing possible / impossible while chased?:88) Don't know jack about mines...

I have the feeling that minelaying should have been a delicate operation. Lay carefully, and then leave the area.

CB..
06-09-06, 10:15 AM
Great concept, CB..:up:

I'll have a look.

Is there any incident in the war that you know of, where a minelayer sub chased by a DD, dropped mines? Was this thing possible / impossible while chased?:88) Don't know jack about mines...

I have the feeling that minelaying should have been a delicate operation. Lay carefully, and then leave the area.

yup if it works then some degree of self control is needed--other wise any following DD is going to be toast--:yep:

i dont have any problem with just using them for harbour mining etc--
i never torp DD's --kinda spoils the fun--

there was certainly plenty of mining operations going on and pretty much as you say!! creep in lay the mines creep out again other wise you get attacked and they send the minesweepers in to clear the minefield--

be a nice change of pace trying to mine the harbour entrances especailly if there's some traffic --dunno if it'll take yet tho-- cant see why not--i reduced the torp speed to 0.001 knot (to give it some very minor drift) and set the mx range to 30000 metres so it shouldn't die unless it is triggered or gets one of those un explained self detonations you see occasionaly --

if it does work then some one perhaps can replace the torp model file with the bold canister model--edit the menu graphic and label for the G7e type II and it'll be an extra gameplay option--

if some one is really cool---they can take one the of type 9's- move all the torp tubes to the aft decking pointing vertically up wards--and you then have a genuine more or less authentic german WW2 minelayer sub

VonHelsching
06-09-06, 11:00 AM
if some one is really cool---they can take one the of type 9's- move all the torp tubes to the aft decking pointing vertically up wards--and you then have a genuine more or less authentic german WW2 minelayer sub

That's an awsome idea. Too bad no-one has ever added a playable sub (yet). It would be great, at least for a single mission, to mine the area in fron of a convoy and stick around to see what happens.

Another idea would be to make a model and make AI subs (in the .scr files) running around the minefields outside of harbors.

Apart fron the XB, which was the largest german sub ever built (2700 tn) there were also the smaller minelayer type VIID. Saw a documentary about one that was found near the American coast. Amazing.

CB..
06-09-06, 03:05 PM
That's an awsome idea. Too bad no-one has ever added a playable sub (yet). It would be great, at least for a single mission, to mine the area in fron of a convoy and stick around to see what happens.

Another idea would be to make a model and make AI subs (in the .scr files) running around the minefields outside of harbors.

Apart fron the XB, which was the largest german sub ever built (2700 tn) there were also the smaller minelayer type VIID. Saw a documentary about one that was found near the American coast. Amazing.

dont need a new sub --just to move the tubes--and that's just eye candy--

just take all the tubes and add them to the rear compartment -- do this via the basic.cfg

same difference- if there's an issue with increasing the aft tubes due to any node problems- then just increasing the aft internal external reserves and remove-ing the fore reserves so you leave port with twenty mines in the rear tubes and reserves - and only normal tirps in the front four tubes with no reloads or reserves--

they did use specail mines designed to be shot out normal torpedoe tubes - so less specailised subs could be dual roled--
i must be alone in not finding much difference between torping a ship and nailing one with a well placed mine--if this works i shall be sacrificing one of the type nines for this role with no qualms--perhaps even a type II as well--

bigboywooly
06-09-06, 03:13 PM
check this out http://uboat.net/types/xb.htm will make your eyes bulge :o

Type XB


"These boats were laid down as ocean-going submersibles, designed in 1938. They could carry up to 66 SMA mines in 30 mine shafts and up to 15 torpedoes. The XB class was special for that they only had two torpedo tubes at the stern. As transport boats they carried freight containers in the mine shafts (or had the freight containers welded on top of the lateral shafts, preventing their use for mines). At 2710 tons submerged and fully loaded they were the largest German U-boats ever built and they paid a penalty in diving speed and agility. 6 of the 8 boats built were sunk during the war (5 with all hands) but two survived the war."

http://i60.photobucket.com/albums/h22/bigboywooly/xb_2d.gif

CB..
06-09-06, 03:20 PM
looks good---try an experiment-- take the type II conning tower and place it on a type nine---or a type VII basic conning tower perhaps--

changing the conning tower should provide a brand new u-boat to play with--

Ducimus
06-09-06, 03:31 PM
Wow, so let me get this straight.

This mod replaces those worthless IIe's with stionary mines.
WIth this mod, i could load up my rear tubes and go mine laying?

Now that would be awesome!

Questions:
What depth do these mines set at?
One IIe = 1 mine?
Do you have to be in shallow water to release these mines and have them stay put?


Ill most definatly try this out this weekend, this is the kind of thing ive been looking for.

bigboywooly
06-09-06, 03:59 PM
Now it would be interesting if someone could create a mine instead of using a torp
Made small enough could carry more to a tube but not sure if that at all possible and would end up as a major alteration

Wonder if you would get renown for sinking a ship with a mine - especially if you have sailed miles away before they hit it

CB..
06-09-06, 04:28 PM
:up: well guys it works--- you can "shoot/lay" a type g7e II (yup the useless ones) out the topr tubes sail across the atlantic come back and it will stil be were you left it and will still sink you if you run it over--same with an enemy ship--
so it's all there--could do with some tweaks as i haven't sadly managed to increase the trigger range for the detonation as i had hoped --you still have to hit the thing (or a enemy ship does) but im sure that might be adjustable with a little more thought--

yup you can set the depth as normal for the torp/mine :yep:

one IIe one mine at the moment -:cry:

if i (or some one else) can suss out how to make it explode when a ship is just nearby (say within 500 metres) rather than having to collide with it then one mine can become a small mine field and six or seven can cover a harbour entrance quite succesfully--

but if you download the mod as is it's perfectly usable for experiments (see first post for D/L link)

i don't know what the situation is with renown earned if a ship hits a mine and sinks whilst your the other side of the atlantic--


.............
mean time heres a type nine d2 with a type vii conning tower

http://www.ebort2.co.uk/files/9d2b.jpg



http://www.ebort2.co.uk/files/9d2a.jpg


this combination of type nine hull and type vii conning tower needs some more file twitching to work properly but plenty of expert file twitchers around so it's perfectly possible to sort out--this is an actaul in game screen shot-- so that's half the battle looks a little like the XB
just a thought--

i reccomend just slapping some TII's on you favourite sub and going harbour sneaking--it's perfectly realistic for normal subs to occasionaly use mines from their tubes as you say so have some fun..

if i can edit the menu and picture for the TII's i'll let you know so then it will show as a mine on the shop window up grade options--:up:

bigboywooly
06-09-06, 04:37 PM
:up: excellant:up:
May have to have a crack at this one and have a play

Sub looks the part too

Ducimus
06-09-06, 04:37 PM
I wonder.

In the basic.cfg theres a remarked out section for an IXD1.

I wonder if its possible to renable that, and then simply move most of external stores inside. You have a much greater limit on internal stores (see XXI), its alot of external stores that are buggy (see orginal IXD2 layout).


Instant minelayer config ;)

CB..
06-09-06, 04:47 PM
I wonder.

In the basic.cfg theres a remarked out section for an IXD1.

I wonder if its possible to renable that, and then simply move most of external stores inside. You have a much greater limit on internal stores (see XXI), its alot of external stores that are buggy (see orginal IXD2 layout).


Instant minelayer config ;)

yes that's the sort of thing i was thinking about---im sure one of the expert cloners or guys who move guns around on the ships etc might be able to move the torp tubes on one of the subs so they are pointing up wards from the aft deck--but failing that sort of in depth modding--

the settings in the basic.cfg for torp loudouts would certainly do the job--
slap a load in the rear external stores---and off you go--either way this means even as stock you can load your sub with a few mines when your thinking of doing a harbour crawl--sink any ships you see with the torpedos then lay a few mines at the entrance for good luck on the way out lol:arrgh!:

bigboywooly
06-09-06, 04:47 PM
never noticed that before
I notice it doesnt have a SNK_MASK= attatched to it so can we use an existing one or make one from the hybrid 11/1X

http://uboat.net/types/ixd.htm


"These boats, designed in 1939-40, have been called IXD/41, IXD and my main source gives them as IX D1 and IX D2. The difference between D1 and D2 was mostly in engine layout and power. The D1 had teething troubles and the D2 boats had a more proven layout.
These were more than 500 tons heavier and almost 10 meters longer than the IXC/40. They were armed with 24 torpedoes in 6 tubes (4 at the bow and 2 at the stern) and had the secondary armament in the form of the Utof 105mm/45 deck gun with roughly 150 rounds of ammunition. In 1943-44 the torpedo tubes were removed from the D1 boats (U-180 (http://uboat.net/find_boat.php3?find_boat=180) and U-195 (http://uboat.net/find_boat.php3?find_boat=195)) and they converted for transport use. In their new role the could transport 252 tons of freight"

Rosencrantz
06-09-06, 05:01 PM
Hey! Great achievement!I'm allready planning to give it a try in a campaign, on the next patrol.How about the model which after launch will scuttle to the bottom?Is it possible to add more types of armament into the game? If it is, why not build up a proper model?-RC-

bigboywooly
06-09-06, 05:19 PM
crazy thought but could we not modify the deck gun to be in the sub but firing up?
that way if we can modify a shell to be a mine then we can carry a far greater payload of mines

CB..
06-09-06, 05:38 PM
Hey! Great achievement!I'm allready planning to give it a try in a campaign, on the next patrol.How about the model which after launch will scuttle to the bottom?Is it possible to add more types of armament into the game? If it is, why not build up a proper model?-RC-

well you can set the depth for the mine/trop as normal but it'll still unfortunately need to get within the normal magnetic detonation rageof the ships hull before it explodes--so basically the ship still needs to collide with the mine--
mind you with a type nine all loaded out with mine/torps you could pretty much cover the entrance to a port


Bigboywooly--
the deck gun idea is way too much for my meagre abilitys--

sergbuto
06-09-06, 06:16 PM
i don't know what the situation is with renown earned if a ship hits a mine and sinks whilst your the other side of the atlantic--

Ships are not 3D-rendered at large distances from the player-sub. Therefore, they will probably not be able to hit the mine on the other side of the atlantic. Just a guess.

bigboywooly
06-09-06, 06:29 PM
[quote=CB
Bigboywooly--
the deck gun idea is way too much for my meagre abilitys--[/quote]

Same as but while having a quick look around dat of subs would it not be possible to move the node (that the deck gun goes on) inside the boat
I have a rough grasp but have no idea how to do lol but IF the deck gun can be put there then its a matter of getting the gun to fire while below water

Not ideal but would be closer to RL and could carry as many mines as currently shells

Will have a ponder but there are people on this site that can and have moved nodes so that part may be the easiest

Then its a matter of altering shells the same as torps have been altered

CB..
06-09-06, 06:32 PM
Ships are not 3D-rendered at large distances from the player-sub. Therefore, they will probably not be able to hit the mine on the other side of the atlantic. Just a guess.
:up: yup it's highly un-likely --it's not a huge issue for me --might bug some folks tho--

you never hear of any german ships being sunk in the end campaign mission report and sooner or later one of them would trigger an air attack or run into a DD some-where on the map==

bigboywooly
06-09-06, 06:46 PM
If you have to be in the vicinity to get the kill then - providing you can lay enough mines - they would only be good for in front of convoy paths and at least then you can finish off damaged ships.
If they only damage ships close to you not much point in mining a port and leaving

CB..
06-10-06, 04:09 AM
never mind..

The Noob
06-10-06, 07:19 AM
Really Cool!:rock:

I've been waiting for this since long time!:up:

bigboywooly
06-10-06, 07:29 AM
never mind..

Not at all that just my opinion and has much to do with how the game actually works
Be nice to loose a spread of mines in front of a convoy or a port

Rosencrantz
06-10-06, 09:22 AM
CB.. wrote:
well you can set the depth for the mine/trop as normal but it'll still unfortunately need to get within the normal magnetic detonation rageof the ships hull before it explodes--so basically the ship still needs to collide with the mine--
mind you with a type nine all loaded out with mine/torps you could pretty much cover the entrance to a port





Can't the detonation range be changed? They used to lay the magnetic mines on the sea areas just 20 - 30 meters deep.



-RC-

CB..
06-10-06, 10:28 AM
Can't the detonation range be changed? They used to lay the magnetic mines on the sea areas just 20 - 30 meters deep.



-RC-

not by the normal editing rotes i have? AFAIK---i think if the collision box for this torp could be edited to make it much bigger then that would do the trick nicely--but it may be that all torps share the same model file (just different textures) so that would be no good -same with the magnetic pistol for the torp--
needs a bit of deep surgery--

Rosencrantz
06-11-06, 02:45 PM
Wish me luck, please.
My new captain of U22 just took couple of these things with him and is heading to the Channel in Sept. 1939. I didn't even test them before including them into the campaign, so I don't know what might happen. But certainly I allready got some extra feelings when leaving the port with these "things" and knowing what I'm gonna do... :up:


I'll leave another thread about the mines, so if anybody is interested in at all, please take a look for it.


-RC-

CB..
06-11-06, 04:12 PM
:up: i think if you approach the task from the realistic point of view that getting in laying the mines and getting our again and at no point being detected then you'll have a tense and enjoyable patrol--
if your upset at not getting tonnage then it'll probably be a dead loss!!

if you have some active allied port traffic moving in and out of a harbour
then you may get a kill or two--depending on how well and how many mines you lay--i should sit and watch the traffic --see where it tends to go--then lay your mines there--

but basically your job is to avoid detection--other wise they will just bring out the mine sweepers and your work is a waste--
so a minelaying mission is in fact the closest the game can come to to a genuine "espionage" assignment-- as not being detected at any point is of the HIGHEST priority..not one for the tonnage queens!

CCIP
06-11-06, 04:27 PM
What a great idea!

Yes, it's true that the mines will not work if you go off too far (more than 20 or 30k), but... well, I think a lot of players will want to sit there and cackle at the fruits of their labour from a safe distance when some poor schmuck runs over their mine a good 10 miles off.

See where you can get with this. If you can get the concept working, I am SO calling for some special minelaying missions in WaW. :up:

CB..
06-11-06, 04:41 PM
What a great idea!

Yes, it's true that the mines will not work if you go off too far (more than 20 or 30k), but... well, I think a lot of players will want to sit there and cackle at the fruits of their labour from a safe distance when some poor schmuck runs over their mine a good 10 miles off.

See where you can get with this. If you can get the concept working, I am SO calling for some special minelaying missions in WaW. :up:

stop worrying and start planning the missions it allready works--:lol:

the DL link is in the first post beginning of the thread--the read me is out of date--sadly i couldnt increase the detonation trigger range as i thought so it needs a collision to set them of --but apart from that it all works as required--

one extra point that may or may not be handy--even if you do leave the area----the mine will still be there when and if you return-

if you want to make your own--all you need do is reduce the speed of any torpedo with TT's tools to half a knot--and bingo it's a mine--

CB..
06-12-06, 03:46 AM
i kinda thought so:rotfl:

Tronics
06-13-06, 11:15 AM
Im sure theres a way to create an edit that would allow the boat to carry 66 (mines) like an actual XB?

CB..
06-13-06, 01:54 PM
yes either via the basic.cfg or the flottilla.cfg..here you can alter the number of torps you carry -the external stores can be extended etc :up:

U-Bones
06-13-06, 02:50 PM
yes either via the basic.cfg or the flottilla.cfg..here you can alter the number of torps you carry -the external stores can be extended etc :up:

basic.cfg - section shown - note the last two lines. dunno how far out the gui will spot you on these ;)

[SUBMARINE_AMMO6];IXB
Type=2
Version=0
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=5
ForeResExtra=2
AftResIntern=2
AftResExtern=2
....etc

CB..
06-13-06, 03:08 PM
yes either via the basic.cfg or the flottilla.cfg..here you can alter the number of torps you carry -the external stores can be extended etc :up:

basic.cfg - section shown - note the last two lines. dunno how far out the gui will spot you on these ;)

[SUBMARINE_AMMO6];IXB
Type=2
Version=0
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=5
ForeResExtra=2
AftResIntern=2
AftResExtern=2
....etc

yup you need to edit the flottilla cfg allso to allow for more of the mine torps to be available for use--