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Maybe not Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though |
I made a mine, it works. I need a new 3d model is all. Only downside is I only store 1 per torpedo instead of ~3.
I used a cutie as the model. Gave it a magnetic pistol with a radius about equal to 1/2 the length of the mine (cutie acoustic fish right now) so basically, if you touch the "mine" it blows. Works fine in testing. I might have released it for testing, I frankly don't remember. I can post it for you. Since it's a torpedo, if I can get AI units to fire torpedoes, I can make another "torpedo" that points to the real mine 3D model, and have the minelayers actually lay mines. tater |
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For the mines I was thinking something totally autonomous. It wouldn't rely on torpedoes to do it's work. I would be curious to see your mine work though :yep: |
I think that for mines can made time work in ... days and speed = 0 kts. And dual trigger.
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Most of the subs sunk by other subs were sunk by fleet boats, anyway ;) tater |
Yeah, denis, contact trigger (SH4 here, I don't have SH3) works as well. But it's at the tip, and direction matters. I had a ship hit a contact version from the tail side of the fish, and it never went off. Making it magnetic does the trick.
My goal was sub-launched mines since they played an important role in the early war in the Pacific—not because they were effective, they were terribly ineffective, but because torpedo shortages resulted in many boats being sent on semi-pointless mining missions for lack of fish :D tater |
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I really need help from someone familiar with the ammodamageinfo controller. The settings it contains I don't fully understand and need to set for the ships and subs torpedoes (for damage it inflicts on detonation). Would also like to get info on the amun_depthcharge controller settings for another idea of mine.
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That's the real issue with minelaying. They will wait until you are spotted, and then presumably will treat them as weapons. Usually mines were rolled off like DCs (they used special rails, too).
I suppose it would end up that the player would always be spotting a minelayer doing its business. In SH4, you could make a loadout for the minelayers where one has the mines installed in the eqp, and another doesn't. I'd then use the mined-up version with a trigger so that in certain areas, a player sub comes into an area in time to spot a minelayer making a minefield. |
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