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-   -   PT boats that shoot torpedoes! (https://www.subsim.com/radioroom/showthread.php?t=126216)

TheDarkWraith 12-08-07 04:22 PM

Quote:

Originally Posted by tater
Not like you'd ever see where they came from playing realistically anyway (from your deck).

Presumably a similar technique will fire the AI torp from a launcher in SH4. Woot!.

Nice work.

tater

I plan to do this for SH4 also but after I make mines. I want to add the capability of launching mines from subs for Tomi's AI subs :yep:

bigboywooly 12-08-07 04:27 PM

Quote:

Originally Posted by tater
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

tater 12-08-07 04:31 PM

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

TheDarkWraith 12-08-07 04:32 PM

Quote:

Originally Posted by bigboywooly
Quote:

Originally Posted by tater
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

you wouldn't have to worry about that....due to some compromises and limitations in the way I finally got this to work the torpedo will pass through solid objects. At a predetermined range it will detonate (AI 'programs' this into the torp before firing it). Of the hundreds of things I tried to make this work this was the only way that works consistently.

TheDarkWraith 12-08-07 04:36 PM

Quote:

Originally Posted by tater
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

My AI torpedoes are sort of pseudo-torpedoes. They are but they aren't. It's very tricky to try to explain but it works. Tricking the game engine has never been so fun :D
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:

denis_469 12-08-07 04:40 PM

I think that for mines can made time work in ... days and speed = 0 kts. And dual trigger.

tater 12-08-07 04:41 PM

Quote:

Originally Posted by bigboywooly
Quote:

Originally Posted by tater
Not like you'd ever see where they came from playing realistically anyway (from your deck).

tater

Maybe
Maybe not

Be a bit of a bummer to get torpedoed by an enemy sub running parallel to yourself though

I shoot at large gyro angles all the time, course I'm in a fleet boat, not a s-boat with naught but a banjo :)

Most of the subs sunk by other subs were sunk by fleet boats, anyway ;)

tater

tater 12-08-07 04:44 PM

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

denis_469 12-08-07 04:56 PM

Quote:

Originally Posted by 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

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

TheDarkWraith 12-08-07 05:14 PM

Quote:

Originally Posted by denis_469
Quote:

Originally Posted by 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

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

working on that one now. How were these mines laid? Were they shot out of a cannon or how were they deployed? Were they deployed at close range, long range, etc.?

denis_469 12-08-07 05:17 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by denis_469
Quote:

Originally Posted by 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

I know about triggers and war patrols US subs for minelaying. But may be can made AI mines for AI surface ships and AI subs for SH3?

working on that one now. How were these mines laid? Were they shot out of a cannon or how were they deployed? Were they deployed at close range, long range, etc.?

Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

TheDarkWraith 12-08-07 05:17 PM

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.

TheDarkWraith 12-08-07 05:20 PM

Quote:

Originally Posted by denis_469
Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

Theoretically, using the way I launch the new AI torps could be applied to the mines with some tweaks to account for the differences. There's only one catch - anytime the enemy is spotted it will start laying mines out till it runs out of mines.

denis_469 12-08-07 05:24 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by denis_469
Unknow, but think that in close range from minelayers. May be like torpedo with speed 0 kts. It's simple idea and all:oops:

Theoretically, using the way I launch the new AI torps could be applied to the mines with some tweaks to account for the differences. There's only one catch - anytime the enemy is spotted it will start laying mines out till it runs out of mines.

May be you right. In first time may be made so. After release we can see what need improved. But mines would be floating.

tater 12-08-07 06:11 PM

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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