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or maybe you're trying to launch at vary large angle |
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yes that happens when you get below 450+ feet. I think it's related to the engine :( |
:yeah:Thanks for the Hard work !! :rock:
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antiship missiles
How do you make the ship carry half missiles and half torpedoes or all torpedoes or all ship missiles because when i go into battle with the ohio for a quick battle i only have 2 anti ship missiles and i want more!
thanks jj :) |
When I play this sub in career mode I get the same mission/patrol every time. Can anyone help me as to how to fix this?
I'm running version 1.5 If you direct me to a mod to help with this please give me a working link. I've tried to look around for answers but failed. |
Down loaded beta 0.2
Running SH4 1.5 with U-Boat add on and a few other mods. First the good news... Runs well, looks good and great fun to kick the heck out of the Japs. :yeah: Torpedo attacks against Escorts I had to manually adjust the settings which is alright, frontal attacks have resulted in more Torp misses by going a stray! :huh: But attacks from behind a convoy they all hit but not always the target I would like. :haha: Now the bad news... The missiles do not hit a moving or stationary target see pics below. http://img193.imageshack.us/img193/77/ma1ar.jpg http://img822.imageshack.us/img822/7631/ma2n.jpg http://img703.imageshack.us/img703/2591/ma3ni.jpg The problem looks like they fly a shade too high, if they fly at a lower level the odds of a hit would be better. http://img560.imageshack.us/img560/9631/ma4yl.jpg Apart from that finding this is a good mod. :up: Hope my findings were of use. |
The missiles are unguided. So it's hard to hit a target. You have to be almost on top of them to get a hit. The mod is great. The only problem I have is I get the same missions over and over again.
Still waiting for a reply on how to resolve this issue..:06: I also thing it could be better if the submarine's inside was based on more of the larger type in the game. |
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Indeed I know the missiles fly only in a straight line but with a tweak to make them fly a shade lower the odds of a hit would improve. I was thinking of taking on a Warship convoy blast a hole in their protection screen with the missiles then flank speed into the gap and unleash the torps. As for getting the same patrol area that happens to me as well, just complete the task and sail to the nearest base to pick up more Torps and set course to where ever as I do. I do the mission and about three to four patrols of my own then head on home for some shore leave. |
Hi people!
Sorry for being harder to reach, real life problems are to blame... :( On the missile flight altitude, in fact, if I remember correctly, the height is not very relevant to the simulation, because the missile is is fact a torpedo-logic that travels under water, but the 3D model is raised above water along with the particle generator that creates the faint smoke trail. So even if the missile model flies over the target, it will still detonate because the engine looks for the collision of the 3D_model_origin which is underwater and is invisible. At the time when I did this mod I tried to make the torpedo go up above the water (model+logic) but I could not, so I decided to just increase its speed, tweak the explosive power, change the 3D model and also lift the visible model above water. That is why missiles should detonate when seemingly flying over ships. Concerning the guidance, I tried to make a guided missile, but the problem was I think that the course corrections were made as for a slow torpedo (in terms of time-to-turn). If the missile goes much faster, then the engine over-corrects the course and the missile does some very strange things (e.g. turns around). I think the engine calculates at a given moment how much (seconds) to turn the torpedo left or right considering a ?hard-coded? low torpedo speed and then does the correction. If I increase the torpedo speed then it turns too much. Please anyone who can confirm this or otherwise, give me a message here or PM. Concerning the repeating career missions I do not have an answer yet. I will come back when I have the problem solved (I didn't test this mod for the campaign much, I just saw that it didn't crash the game, but not much more). I hope these help. |
I ran some tests and the results were odd. I created very basic one mission against a flat top and battleship...the flat top came first in to view so I fired off two missiles against this slow moving target doing 5 knots and yes they hit. In the campaign against a merchant doing the same speed and they miss & flew over the target. :hmmm:
I'm going to try a full load of missiles against the first merchant convoy I come across and let you know of the outcome. BTW: Thanks for getting back. :up: |
there is a 1.4 version of this mod in the downloads section, download that and copy flotillas.upc and careestart.upc in the campaign folder and replace it with your current mod.
This will fix the repeating mission. I like tomagabriel's missiles alltough they go in a straight line it's fun to align your boat to make the hit. I also changed it speed, it go's even faster and when the missile hits the other ships better stay away because it can take several more when they are in the area. made a dang nuclear warhead :p |
Some results against single targets..
Range: 2000 Target: Large Modern Tanker Periscope Depth Fired one missile head on, hit Surfaced Range 1900, target now side on, fired two missiles both hit. ------------------------------------------------------------------- Range: 5300 Target: Medium Old Tanker Periscope Depth Fired one missile head on, hit then fired two more missiles both missed flew over the ship ------------------------------------------------------------------- Range: 4900 Target: Convoy, multi targets Periscope Depth Fired four missiles at four targets all missed, one flew over the bow of the ship, two others mid section and the fourth also mid section of target ship and flew over another ship mid section ------------------------------------------------------------------- I still think a slightly lower height on the missiles would result in better hit rate. I removed all mods apart from the U-Boat add on to test this. Great fun without question. :yeah: |
@STEED
Hm, interesting... I will look into this. |
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Does anyone know any mods that are playable with this mod? @ STEED, thank man for the help. I will have to make it realistic I suppose and do a 3 month patrol like the do in real life. EDIT: It says the files are not available for download. |
I got the game set on easy as I'm only playing for fun with this mod. I have been trying the auto lock and manually with the missiles, these findings are early as I'm giving this a good test.
So far.. Auto targeting 1 in 6 hit home :hmmm: Manual targeting 1 in 4 hit home :hmmm: Still testing.. |
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