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

NiclDoe 12-03-07 04:00 PM

is it on youtube?

TheDarkWraith 12-03-07 04:04 PM

Quote:

Originally Posted by NiclDoe
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

U49 12-03-07 04:24 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by NiclDoe
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

:up:
Now, I will stay awake for this :yep:

MUST SEE ....... :D

TheDarkWraith 12-03-07 04:44 PM

Quote:

Originally Posted by U49
Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by NiclDoe
is it on youtube?

I'll post a link to the video when it's uploaded and ready :yep:

:up:
Now, I will stay awake for this :yep:

MUST SEE ....... :D

1 hour, 10 minutes to go. While this is uploading I'm seeing if I can make the torpedo impact via magnetic detonation :yep:

Steel_Tomb 12-03-07 04:51 PM

:huh: Oh wow this is big news...before I hated AI subs because they only used the deck gun.

Just had a eureka moment...you know you sometimes get AI subs like a s-class submerged with its periscope showing? if it "sees" you will it fire torpedos?!?!:o:o:o

TheDarkWraith 12-03-07 05:05 PM

Quote:

Originally Posted by Steel_Tomb
:huh: Oh wow this is big news...before I hated AI subs because they only used the deck gun.

Just had a eureka moment...you know you sometimes get AI subs like a s-class submerged with its periscope showing? if it "sees" you will it fire torpedos?!?!:o:o:o

by the method I used to make this work, in theory, yes, submerged subs should be able to shoot torpedoes also. This is the next item in line to get this new idea of mine. I should be able to start working on it tonight or tomorrow. Hopefully will have more information on the subs part of it by tomorrow.
Also because of the method I used to make this work this can be added to virtually anything.....:up:

U49 12-03-07 05:17 PM

Quote:

Originally Posted by Racerboy
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

TheDarkWraith 12-03-07 05:22 PM

Quote:

Originally Posted by U49
Quote:

Originally Posted by Racerboy
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

iambecomelife 12-03-07 05:45 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by U49
Quote:

Originally Posted by Racerboy
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

Great. I can't wait to see them on the larger units, too, like destroyers, cruisers, and the "Nelson" & "Rodney". One of the best things about SH2 was when you would have two huge task forces duking it out and suddenly a torpedo launched by an AI vessel would slam into one of their enemies. Very dramatic - and now we'll get to see it again in SH3. :smug:

Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

TheDarkWraith 12-03-07 05:54 PM

Quote:

Originally Posted by iambecomelife
Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by U49
Quote:

Originally Posted by Racerboy
Also because of the method I used to make this work this can be added to virtually anything.....:up:

Torpedo bombers????? :o

once again, in theory, yes! Will be trying that out also after I experiment with the AI subs. I don't see any reason why the torpedo bombers wouldn't work. Actually those are going to be easier to do than the AI subs....:lol:

Great. I can't wait to see them on the larger units, too, like destroyers, cruisers, and the "Nelson" & "Rodney". One of the best things about SH2 was when you would have two huge task forces duking it out and suddenly a torpedo launched by an AI vessel would slam into one of their enemies. Very dramatic - and now we'll get to see it again in SH3. :smug:

Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

yes, the number of torpedoes can be varied per each type of unit. Each unit type can have it's own number of torpedoes, even different kinds of torpedoes...:yep:

U49 12-03-07 05:56 PM

Quote:

Originally Posted by iambecomelife
Can you give each type of unit an appropriate number of torpedoes or are they infinite? If they are limited, maybe there could be one for a single-engine bomber, two for a larger bomber, four for most patrol craft, and 8-10 for large surface ships.

If we can manipulate the value, there should be no problem to find out the exact ammo load capacity for each plane or vessel :yep:
Just tried to find out for He111 and it just cost me about 1 minute to find the data. :up:

Anvart 12-03-07 06:02 PM

All this already was... more 1.5 year ago... ;)

bookworm_020 12-03-07 06:04 PM

Don't worry to much about creating a magnetic version of the torpedos, as I believe most air dropped or ship lauched torpeos were contact fuse anyway.

A great breakthrough:up:

NiclDoe 12-03-07 06:08 PM

The hour is up and still no movie.:cry:

TheDarkWraith 12-03-07 06:12 PM

Quote:

Originally Posted by NiclDoe
The hour is up and still no movie.:cry:

available here: http://dodownload.filefront.com/9184...9bad71f9c07173


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