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-   -   Idea for a new mod? (https://www.subsim.com/radioroom/showthread.php?t=129347)

fvd 01-21-08 02:03 PM

how?
 
Ok then, but how can we drag the attention of some good "modders" to this?

FIREWALL 01-21-08 02:14 PM

Quote:

Originally Posted by fvd
Ok then, but how can we drag the attention of some good "modders" to this?


BLACKMAIL :rotfl:

AVGWarhawk 01-21-08 03:03 PM

I have some very damning pictures of a few of them:hmm: Not sure. We keep bumping it along.

Fish40 01-21-08 03:52 PM

I found alot of info here:http://rds.yahoo.com/_ylt=A0geu7rEBZ....org/fleetsub/ All technical info on the inner workings of the Fleet Boat from declassified instructional booklets from the day. Basicly, the tube indicators that we have in the game were in reality lit up when the tubes were ready for fireing, includeing the muzzle and outer doors being in the open position.

fvd 01-21-08 04:17 PM

Quote:

Originally Posted by Fish40
I found alot of info here:http://rds.yahoo.com/_ylt=A0geu7rEBZ....org/fleetsub/ All technical info on the inner workings of the Fleet Boat from declassified instructional booklets from the day. Basicly, the tube indicators that we have in the game were in reality lit up when the tubes were ready for fireing, includeing the muzzle and outer doors being in the open position.

Great work Fish40, thanks!
Now that we know all this, we definately need this mod, it's proven to be "historically accurate" and not present in the game! :smug:
Ok, who's gonna make it?!

Fish40 01-21-08 05:22 PM

From the manual:
The ready lights are supposed to indicate that the tube is ready to fire, and they should light when:
(a) The muzzle door is fully open.
(b) The depth and speed setting spindles are fully retracted from the sockets in the torpedo.
(c) The drains and vents are closed.
(d) The impulse stop valve is open.
(e) The interlock lever is set at "Tube Ready to Fire."







According to the manual, The ready lights we see in the game should be lit when the criteria above is met. I'm telling you, there is a wealth of info here. Alot of questions, particularly about how the torpedoes were "set" while in the tubes is all answered here. A MUST see!!:up:

donut 01-21-08 05:44 PM

A must have labor of love SHIV
 
Take this mod to fruitition please,for your Captain:rock:

donut 02-06-08 08:38 PM

[REQ]Door open lite @150 Ft.depth
 
Quote:

Originally Posted by fvd
Hi all,

Is this a idea for a new mod or does this already exist?

Would'nt it be nice to have a visual control when torpedo doors are open?
Maybe a small green (or red) light underneath every torpedo tube?
There is place available right underneath the torpedo-panel (where you can switch between torpedo tubes and can see wheter or not these tubes are loaded).
If such a mod does not excist, is it possible to make it or is it just to difficult?

Thanks and regards,
fvd

Did this fine idea fall overboard ! Throw it a float:rock:

peabody 02-07-08 01:36 AM

I think this is a good idea. I have no idea how to mod, but a suggestion that "may" keep it simple. Change the light to flash red while loading, solid red when loaded and change to solid green when ready to fire. Whether that meets the "criteria" above or just to idicate the door is open. There is a message displayed that the door is opening and a message that the door is closing, could that be linked somehow to the color change?

Peabody

fvd 02-08-08 01:02 PM

yes please
 
Quote:

Originally Posted by donut
Quote:

Originally Posted by fvd
Hi all,

Is this a idea for a new mod or does this already exist?

Would'nt it be nice to have a visual control when torpedo doors are open?
Maybe a small green (or red) light underneath every torpedo tube?
There is place available right underneath the torpedo-panel (where you can switch between torpedo tubes and can see wheter or not these tubes are loaded).
If such a mod does not excist, is it possible to make it or is it just to difficult?

Thanks and regards,
fvd

Did this fine idea fall overboard ! Throw it a float:rock:

I really hope someone would actually make this mod, i'm always prepared to help also.
I'm waiting and hoping...

Let's all contact some "modders" and keep posting replies to this thread to keep it "sticky" and the idea alive!

Best regards,
fvd

Roger Dodger 02-08-08 06:37 PM

To keep things 'simple' how about just working on the lighting on the indicators:

Dark = Empty

Flashing Yellow = Loading

Solid Yellow = Loaded

Green (Flashing?) = Outer Door OPEN, ready to fire.

The first three are already there, so to change to the Green (Flashing?) should only require a trigger (that is also already there) and an addition to the Textures (?) or whatever file controls the torpedo fire control device.

It would be really nice to be reminded that one Outer Door is open BEFORE I Crash Dive. :up:

fvd 02-09-08 09:32 AM

Quote:

Originally Posted by Roger Dodger
To keep things 'simple' how about just working on the lighting on the indicators:

Dark = Empty

Flashing Yellow = Loading

Solid Yellow = Loaded

Green (Flashing?) = Outer Door OPEN, ready to fire.

The first three are already there, so to change to the Green (Flashing?) should only require a trigger (that is also already there) and an addition to the Textures (?) or whatever file controls the torpedo fire control device.

It would be really nice to be reminded that one Outer Door is open BEFORE I Crash Dive. :up:

Roger that Roger! :D

Yes, that's a good idea.
That will make it the most simple way to mod i think.
Do you know where to start looking?

Regards,
fvd


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