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-   -   New mk28 type torpedo for fleet boats (https://www.subsim.com/radioroom/showthread.php?t=134287)

skwasjer 04-09-08 07:54 PM

Again (I've suggested this in the other thread), can't you reuse the 3D model of one of the other (longer) torpedo's? All you need to do is assign a different model id, remove the current one (the old model chunk) and optionally change the material parameters. Models can be assigned to multiple nodes, you don't even need to clone it...

The only thing to keep in mind is that models and materials must be ordered above the nodes that use them (meaning, the index must be lower)

M. Sarsfield 04-09-08 08:30 PM

I had much better luck with the Mk. 28 tonight (still original mod). I fired at a patrol boat at 2000 yards and then again at 1500 yards. Each time I fired, I told the TDC that the target was at zero speed. From the time of each firing to the time of impact the bearing of the target had changed about 15 degrees. The torpedo definitely likes the higher frequency warship screws.

I had the detonators set to magnetic, though, and without NSM installed, the damage was probably nil.

keltos01 04-10-08 01:12 AM

models assigned
 
skwasjer, does that mean that I could "assign" a porpoise tower the same way to my ijn sub ?

skwasjer 04-10-08 09:59 AM

Someone else has to answer this question, I am not really an expert in the upc/cfg department. But I think you can suffice with a couple of changes in those files, instead of needing to clone/copy/reuse the actual model(s) in the dat files.

keltos01 04-10-08 01:41 PM

torp description
 
found it !!!!:D will release new mk28 mod later tonight.

keltos01 04-10-08 03:28 PM

MK28 mod NEW
 
http://thumb14.webshots.net/t/58/758...4EzKKpH_th.jpg

http://thumb14.webshots.net/t/63/663...4FipAtQ_th.jpg


getting there but although I can choose the torp, when in boat they're all mk14 ?????

M. Sarsfield 04-10-08 03:58 PM

That is weird. Must be another ID that you missed somewhere.

keltos01 04-10-08 04:53 PM

i exported a rawchunk of the mk10 3d, erased the one from the mk27, imported the mk10 chunk and gave it the id if the mk27 3d , that part worked as you can see on the loadout the mk28 has a mk10 body now

skwasjer 04-10-08 05:22 PM

You don't have to 'clone' the model. You can just reuse the same id. If you look at some of the other torps, they are also sharing a model. Saves the game from loading duplicate models (saves memory).

keltos01 04-11-08 03:33 AM

how to get the new type ?
 
When I edit torpedoUS.sim with S3D I don't see the new type of torp under torpedo type, see:
http://img153.imageshack.us/img153/2...escopiewe1.jpg
I'd need it to display mk28 etc in that list, do you know where the type definition come from (what file)?

skwasjer 04-11-08 06:42 AM

That list can be configured for S3D, BUT, it is copied from a hardcoded game list and so extending it won't do any good. I think even elanaiba said you can't add torpedo's (because the game has some hardcoded id's) and you always have to reuse/change other torpedo's.

But that shouldn't be the problem. The game just thinks it's still a Mk27 internally, but you've changed it to look and behave like a Mk28, and this should work without problem. That said, I think there's just some other problem going on. I can have a look at your mod (if you upload the latest files), but I must add I have a couple of other requests from other members pending (+ my own project)...

skwas

keltos01 04-11-08 07:05 AM

more torps
 
will upload it tonight then, thanks Skwasjer :up:

Rockin Robbins 04-11-08 07:55 AM

Aye, here's a rub!
 
Quote:

Originally Posted by AlmightyTallest
Quote:

The MK 28 had to be fired at depths below 200' to keep it from picking up on SENNET's own propeller noises.

The deepest we can launch torpedoes from in SH4 is 99 feet. The Cutie was supposed to be launched from 199' and now the Mark 28 from below 200. I wonder if the maximum depth to use torpedoes can be modded in the game to correspond with reality. Looks like 225' would be sufficient. But there must be a source that gives the actual maximum depth from which torpedoes could be launched.

DrBeast 04-11-08 07:58 AM

Quote:

Originally Posted by Rockin Robbins
Quote:

Originally Posted by AlmightyTallest
Quote:

The MK 28 had to be fired at depths below 200' to keep it from picking up on SENNET's own propeller noises.

The deepest we can launch torpedoes from in SH4 is 99 feet. The Cutie was supposed to be launched from 199' and now the Mark 28 from below 200. I wonder if the maximum depth to use torpedoes can be modded in the game to correspond with reality. Looks like 225' would be sufficient. But there must be a source that gives the actual maximum depth from which torpedoes could be launched.

There's a TorpLaunchMaxDepth value in each sub's .cfg file (in Data\Submarine\NSS_Whatever). I wonder if changing that will do the trick...? After all, it is currently set at 30 METERS

M. Sarsfield 04-11-08 01:14 PM

30 meters is 98.425 feet. Sounds like you found it. :)


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