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-   -   [REL] AI launched torpedoes (https://www.subsim.com/radioroom/showthread.php?t=154068)

Rockin Robbins 08-03-09 09:22 PM

This smells like as lousy an idea as Ducimus' evil airplanes.:D I have to confess that when he announced that I thought it was the stupidest thing anybody ever thought of. And when I played with it I realized that it was genius, the best new idea in Silent Hunter 4 to date.

I think this is another one of those game-changer ideas that will force us to operate with a little more fear and in a little less Rambo-like fashion. If we're setting up a surface attack and a fleet of six torpedo boats with two or four of these torpedoes charges us from two directions at 30 knots, what do you think our reaction would be?

Did the Japanese have E-Boats or the equivalent? They certainly were good at destroyers and torpedoes, so something can be cooked up in any event. This promises to mess up our nice tidy game and introduce a little refreshing mayhem!:salute:

keltos01 08-04-09 05:58 AM

Quote:

Originally Posted by Rockin Robbins (Post 1144382)
This smells like as lousy an idea as Ducimus' evil airplanes.:D I have to confess that when he announced that I thought it was the stupidest thing anybody ever thought of. And when I played with it I realized that it was genius, the best new idea in Silent Hunter 4 to date.
I agree !
I think this is another one of those game-changer ideas that will force us to operate with a little more fear and in a little less Rambo-like fashion.thus more realistically If we're setting up a surface attack and a fleet of six torpedo boats with two or four of these torpedoes charges us from two directions at 30 knots, what do you think our reaction would be?
dive dive dive !
Did the Japanese have E-Boats or the equivalent? yes but bigger, see below They certainly were good at destroyers and torpedoes, so something can be cooked up in any event. This promises to mess up our nice tidy game and introduce a little refreshing mayhem!:salute:

http://img205.imageshack.us/img205/1...pedoboats1.jpg

http://img35.imageshack.us/img35/471...pedoboats2.jpg



http://forum.axishistory.com/viewtopic.php?t=68979



http://img38.imageshack.us/img38/511...mozuru1939.jpg

Tomozuru was one of four Chidori-class torpedo boats of the Imperial Japanese Navy. She capsized in a storm on March 12, 1934, shortly after her completion. Her loss forced the IJN to review the stability of all of its recently completed, still building and planned ships. She was salvaged and put back into service after extensive modifications. She saw service in the Battle of the Philippines and the Dutch East Indies campaign as escorts and continued in that role for the rest of the war.

http://en.wikipedia.org/wiki/Japanes..._boat_Tomozuru

They also had smaller Torpedo Boats :

http://img190.imageshack.us/img190/6...doboatno21.jpg


http://commons.wikimedia.org/wiki/Fi...t_No2_1941.jpg


type 101 torpedo boat :

http://img205.imageshack.us/img205/3...ttype101ar.jpg

http://commons.wikimedia.org/wiki/Fi...round_1943.jpg

type 241 torpedo boat :

http://img10.imageshack.us/img10/632...doboattype.jpg

http://commons.wikimedia.org/wiki/Fi...pe241_1944.jpg

torpedo boat n° 14 :

http://img40.imageshack.us/img40/880...doboatno14.jpg

http://commons.wikimedia.org/wiki/Fi..._No14_1944.jpg

IJN torpedo boat main picture page :

http://commons.wikimedia.org/wiki/Ca..._Japanese_Navy

keltos

keltos01 08-04-09 08:27 AM

more on japanese torpedo boats classes :

http://www.probertencyclopaedia.com/...+Boat&offset=0

do you know which are already modelled in game if any ?

Miner1436 could maybe make a few ?

keltos

miner1436 08-04-09 11:34 AM

I might give it a shot in the future, but for now im taking a break from modding.

DarkFish 08-04-09 01:35 PM

Quote:

Originally Posted by peabody (Post 1144368)
Fantastic idea. Very clever.

Just a suggestion on the issue of stationary/slow moving targets. You have the Particle generator/object linked to the MK14. What about making one of the torpedos acoustic. (I know the cutie is already, but it is slow and underpowered for this use.) Wouldn't that solve the problem of accurate aiming for faster ships? You would still have to be "in the ballpark" or the acoustic wouldn't pick up the target. And then you could create missions with surface AI ships assisting an attack. Of couse I would put a rather small limit on the available ammo or it would keep shooting until everything is sunk.

Thanks for the great work.

Peabody

You could fire any torpedo you want, just change the ID the object particle links to in the torpedospawnfx.dat file. But I don't think a modified cutie would work as it would simply go after the ship that fired the torpedo, I guess.
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.

There is already a limit on the ammo, right now it has 4 torpedoes launching 20 seconds apart.

Also, I updated the file to fix problems with deep running torps, in the latest version (just uploaded to FileFront) even with 15m/s wind 2/3 of all torpedoes still hit the target. (depending on target draft of course, 7,5 ft in this case)
At longer ranges (from about 2500 m) the problem seems to cure itself with all torpedoes suddenly rising to their normal depth:hmmm:, but so far I didn't succeed in shortening this distance.

The Fishlord 08-04-09 02:26 PM

Quote:

Originally Posted by DarkFish (Post 1144723)
You could fire any torpedo you want, just change the ID the object particle links to in the torpedospawnfx.dat file. But I don't think a modified cutie would work as it would simply go after the ship that fired the torpedo, I guess.
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.

There is already a limit on the ammo, right now it has 4 torpedoes launching 20 seconds apart.

Also, I updated the file to fix problems with deep running torps, in the latest version (just uploaded to FileFront) even with 15m/s wind 2/3 of all torpedoes still hit the target. (depending on target draft of course, 7,5 ft in this case)
At longer ranges (from about 2500 m) the problem seems to cure itself with all torpedoes suddenly rising to their normal depth:hmmm:, but so far I didn't succeed in shortening this distance.

That's still waaay better than nothing, great job. Since this is a modified gun I guess it won't fire underwater though? So no chance of seeing intelligent enemy subs...

Speaking of Japanese torpedo boats...

http://en.wikipedia.org/wiki/File:Shimakaze.jpg

This is the only remaining picture of HIJMS Shimakaze. She had hands down probably the biggest broadside of her tonnage class of the war - six five inchers and 15 Long Lances, which gave her a huge edge in night fighting. To top it off she could scurry along at 40 knots with an experimental turbine.

Dang, the Japanese could have done a lot more damage than they did IRL...imagine encountering this baby ingame, with torpedos all loaded up. :o

peabody 08-04-09 04:34 PM

Quote:

Originally Posted by DarkFish (Post 1144723)
FYI, there are no custom torpedoes included, it just uses the stock ones. If you want a torpedo to go faster you would have to modify one of the already existing ones. Maybe cloning it, but I don't know what effect that would have on the 'playable' ones.

I don't think you can clone a torpedo, you would have to modify one in the sim file and make it acoustic. I don't know if the ship will only use the US torpedos or if it will use the German ones, never tried it. But Keltos tried to add a new torpedo and it wouldn't work. And someone mentioned you can modify them but can't add any. I think if the straight run distance was far enough it shouldn't come back to hit you, but of course I never tested it, since until now, I didn't know you could make them work. :03:

Peabody

keltos01 08-04-09 05:15 PM

you cannot clone a torpedo. period. but you could modify a relatively less used one into what you need :yep:

thanks to all the modders out there this game is starting to look like something !

guess they should hire us all ;)

keltos

U-46 Commander 08-04-09 05:20 PM

They should! I would probably only be a tester though. Can't mod, can paint a little.

keltos01 08-09-09 09:20 AM

what a mix with Miner1436's PT boat !

:yeah::yeah:

keltos

Akula4745 08-09-09 12:55 PM

Many thanks for this fine mod!!!

iambecomelife 08-28-09 07:26 PM

Just so you know, I think I managed to make an improvement to the latest version. I reset the initial velocity to 0.25 from 1 and I changed the alignment to "Worldaligned" from "Motion Aligned".

Before making these changes, a group of Fletcher DD's attacked two Japanese battleships and scored a single hit, with most of the torpedoes being deep runners. Two destroyers were lost and I sank both BB's with my sub.

After making the changes, in the same test mission the Fletchers sank both of the battleships with no help, scoring at least five hits with no deep runners. No destroyers were lost.

keltos01 08-29-09 03:13 AM

Quote:

Originally Posted by iambecomelife (Post 1161099)
Just so you know, I think I managed to make an improvement to the latest version. I reset the initial velocity to 0.25 from 1 and I changed the alignment to "Worldaligned" from "Motion Aligned".

Before making these changes, a group of Fletcher DD's attacked two Japanese battleships and scored a single hit, with most of the torpedoes being deep runners. Two destroyers were lost and I sank both BB's with my sub.

After making the changes, in the same test mission the Fletchers sank both of the battleships with no help, scoring at least five hits with no deep runners. No destroyers were lost.

can you post the improved version or send it to Darkfish ?

nice find !

keltos

polyfiller 08-29-09 04:05 AM

Yes - nice peice of tuning Iambecomelife.... I'll make these changes to the TSWSM code and see what happens. For those who haven't seen my "other" post .... I have been able to get a submerged AI controlled submarine to fire these little babies :D

keltos01 08-29-09 05:48 AM

Quote:

Originally Posted by polyfiller (Post 1161211)
Yes - nice peice of tuning Iambecomelife.... I'll make these changes to the TSWSM code and see what happens. For those who haven't seen my "other" post .... I have been able to get a submerged AI controlled submarine to fire these little babies :D

That's a nice find ! Peabody also has a few surprises coming in the IJN camapign... ;)

keltos


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