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-   -   PT boats with "virtual" torpedoes (now as mod) (https://www.subsim.com/radioroom/showthread.php?t=83584)

CCIP 08-25-05 01:58 AM

Well, let's just say I put a battleship turret on a Catalina today, and it certainly worked. It wasn't 100% accurate, but very good; and it would probably be less so if we could slow down the 'rockets', but still deadly enough. The one thing I'd be worried about is reload time - so that there's only one shot, and that's it.

Planes, by the way, do not go into attack runs unless they're armed with bombs or D/C's. Once those are dropped, the planes leave no matter what other weapons they have. But they will shoot all weapons they have while they're on their attack run. Since they fly directly at the sub while on their attack run, they have no problem aiming gun-type weapons properly.

I think it can work, if we can give them the right "gun" for it :hmm:

Pkunzipper 08-25-05 02:26 AM

...and now wolfpacks...
 
Great news!

What about adding torpedo to AI german subs (ther are only type II and VII), they always stay on surface, but if you can lower their visibility, as if they where submerged with only the periscope up we can get closer to simulate wolfpacks...

Commander1980 08-25-05 02:27 AM

Maybe it is possible with using bombs? Can you replace the position of the node to 1000 meters above the boat, so it is nearly invisible? But i do not know if boats can release bombs.

sergbuto 08-25-05 02:30 AM

Quote:

Originally Posted by CCIP
I think it can work, if we can give them the right "gun" for it :hmm:

I have "spare" 4-barrel 14-inch gun I could try for that :) if you give me a 100% airattack situation (I do not have much experience with the mission editor yet).

Farside 08-25-05 10:42 AM

*big sneeze*

different topic entitled 'look what i've found'

Quote:

Originally Posted by Farside
Quote:

Originally Posted by Commander1980
Something more serious:
I was experimenting with the Elco/Schnellboot to make torpedoboat-attacks on ships possible and armed them with the 6inch secondary gun from the Revenge-battleship. That gun has no turret and nearly disappeared in the 3D-model of the Schnellboot, but was still able to fire and 6 boats managed to sink a Dido-Cruiser... ;)

maybe we could use this as 'pretend' torpedos until a further time when we get torps working?


stljeffbb1 08-25-05 11:55 AM

Are there rockets in the game....I must admit I've never played that far into it to see.....If rockets can be added to PT boats and airplanes, this might be the closest thing to torpedos yet!

:sunny:

-Jeff

CCIP 08-25-05 11:57 AM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by CCIP
I think it can work, if we can give them the right "gun" for it :hmm:

I have "spare" 4-barrel 14-inch gun I could try for that :) if you give me a 100% airattack situation (I do not have much experience with the mission editor yet).

http://rapidshare.de/files/4358418/Test.zip.html

Just put this into the SingleMission folders (either English or German).

You'll be attacked by 3 catalinas with the 4x500lb loadout, so that's the loadout you have to edit in the .eqp if you want to add and test the 'rockets'. Just make sure you keep some bombs on the plane, otherwise it won't go into attack runs and just leave.

HundertzehnGustav 08-25-05 11:59 AM

Quote:

Do airplanes strafe often?


Hell sergbuto, if you were sitting in a Beaufighter, armed with Eight 60 Pound Rockets and a 21 Inch torpedo, PLUS Four 20 mm Hispano Guns with high explosive and Armorpiercing Bullets....
would you use them?

I gotta show you sumfink :yep: *pulls Sergs Nose* :up:

look here
http://lt.macfly.free.fr/images/avions/beaufighter.jpg

:arrgh!:
or here
http://www.aeroplaneart.com.au/Image...eaufighter.jpg

MMMMH, i often use Beaufighters in CFS3, and they absolutrely ROCK against enemy shipping. :D
Aint nuttn better against Subs i guess.

CCIP 08-25-05 12:13 PM

You know, we could stick some heavier machineguns under these things' wings, too :hmm:

sergbuto 08-29-05 04:28 PM

Quote:

Originally Posted by CCIP
http://rapidshare.de/files/4358418/Test.zip.html

Just put this into the SingleMission folders (either English or German).

You'll be attacked by 3 catalinas with the 4x500lb loadout, so that's the loadout you have to edit in the .eqp if you want to add and test the 'rockets'. Just make sure you keep some bombs on the plane, otherwise it won't go into attack runs and just leave.

Did testing and had to give up on the idea of having "rockets" on the plane. Since I failed to adjust reloading times or ammo amount, the plane never leaves and keeps shooting the "rockets".

But the principle works well for PT-boats and AI U-boats because they have to follow assigned waypoints and leave immediately after attack.

CCIP 08-29-05 05:00 PM

Really? I was under the impression they'd stop attacking as soon as they dropped all their bombs. :hmm:

iambecomelife 08-29-05 06:19 PM

Quote:

Originally Posted by CCIP
Well, let's just say I put a battleship turret on a Catalina today, and it certainly worked. It wasn't 100% accurate, but very good; and it would probably be less so if we could slow down the 'rockets', but still deadly enough. The one thing I'd be worried about is reload time - so that there's only one shot, and that's it.

Planes, by the way, do not go into attack runs unless they're armed with bombs or D/C's. Once those are dropped, the planes leave no matter what other weapons they have. But they will shoot all weapons they have while they're on their attack run. Since they fly directly at the sub while on their attack run, they have no problem aiming gun-type weapons properly.

I think it can work, if we can give them the right "gun" for it :hmm:

Actually, I had a very interesting mission a couple of days ago that involved several dozen avengers attacking a Japanese convoy off Guadalcanal. The avengers dropped their payload and several minutes afterwards, about three or four of them came back to shoot up the Japanese cargo ships with their rear turrets. It was exciting but pretty weird - especially since there seemed to be no reason why the game selected only those particular planes to come back. Maybe someone could try to decipher the AI behind strafing attacks...?

stljeffbb1 08-29-05 06:52 PM

Hi iambecomelife....just curious, what mods do you play? Especially keen to know which mods have Japanese traffic off of Guadalcanal.....has someone put in all of the historic Japanese traffic too? :hmm:

Thanks,

-Jeff

iambecomelife 08-29-05 07:00 PM

Quote:

Originally Posted by stljeffbb1
Hi iambecomelife....just curious, what mods do you play? Especially keen to know which mods have Japanese traffic off of Guadalcanal.....has someone put in all of the historic Japanese traffic too? :hmm:

Thanks,

-Jeff

I created a single mission with the MB; it wasn't a campaign mission. I modded the game myself by giving the Japanese larger merchant ships and "Soldati" destroyers. I also gave the U.S. an "Atlanta" class cruiser (another homemade mod) that finished off some of the bomb-crippled ships. This is all a test run for a possible Pacific campaign, if enough people in the community seem interested.

stljeffbb1 08-29-05 10:13 PM

I would be interested in a Pacific campaign....I've already tinkered just a little bit with that idea....there have been a couple of mystery threads over at the SH3 boards suggesting that SH4 and/or the expansion pack would be a Japanese sim, but who knows? :-j

-Jeff


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