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-   -   How Do I get Unlimited Torpedos (https://www.subsim.com/radioroom/showthread.php?t=106433)

zaunkonigII 02-26-07 10:54 PM

So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?

Mush Martin 02-26-07 10:57 PM

Quote:

Originally Posted by zaunkonigII
So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?

Ja das is correct.

but with normal torp it would be no effect

I havent tried an ubertorp set for too deep

it might help my launch angles when using black swans
as AA projectiles.:|\\

zaunkonigII 02-26-07 11:06 PM

Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).

Mush Martin 02-26-07 11:18 PM

Quote:

Originally Posted by zaunkonigII
Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).

I bet you I could get a deckgun to fire on a type XXI

GSpector 02-26-07 11:26 PM

"Originally Posted by Mush Martin
Use mini tweaker

impule to 999999

and then

radius and effect to 99999

I got two black swans into orbit and out of the game."


This is what I see in Mini-Tweaker:

type =

depth =

max_dive_angle =

max_turn_angle =

impulse =

straight_run =

speed =

range =


I don't see radius or effect
:hmm:

zaunkonigII 02-26-07 11:48 PM

Mini-Tweaker Ubertorp 101
 
File: Torpedo.sim

Type = System value. Don't change.

Depth = Default depth for torpedo.

Max_Dive_Angle = What it says, in degrees.

Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.

Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.

Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.

Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)

Range = Duh. In meters.

-------

File: Torpedo.zon

MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.

MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion. I usually set mine to <100.

Hope this helps.

Mush Martin 02-26-07 11:56 PM

My bad
 
sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM

zaunkonigII 02-27-07 12:04 AM

Quote:

Originally Posted by Mush Martin
sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM

No prob, and apologies for all my transgressions :D . Really.

robbierob2005 03-01-07 06:44 PM

I tried to make some nuclear Torpedos myself :D


http://img59.imageshack.us/img59/397...2394140xn4.jpg

http://img293.imageshack.us/img293/5...2396375wa6.jpg


http://img185.imageshack.us/img185/7...2398421ju6.jpg

I shot this smaller ship right to the moon :lol:

http://img59.imageshack.us/img59/920...4754250vw3.jpg

Mush Martin 03-01-07 08:42 PM

How did it go
 
Nice hit :rotfl:

lifes better without event camera.

whats doing the re entry thing in the last shot a freighter?

I got great break up scenes of a destroyer breaking in the spin
at the top of the arc and come into the water like a bad day at
the space program.

(sadly those screenies are now deleted)

MM:|\\

GT182 03-01-07 08:54 PM

:hmm: :hmm: :hmm:

Be afraid...be very afraid! :yep:

LOL

Mush Martin 03-01-07 08:58 PM

Actually with my boat and these torps im not easily intimidated
shall we say.:arrgh!:

deerbolt 08-23-08 11:45 PM

torpedoes
 
i have done what is outlined below using SH3 Mini Tweaker and them tweakfiles

File: Torpedo.sim

Type = System value. Don't change.

Depth = Default depth for torpedo.

Max_Dive_Angle = What it says, in degrees.

Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.

Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.

Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.

Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)

Range = Duh. In meters.

-------

File: Torpedo.zon

MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.

MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion.

my question is this?

do the settings you altar in them 2 files get automatically inputted into the originals in C:\Program Files\Ubisoft\SilentHunterIII\data\Library. and if not how do i change them manually

thanks for any replies

USS Sea Tiger 08-24-08 01:05 AM

torpedo models
 
Is there only one 3d model for torpedos and differing skins or is there a different 3d model for each type torpedo?

Dietrich 08-24-08 07:37 AM

From what I can tell, there is one per torpedo type. However, I've been struggling with this for converting a torpedo to a mine, and can't get it to work at all.

Ref: http://www.subsim.com/radioroom/showthread.php?t=140078

I'd be very curious to know if you manage to change the 3D model of a torpedo at all! :yep:


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