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Door torpedo tube open ... or closed ?
Hello,
When we play multiplayers, in the heat of the moment, sometimes we forgot to open a door torpedo tube. You easily understand what is happening so ... We had the idea of modeling lights to indicate if the door is open or closed. But we do not know how to create the code that connects to the position of the door. Does anyone know if this is feasible? Thank you. Gibus P.S. : I have a picture to show but I do not know how to insert in the text. People ask me a URL, but the image is on my PC. How do? |
This was talked about and hoped for a long time ago. I don't know if it was ever made a reality:hmmm: Here is one of the threadshttp://www.subsim.com/radioroom/showthread.php?t=129347&highlight=torpedo+tube+doo r+indicator+lights:
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there is a better way to make sure that doors are opened. Every sub got its own sim-file. For example open your balao-sim-file with S3D At node 12 wpn_SubTorpedoSys and his subnode 13 you will see these settings in Stock SH4 : auto_open = true Change it to : auto_open = false The you can only shoot with opened doors ! Regards Maddy |
Hi Maddy,
I do not know if the way is better because with our idea, we have an immediate view of all the tubes. Link to our idea: http://www.mille-sabords.com/forum/i...dpost&p=311014 By default, your solution is better than doing nothing. We will test and adoption if nobody can develop the idea of the lights. Thank you. Regards. Gibus |
Hi Maddy,
I tested your solution in career mode. It works perfectly (I had high hopes but it is always wise to check) and I tested also wakeless Mk16. A small wonder these torpedoes! I sank the CVE Junyo during his trip from Manila to Mako December 1, 1944 (3 torpedoes) and BB Haruna left Singapore on November 29 (4 torpedoes). The shooting taking place at over 6,000 meters, the destroyers are totally lost and stop to listen not knowing anything else. I tried to draw one, but he intends to get the torpedo and starts like a rabbit from 1 to 15 knots in a few tiny seconds. So I will propose your solution to the French community. However, I still have not abandoned the original idea. I would like to submit for your consideration the following observation: When you resume a backup, the status of the doors tubes is returned. So if they are written in a backup file (uncoded), although it must be a way to retrieve information for connecting the LEDs. No? Thank you for your opinion. Regards. Gibus |
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Gibus, would you release a mod for JSGME that makes the Mark 16's wakeless?:salute: |
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The basic problem is that Uboats had a maximum of six tubes and as SH4 is built on Uboat tech, the facility is not there for all ten tubes to have indicators. The first six can have indicator lights though, but will need an unorthodox approach to get round some of the limitations of the engine - is that any use? You can also set them up to be clickabe to open and close the doors.
It's been a long time since I played - what do the US indicators do for the panel that is there? Do they change colour between loading (white?) ready (green?) and empty (red?). |
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I want to be sure I understood the meaning of this sentence. Do you want to develop and explain how to do it, please? Gibus |
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Happy Hunting! Art |
OK, is this something you want to do in 2D, or in 3D - e.g. in the periscope screen, or in the conning tower itself?
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Probably because you have been so busy finishing off the "Distance to Track" feature for the 3-D TDC? Amiright? :D JCC |
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To be honest, it indifferent to me. I prefer a simple solution that works rather than an elegant solution that is useless. In summary, we would like an indicator for each open tube (green), closed (red). See here, please: http://www.mille-sabords.com/forum/i...dpost&p=311014 Regards. Gibus |
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Reading your question, I understand that you would offer me a solution. Is that correct? Regards. Gibus |
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