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[wip] british torpedoes mark VIII and VIII**
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I need intel on how they set the giros on the british torpedoes if any ? it seems they did , then I shouldn't set the turn angle on the .sim to 0 but maybe less than the US's 135 degrees ? I am trying 20 degrees for now.. keltos mark VIII torp mod 135 angle : http://www.mediafire.com/file/t2timde1ow3/v_2[1].0_British_mark_VIII_1d.rar mark VIII torp mod 0 angle : http://www.mediafire.com/file/y5mzzmt2kmz/British mark VIII and VIII.7z |
This will be a great mod when fully released. Several Fremantle-based US boats put to sea with British Mk VIII torpedos during the torpedo shortages of 1942 and 1943. There's a brief mention of the challenges of using these fish in American tubes in the USN Torpedo Tube manual:
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This mod replaces the US mk10 and mk16 so as to have the two british torpedoes.
I used a mix of british and US torpedoes for my last patrol aboard the Class T. do you know if the british subs used the US torpedoes too ? keltos |
Sorry, I don't have any info on US torpedos used on British boats.
Very much looking forward to this! |
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the mod already uses a version of the Mark VIII and VIII** torpedoes, but they still turn 135 degrees unlike RL ones. I need more intel on how much they could turn if at all, I know british skippers used to "aim the boat" but I lack intel keltos |
Would it be possible to release a version that could be used by US boats? Maybe just one version to replace the ahistorical Mk 16?
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done a while ago :
http://www.mediafire.com/file/zzqmtqkhojm/US MK 14 II - IJN - British mark VIII.rar try and report keltos |
Great - thanks, Keltos! Will load up tonight and let you know.
Thanks. |
http://img687.imageshack.us/img687/4364/tmod1.jpg
http://img20.imageshack.us/img20/4153/torpedow.jpg http://img227.imageshack.us/img227/7031/torpedo3.jpg http://img693.imageshack.us/img693/2391/torpedo4.jpg http://img710.imageshack.us/img710/7454/tdc.jpg http://img263.imageshack.us/img263/6804/tdc2.jpg this means we should really remove the TDC altogether ! Guess I'll need to make one more torpedo ! the mark IV : 21 inch Mark IV 21 inch Mark IV Type torpedo Place of origin United Kingdom Service history In service c. 1916- Production history Designed c. 1912 Specifications Weight 3,206 lb (1,454 kg) Length 22 ft 7.5 in (6.896 m) Diameter 21 inch (553 mm) Warhead TNT Warhead weight 515 lb (234 kg) Engine Burner cycle Operational range 8,000 - 13,500 yards Speed 25 - 35 knots From 1912, used by destroyers and other surface ships and was an important weapon in the first World War. In the Second World War they were carried on HMS Hood. |
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1) By generating a continuous position of the target (Like the US position keeper) it allowed to check if estimates were correct or not. If the target appeared on the expected bearing, you knew your solution was OK 2) It showed the lead angle, i.e. how much further from the target you had to aim in order to get a hit. Locking the torpedoes to zero GA is enough, in my opinion. |
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as for the torpedoes I am still looking for intel as to how much they could set the gyro to, I know the later mark III computer could go as far as 70 degrees, still looking up the mark I computer.. I plan on replacing the mk23 with the Mark IV british torpedo too to be available at the start of the war. keltos |
Hmmm but they had a rudimentary sight with bearing azimuth, so I think we should keep it. Otherwise you also would not be able to shoot when surfaced, unless from the periscope. :hmmm:
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keltos |
I am trying to add one more torpedo to the torpedoes available without having to "replace" an existing one.
I cloned one in the .dat gave it a new id, linked to a new one in both .sim and .zon I added one in ammunition and localization now I have to add it to the weapons and the sub and see what gives http://img10.imageshack.us/img10/4933/torpbri.jpg the new type shows in the torpedo loadout, that's a start ! this would be much better if it worked keltos |
localization :
Mark 23 Torpedo=Mark 23 Torpedo Mk23TorpInfo=Speed: <b>35 / 25 kt</b>|Range: <b>13,500 m / 8,000 m</b>|Propulsion: <b>Steam</b>|Explosive charge: <b> 515 lbs. (234 kg) TNT</b> Mk23TorpNotes= Mark 23 -IV Due to shortage of mark VIII torpedoes these were available to submarines at the start of the war. From 1912, used by destroyers and other surface ships and was an important weapon in the first World War. In the Second World War they were carried on HMS Hood. Mark 27 Cutie Torpedo=Mark 27 Cutie Torpedo Mk27TorpInfo=Speed: <b>12 kt</b>|Range: <b>4,570 m</b>|Propulsion: <b>Electric</b>|Explosive charge: <b> 95 lbs. (43 kg) Torpex</b> Mk27TorpNotes= A variation of the airborne Mark 24 adapted for submarine use. The Mark 24 Mine was also known as as "Fido." A very small anti-submarine homing torpedo. Homing was by four crystal hydrophones around the body with simple steering towards the noise. It was a passive homer intended for self-defense against ASW escorts. Used only against the Japanese. A larger version, the Mark 27 Mod 4, was capable of 15.9 knots and was in service from 1946 to 1960.Torpedo Mk 27 Mod 0, developed by Bell Telephone Laboratories, was an acoustically-controlled, submarine-launched, anti-escort ship weapon. Used during the second World War, the torpedo had a single propeller driven by an electric motor. This torpedo was essentially a Mine Mk 24 modified for submarine launching in a 21-inch submerged torpedo tube by the addition of wood guides on the outer cylinder shell. Approximately 1000 units were produced by the Western Electric Corp., Kearney, N.J Mark IV Torpedo=Mark IV Torpedo MkIVTorpInfo=Speed: <b>35 / 25 kt</b>|Range: <b>13,500 m / 8,000 m</b>|Propulsion: <b>Steam</b>|Explosive charge: <b> 515 lbs. (234 kg) TNT</b> MkIVTorpNotes= new mark IV - Due to shortage of mark VIII torpedoes these were available to submarines at the start of the war. From 1912, used by destroyers and other surface ships and was an important weapon in the first World War. In the Second World War they were carried on HMS Hood. weapons.upc : [Weapon 8] ID= TorpedoTube21inUS NameDisplayable= 53cm Torpedo Tube FunctionalType= WpTorpedoTube WeaponInterval= 1930-12-01, 1946-12-01 WeaponSlotType= TorpedoTube AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo, MkIVTorpedo, MkVIIITorpedo AmmoTypeLoaded= NULL AmmoMagazineRemaining= 0 ;Not used AmmoMagazineSize= 1 LeadersSlots=0 WeaponCrewMembersSlots= 0 ExternalLinkName3D= NULL Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2 DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun http://img682.imageshack.us/img682/4933/torpbri.jpg description is linked to the new type (mark IV) start a mission... CTD.. keltos |
There were some common ids on different nodes :doh:
fixed that, fixed the zon file too (all the calculations are in an excell file with the mod, they are based on the stock hit points of the mk 14 used as baseline) mk VIII TNT min 96,1 max 144,2 AP 80,1 max turn angle = 35 mk VIII TorPex min 225 max 337,5 Ap 187,5 max turn angle = 35 mk IV min 107,5 max 161,4 AP 89,6 max turn angle = 10 the max turn angle should really be set to 0 but since I know they could turn them up to 70 degrees at the end of the war with the mark 3 computer, and they had mark 1 computer during the war, I set them to a low value but one that doesn't require to turn the boat all the way towards the heading the torpedo should take to hit the target. keltos |
an afterthought : when I made the torpedo mark IV I set in the ammunition.upc :
[Ammunition 19] ID=MkIVTorpedo NameDisplayable= Mark IV Type= AmmoTorpedo Subtype=Mk10TorpUS maybe this should become Subtype=MKIVTorpUS too ? or is it one of those "hardcoded" things ? that's why I didn't change it yet AmmunitionIntervalOptionCurrent= NULL, NULL, 0 AmmunitionIntervalOptions1= 1925-06-01, 1946-12-31, 0 Volume= 1 PackSize=1 Info=MkIVTorpInfo Notes=MkIVTorpNotes tubes : [Weapon 8] ID= TorpedoTube21inUS NameDisplayable= 53cm Torpedo Tube FunctionalType= WpTorpedoTube WeaponInterval= 1930-12-01, 1946-12-01 WeaponSlotType= TorpedoTube AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo, MkIVTorpedo AmmoTypeLoaded= NULL AmmoMagazineRemaining= 0 ;Not used AmmoMagazineSize= 1 LeadersSlots=0 WeaponCrewMembersSlots= 0 ExternalLinkName3D= NULL Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2 DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun |
the new mark IV I added causes CTDs...
guess we really can't add torpedoes to the number of torpedoes available ingame :nope: keltos |
http://img25.imageshack.us/img25/6606/dddpec.jpg
There were some common ids on different nodes :doh: fixed that, fixed the zon file too (all the calculations are in an excell file with the mod, they are based on the stock hit points of the mk 14 used as baseline) mk VIII TNT min 96,1 max 144,2 AP 80,1 max turn angle = 35 mk VIII TorPex min 225 max 337,5 Ap 187,5 max turn angle = 35 mk 14 US torpex min 180 max 270 AP 150 max turn angle = 135 This mod gives you both british torpedoes mark VIII TNT and mark VIII** Torpex and the US mk14 II torpex torpedoes that was missing from the game, while retaining the original mk14 too, it'll be available mid-1942. d/l : http://www.mediafire.com/file/nyrimlwrzmr/British mark VIII and VIII US mk14 torpex.7z if you want the british torpedoes with 15 degrees gyro angle instead of 0 : http://www.mediafire.com/file/tnzdal...rpedoes_US.sim slip it in the library folder of mod test and report please keltos |
Wait, are you saying you have managed to not only add new torpedoes, but to also get them working in game?
Was the previous problem you had due to the early part of the ammo file under the heading Torpedoes? Quote:
For example, a new torpedo with something like Subtype=NewTorpUS, and the early part of the file have the same thing added at the bottom of the list of the other Torpedoes Subtypes, and as a torpedo that a torpedo tube will accept? My modding experience is limited (and almost non-existent with SH4), but the subject does make me curious, so I feel the need to ask. |
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