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[WIP] Non reloadable tubes for USS Narwhal
Right I had a couple thoughts on how to make those extra tubes non reloadable, and that should also work for the T-Class sub :
link the tubes to a new bunker with no ammo in the upc file make a new entry in the zones.cfg with the bunker like "non-reloadable tubes" any thoughts on this ? I know in SH5 the rear tube in the Type VII is non-reloadable, as it was in RL. keltos |
Remember also to put it just below the deck, as it was, and not down were the other tubes were :up:
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Frankly the external tube for the type VIIA was not as troublesome as I thought it would be. I just emptied the rear bunker - also did the same in the associated .sim file of the submarine.
Creating another bunker shouldn't be a problem. A possible problem from the POV of the sim file may be that you need SOME tubes to be reloadable and some NOT. If thats a problem you may want to look into the fact that you DON'T need a rear torpedo room for the T-class (doesn't apply to the narwhal). |
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keltos |
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keltos |
I edited the upc adding a bunker:
[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Stern Torpedo Room2 ID=SternTorpedoRoom2 Capacity=0 IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4 IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1 IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2 IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1 linked the tubes to it : [UserPlayerUnit 1.Compartment 1.WeaponSlot 1] ID= TorpMountS1 NameDisplayable= Torpedo Tube 7 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom2 IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Narwhal_Door02_BRU_anim01 ExternalDamageZoneTypeID3D= 61 [UserPlayerUnit 1.Compartment 1.WeaponSlot 2] ID= TorpMountS2 NameDisplayable= Torpedo Tube 8 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom2 IDLinkWeaponIntervalDefault1= NULL, 1944-07-01, TorpedoTube21inUS, Mk14Torpedo IDLinkWeaponIntervalDefault2= 1944-07-02, NULL, TorpedoTube21inUS, Mk18Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Narwhal_Door02_BLU_anim01 ExternalDamageZoneTypeID3D= 128 but still they reload ? keltos |
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I even tried setting the Bunker for one tube to NULL and it still reloaded. You can create the bunker2 in the .upc file but you can't create it in the .sim file. I have also noticed in the past that you can set a forward tube to use the aft bunker to reload, but it doesn't work, a forward tube still loads from the forward bunker. As an experiment I went into the Weapons.upc and set the AmmoTypesAccepted= Mk18Torpedo so it would only load one type but it still reloaded with a MK14. I was thinking if that worked, you may be able to "steal" one type of torp so that you could only use it in the non-reloadable tube, but it didn't work. So basically the bunker you list does not matter nor does the ammo type accepted. A forward tube still loads from the forward bunker and an aft tube still load from the aft bunker. (or storage as it is called in the .sim file) There may be a solution, but I haven't found it. I also noticed in the single mission that I used, the forward and aft tubes should have MK14s in them according to the .upc file but they do not. Selecting one of the torpedos give no description of what it is. So I do not know where that torpedo came from. The bunkers have the correct torps but the tubes do not. At least in the version I had for setting up the two Deckguns. Peabody |
EDIT forget it, was wrong
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If you can't get it to work properly, then leave them out. 4 forward and two rear, as the model was originally, is OK. After all, they spent half the war without those tubes, and half with them, so either solution is equally good :up: But I rather have 6 tubes working as intended instead of 10 not doing it correctly. |
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keltos |
keltos, have you tried emptying the default loadings, like
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keltos |
well I don't have access to the computer hosting SH4 for the moment, could anyone try to help ? As the inside of the sub was a Balao, I guess one could try that on a balao clone ?
thanks keltos |
still not any thoughts on this people ?
also : can those tubes be added as part as an upgrade like a new deck gun could ? then maybe we can set ammo to 1 and have it be non-reloadable ? keltos |
bump... still trying to get this to work...
just a thought : link the tube to external storage ? all subs .sim have them and they are all empty but for the Typ IX ? [UserPlayerUnit 1.Compartment 1.Bunker 1] ID=SternTorpedoRoom Capacity=2 IDLinkAmmunitionIntervalDefault1= NULL, 1943-03-01, T2Torpedo, 2 IDLinkAmmunitionIntervalDefault2= 1943-03-02, 1943-09-01, T2Torpedo, 1, T3Torpedo, 1 IDLinkAmmunitionIntervalDefault3= 1943-09-02, NULL, T3Torpedo, 2 [UserPlayerUnit 1.Compartment 1.Bunker 2] ; Deck reserves ID=SternTorpedoReserves Capacity=4 IDLinkAmmunitionIntervalDefault1= NULL, 1943-04-31, T1Torpedo, 3, T2Torpedo, 1 IDLinkAmmunitionIntervalDefault2= 1943-05-01, 1943-10-31, T1Torpedo, 2, T2Torpedo, 2 IDLinkAmmunitionIntervalDefault3= 1943-11-01, NULL, T1Torpedo, 1, T3Torpedo, 3 ExternalReserves=Yes [UserPlayerUnit 1.Compartment 1.Bunker 3] ID=SternDecoyReserve Capacity=0 IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 0 added this to the T upc : [UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=16 IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk10Torpedo, 10, Mk16Torpedo, 6 IDLinkAmmunitionIntervalDefault2= 1944-01-01, NULL, Mk10Torpedo, 8, Mk16Torpedo, 8 [UserPlayerUnit 1.Compartment 5.Bunker 2] ; Deck reserves ID=BowTorpedoReserves Capacity=0 IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk10Torpedo, 0, Mk16Torpedo, 0 IDLinkAmmunitionIntervalDefault2= 1944-01-01, NULL, Mk10Torpedo, 0, Mk16Torpedo, 0 ExternalReserves=Yes [UserPlayerUnit 1.Compartment 1.Bunker 3] ID=SternDecoyReserve Capacity=0 IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 0 and [UserPlayerUnit 1.Compartment 5.WeaponSlot 7] ID= TorpMountB7 NameDisplayable= Torpedo Tube 7 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoReserves IDLinkWeaponIntervalDefault1= NULL, 1943-12-31, TorpedoTube21inUS, Mk10Torpedo IDLinkWeaponIntervalDefault2= 1944-01-01, NULL, TorpedoTube21inUS, Mk16Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_FLD_anim01 ExternalDamageZoneTypeID3D= 135 will link 4 tubes to it and see if they still reload k |
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