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-   -   No acoustic torps?? (https://www.subsim.com/radioroom/showthread.php?t=162209)

Denson 02-21-10 08:46 AM

No acoustic torps??
 
Since the game ends in 1943 we wont have acoustic torps to our disposal.
They were used from september 1943.
That's a shame.
I liked to play mouse hunting the big cat.

Jimbuna 02-21-10 09:45 AM

I should imagine it won't be long before someone mods in an early introduction of the Falke.

dcb 02-21-10 09:51 AM

Quote:

Originally Posted by jimbuna (Post 1275730)
I should imagine it won't be long before someone mods in an early introduction of the Falke.

Yes, but the basics of the "follow the sound" behavior should be included in the game engine, in the code, I think. Otherwise, I see no way someone could "instruct" a torpedo to change its course and simulate this very specific behavior.

Jimbuna 02-21-10 10:41 AM

Quote:

Originally Posted by dcb (Post 1275738)
Yes, but the basics of the "follow the sound" behavior should be included in the game engine, in the code, I think. Otherwise, I see no way someone could "instruct" a torpedo to change its course and simulate this very specific behavior.

If the game is going to be as mod friendly as some suggest, will this not be doable though :hmmm:

Nisgeis 02-21-10 10:49 AM

Quote:

Originally Posted by jimbuna (Post 1275778)
If the game is going to be as mod friendly as some suggest, will this not be doable though :hmmm:

Depends how they implemented the 'moddability'. There needs to be some way to instruct the torpedo, either by a hardcoded controller, or by access to some scripting language and game variables.

All will be revealed in March :DL.

Jimbuna 02-21-10 03:35 PM

Quote:

Originally Posted by Nisgeis (Post 1275786)
Depends how they implemented the 'moddability'. There needs to be some way to instruct the torpedo, either by a hardcoded controller, or by access to some scripting language and game variables.

All will be revealed in March :DL.


http://www.blognow.com.au/uploads/l/...REAL/64560.gif Till March then http://img221.imageshack.us/img221/4...kbigid2zj6.gif

HundertzehnGustav 02-21-10 03:41 PM

It wont be possible...
they would shoot themselves in the foot if it were possible,
bacsue it would make a 43/45 addon redundant...
:yawn:

That's not my dog 02-21-10 05:14 PM

I tend to agree with Gustav, with a twist. I think it will be moddable when/if UBI releases an add-on or DLC that finishes the war wth those torps included. That way the code is there for the modders as needed. I liken the SH 3,4,5 modders here at SUBSIM to BASF. "They did not make Silent Hunter, they just made it better (WAY BETTER)." :up:

Hartmann 02-21-10 08:23 PM

It depends,

if the dev team use SH4 as a base for SHV and they don´t remove the files or code perhaps could exist the possibility of use or add radars, and homing torpedos.

I remember sh4 instalation with uboat files and references of sh3 inside


But if they want a future DLC perhaps it could be deleted to make it impossible

LukeFF 02-21-10 09:05 PM

Quote:

Originally Posted by Denson (Post 1275674)
Since the game ends in 1943 we wont have acoustic torps to our disposal.
They were used from september 1943.

Eh, not quite. The T IV 'Falke' was first tested under combat conditions with 6 U-boats in February-March 1943 (U-603, U-758, and U-221 among them) and cleared for general operational use on 1 July 1943.

Wilcke 02-21-10 09:16 PM

FIDO also comes to mind and the idea of being able to implement this air drop ASW weapon that added additional horrors for the U-Boats. Would be nice to see in SH5.

The first known sinking of a U-Boat by a FIDO occurred in May of '43.

March will tell all!

MercurySeven 02-21-10 09:19 PM

Quote:

Originally Posted by HundertzehnGustav (Post 1275972)
It wont be possible...
they would shoot themselves in the foot if it were possible,
bacsue it would make a 43/45 addon redundant...
:yawn:

Looky here: http://www.subsim.com/ssr/sh5/preview_sh5_jan2010B.php

Quote:

Originally Posted by Dan
In the game, the way the game will be launched, there won't be any way to be able to continue the campaign past 1943, but there is nothing stopping the modders from keep adding more content, which comes afterwards. There's no hardcore limit for how far you can play in the world, it's just how far OUR campaign goes.



From the few bits of info that we've got I take Neals interview as a solid. So 1944 etc. should be modable. However, whether you are able to adjust the behaviour of torpedoes to such an extend is written (or rather not written) on another page.

Denson 02-22-10 05:18 AM

Quote:

Originally Posted by LukeFF (Post 1276222)
Eh, not quite. The T IV 'Falke' was first tested under combat conditions with 6 U-boats in February-March 1943 (U-603, U-758, and U-221 among them) and cleared for general operational use on 1 July 1943.


I apologise i was reffering to G7es aka Zaunkönig T-5.

Blood_splat 02-22-10 10:02 AM

You have to be a level 20 captain to use acoustic torps. :O:

ERPP8 03-06-10 06:57 PM

In torpedoes_g7-e.sim I found this:
http://img33.imageshack.us/img33/4479/acoustic.png
They are real playable torpedoes.


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