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-   -   [REQ] External to Internal Torpedo Reload Times Fix (https://www.subsim.com/radioroom/showthread.php?t=165353)

GDFTigerTank 03-18-10 10:04 AM

[REQ] External to Internal Torpedo Reload Times Fix
 
Right now it takes about all of 10 seconds for your amazing crew to haul a torpedo out of the external storage tune on deck, winch it to the hatch, push it inside the hull, and then mount it in the internal torpedo bay.

Well I guess we all knew that Germans are all supermen! :D

REALISTICALLY... This should be a 15 minute to half hour long process - at LEAST - with rough seas making those times increase substantially if not prevent relocating the torpedo entirely.

Anyone else have thoughts on this?

sergei 03-18-10 10:18 AM

I agree. I am still trying to track down what file controls the reload time though. Haven't found it yet.

kylania 03-18-10 10:35 AM

First time this happened I laughed. Now I cry. :)

Arclight 03-18-10 04:03 PM

Agreed, that was laughable. I was expecting an hour long process, but the bar simply rocketed to completion. :haha:

My first thought was "can I go up on deck and see them working?", but it was completed before I even turned around to walk to the ladder. :nope:

Dowly 03-18-10 04:26 PM

As a cheap solution, you can go to data/upcdatage/upccrewdata/specialabilities.upc and change the torpedoman's reduce loading time passive ability to do the opposite, make the reloading last longer.

Change the red values to positive (without the +). I have no idea if this actually works, but it should. :hmmm:

Code:

[SpecialAbility 16]
ID=Ability-Reduce-Torpedo-Loading-Time
NameDisplayable=Ability-Reduce-Torpedo-Loading-Time-Name
Description=Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description
Levels= 5
AbilityType=TorpedoLoadingTimeSimple          ;reduce torpedo loading time (in percents)
AbilityValue= -6, -12, -18, -24, -30


Adam84 03-18-10 04:47 PM

I appreciate that this would be a huge feat but would it be possible to actually animate that process of externally reloading with the crew? I cant see it happening but thought it was worth asking.

Ducimus 03-18-10 05:02 PM

Quote:

Originally Posted by sergei (Post 1322126)
I agree. I am still trying to track down what file controls the reload time though. Haven't found it yet.

It's not in the sim file?

Madox58 03-18-10 05:14 PM

Yes.
It's still in the sim.
xfer_time

sergei 03-18-10 05:17 PM

Yep - just found it - thanks for the heads up :up:

Arclight 03-18-10 05:21 PM

Quote:

Originally Posted by Dowly (Post 1322743)
As a cheap solution, you can go to data/upcdatage/upccrewdata/specialabilities.upc and change the torpedoman's reduce loading time passive ability to do the opposite, make the reloading last longer.

Change the red values to positive (without the +). I have no idea if this actually works, but it should. :hmmm:

Finally a good use for the abilities system. :haha:
Quote:

Originally Posted by Adam84 (Post 1322779)
I appreciate that this would be a huge feat but would it be possible to actually animate that process of externally reloading with the crew? I cant see it happening but thought it was worth asking.

Possible? Sure. Timeconsuming? Without a doubt. ;)

Maybe modded in, or possibly added by devs if they have 1 or more expansions lined up. :hmmm:

Madox58 03-18-10 05:25 PM

You may be able to do a StateMachine controller
that would call an animation on transfer.
:hmmm:
Of course you'd need to do the animations also.

THM 03-18-10 05:27 PM

In reality it took 70 minutes if the crew was really working hard.

That's 70 minutes you have to stay surfaced without any chance to dive.

Cheers
Chris

Dowly 03-18-10 05:31 PM

Quote:

Originally Posted by Arclight (Post 1322826)
Finally a good use for the abilities system. :haha:

ROFL :har:

@Privateer

Any idea if it would be possible to make the external reloading via the states and waypoints? :hmmm:

If it's possible to make new crewstates and new waypoints, then wouldn't it then be as "simple" as make a script with !issubmerged and isreloadinglongpenislookingthings controllers that trigger the crew animations on the waypoints on the deck. Not that I can do this, but just pondering. :yep:

Madox58 03-18-10 06:43 PM

I looked into the LongPenisThingOnDeckShoveingItInHard thing.
As I haven't had the Game for very long?
Not sure if that idea would work or not.

I know there is interaction between Scripts and MachineStates.
So anything may be possible once we know more.

And animations appear to be easier to include then ever before!
So who's to say what can or can not be done at this point?

It's WAY to early!!


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