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-   -   [REL] External Torp Reload Time (https://www.subsim.com/radioroom/showthread.php?t=165416)

wamphyri 03-18-10 07:26 PM

[REL] External Torp Reload Time
 
As Requested - External Torpedo Reload Time
Version 0.2 out now!

This simply increases the time it takes to reload a torpedo from external stores. The default had been 6.6 minutes .. I moved it to 100 minutes. I believe that was in line with sh3's transfer times.

Download 0.2
Link

Hansolo's improved pitch and roll version
Link
(install hansolo's mod first then this over top)

Install with JSGME

ReallyDedPoet 03-18-10 07:27 PM

Nice work :up:

Arclight 03-18-10 07:44 PM

Thank you, much appreciated. :salute:

BlackSpot 03-18-10 07:47 PM

Nice - thank you

GDFTigerTank 03-18-10 08:36 PM

YOU DA MAN! :yeah:

reboot 03-18-10 10:46 PM

Quote:

Originally Posted by wamphyri (Post 1322989)
The default had been 6.6 minutes .. I moved it to 100 minutes. I believe that was in line with sh3's transfer times.

Thanks for this. Very much needed.:yeah:
I'm wondering though if the numbers actually represent minutes. It is taking longer to load, (about 6-7 minutes compared to 6-7 seconds before) but definitly not 100 minutes. Could it be another mod conficting on mine, or do you actually get 100 minutes on your install?

wamphyri 03-18-10 11:55 PM

Quote:

Originally Posted by reboot (Post 1323112)
Thanks for this. Very much needed.:yeah:
I'm wondering though if the numbers actually represent minutes. It is taking longer to load, (about 6-7 minutes compared to 6-7 seconds before) but definitly not 100 minutes. Could it be another mod conficting on mine, or do you actually get 100 minutes on your install?

Actually I hadn't tested it and was going with what the editor said was the unit of measurement for that setting. It clearly isn't minutes like it says and It isn't seconds. I did some testing and some fiddling with the settings and now have it at around 100 minutes. I used a stopwatch with 32x time compression but my math holds up and being off by a few seconds won't bother anyone.. I hope :rotfl2::arrgh!:

So grab 0.2 and let me know if all is good like it should be! Thanks for the input reboot, wouldn't have realized this one for some time with the way my campaign is going. I spend more time modding than playing. Only myself to blame for that tho :har:

Paco 03-19-10 02:22 AM

give it a try :yeah:

Paco

Sgtmonkeynads 03-19-10 02:31 AM

Well in sh3, at 8X Time compression it took some time(a minute or two) to get fully reloaded....In sh5 at 8X it was pretty much instant, so...

THANK YOU !!!!!!!

etheberge 03-20-10 12:10 AM

Thanks!

wamphyri 03-20-10 02:16 AM

Do please let me know if my math is off. I haven't been able to figure out what equation they use. but it seems to be right as far as I can tell.

reboot 03-20-10 01:41 PM

Quote:

Originally Posted by wamphyri (Post 1324895)
Do please let me know if my math is off. I haven't been able to figure out what equation they use. but it seems to be right as far as I can tell.

I just installed the update and will let you know as soon as I unload a few eels.

BowfinSS287 03-20-10 04:17 PM

thanks....this is a good mod for realism

did you use the roll and pitch mod below
http://www.subsim.com/radioroom/show...ght=pitch+roll
b4 you made your changes?....if not
could you make another version with both mods together?

Furia 03-20-10 04:17 PM

To make this MOD more real it would be nice to add the feature that while the process to reload using the externally stored torpedos, the sub could not dive, or that at least not mak an inmediate dive since this was one of the main dangers during such operations.
Just extending the reload time does not make it much of a challenge if you can crash dive any minute.

Could this be implemented? :up:

wamphyri 03-20-10 07:18 PM

Quote:

Originally Posted by BowfinSS287 (Post 1325814)
thanks....this is a good mod for realism

did you use the roll and pitch mod below
http://www.subsim.com/radioroom/show...ght=pitch+roll
b4 you made your changes?....if not
could you make another version with both mods together?

You can use them together, there's no need for me to make a versions with that mod in it.


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