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-   -   External tubes (https://www.subsim.com/radioroom/showthread.php?t=172524)

jhapprich 07-18-10 10:44 AM

External tubes
 
Hello! Is there a way to build external tubes , which are only fed by external lockers? Is it possible to build tubes ,which are only loaded by the external reserves, but not by the internals?

By the way, i`ve found a way to make missiles act as missiles and not as torpedos : leave the torpedo as a node without 3d-model and make the model itself a child of that node.than one can install animation keyframes and make it rise at the start , climb and than dive at the final high. one yust needs to add a time e.g. 600 seconds to the last keyframe so the anim won`t restart in time. works well with my ECHO-II SSGN (4 seperate dual-launchers, eight P-6 cruise missiles.)

ETR3(SS) 07-18-10 02:34 PM

I think I may know of a way to solve your external torpedo issue.

This is your normal torpedo tube, note the red text:

Quote:

[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable=Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube688i21inUS, Mk27Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_688i_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
That red text tells the game what ammo bunker to use to reload that tube. For this tube it uses this bunker here:

Quote:

[UserPlayerUnit 1.Compartment 4.Bunker 1]
ID=BowTorpedoRoom
Capacity=24
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 24
Again note the red text and how it is the same. To change this you would simply make another bunker entry and rename the ID to something like ExternalTorpedoRoom. Change the bunker number as appropriate and the IDLinkBunker for the external tube.

jhapprich 07-18-10 03:36 PM

external tubes
 
thanks for the answer.i now about the bunker identification.renaming it has 0 effect, tried this a long time ago.the only thing that tells the game engine where to get the torpedos is the horizontal position of the inner torpedo tube door in the 3d-model of the sub.than it decides whether it`s a bow or stern tube so it wil reload from the forward or aft bunker.also, it is possible to implement individual tubes e.g. "rocketlauncher" instead of "Torpedotube21inUs" ,but one cannot change the specific ID`s of the torpedoes and force the tube to accept only those. and it doesn`t matter if the tube accept only e.g. the Mk10 or the whole load of available weapons.once on the boat, they can be put freely into every tube.concerning explicit torpedo ID`s ,I tried and the game did either not show any torpedos or it crashed. reason for all this is that i want to built the external launchers of early soviet ssgns such as the Echo. i already have the launchers, which are lifting 15° before firing and i have appropriate missiles which are much more evolved than the old Tomahawks from the ohio, i.e. they`re guided and perform real flying, not just cruising around on a given high.problem one is to make the launchers only fire when the boat is submerged (which won`t be possible i`m afraid) and second, to reload only rockets, but no usual torpedoes.My Echo II uses an external locker to simulate at least the tube refitting on the surface and I think i can make the system load and fire a former empty tube so one HAS to surface in order to launch a missile.I wouldn`t have that problem with newer SSGN`s as my Charlie I or the Oscar/Papa/Yankee notch etc.. on thsese, is simply put the missiles into the stern, together with the bunker, as these boats do not have aft tubes. but so have earlier ships. so what to do...

ETR3(SS) 07-18-10 05:14 PM

Hmm, this is going to be tough then.:hmmm: Have you tried making a new weapon based off of the torpedo tube but changing the WeaponSlotType? Just a guess, I'm not sure it will work or not.

keltos01 07-19-10 04:47 AM

Quote:

Originally Posted by ETR3(SS) (Post 1447761)
Hmm, this is going to be tough then.:hmmm: Have you tried making a new weapon based off of the torpedo tube but changing the WeaponSlotType? Just a guess, I'm not sure it will work or not.

I'm really interrested in this, I was never able to make the non reloadable tubes work for the T class sub, and that would help with the Kaiten too, since they weren't really fired off the tubes but from the deck of the sub.

keltos

jhapprich 07-19-10 04:41 PM

external tubes
 
tried the "ExternalTorpedoRoom" , didn`t work. so far i`ve managed to implement a second bow torpedo room.surely one can redesignate it rocketroom.if i can make an additional bunker work and separate the tubes, i`m done with it. i don`t think it is possible to built a new weapon slot as the weapon type seems to be encoded in the game files, which only leaves aaguns,maincannons,decoys and torpedoes.but i will rebuilt my Hotel SSBN`s conning with additional rocket tubes and hatches and animate the rocket launch sequence.together with my new rockets, i will mod some torpedo to a R11 SLBM which will launch vertically.think it would at least look good.we`ll see...

peabody 07-19-10 11:06 PM

Quote:

Originally Posted by jhapprich (Post 1448552)
tried the "ExternalTorpedoRoom" , didn`t work. so far i`ve managed to implement a second bow torpedo room.surely one can redesignate it rocketroom.if i can make an additional bunker work and separate the tubes, i`m done with it. i don`t think it is possible to built a new weapon slot as the weapon type seems to be encoded in the game files, which only leaves aaguns,maincannons,decoys and torpedoes.but i will rebuilt my Hotel SSBN`s conning with additional rocket tubes and hatches and animate the rocket launch sequence.together with my new rockets, i will mod some torpedo to a R11 SLBM which will launch vertically.think it would at least look good.we`ll see...

I think your problem with trying to separate the bunkers in not in the upc file but in the .sim file. wpn_SubTorpedoSys. Your bunkers are "Rooms" and they have fore and aft storage. That's all. You can have external storage but that loads into the internal bunkers. I don't think you can link directly to them. So you can make 200 torpedo rooms but you still only have two bunkers, fore and aft.

Pebody

keltos01 07-20-10 01:41 AM

IJN Type C2 submarine (I-47)


http://img200.imageshack.us/img200/9...torproomsc.jpg

[QUOTE=jhapprich;1448552]tried the "ExternalTorpedoRoom" , didn`t work. so far i`ve managed to implement a second bow torpedo room.

I have made a thread on this subject awhile back as I made a second bow torpedo room for our IJN subs, which had 2 one on top of the other :


http://www.subsim.com/radioroom/showthread.php?t=161088

i don`t think it is possible to built a new weapon slot as the weapon type seems to be encoded in the game files, which only leaves aaguns,maincannons,decoys and torpedoes

no you cannot

from Peabody :
So you can make 200 torpedo rooms but you still only have two bunkers, fore and aft.

agreed !

keltos

Silverwolf 07-21-10 11:10 PM

Quote:

Originally Posted by jhapprich (Post 1447526)
Hello! Is there a way to build external tubes , which are only fed by external lockers? Is it possible to build tubes ,which are only loaded by the external reserves, but not by the internals?

By the way, i`ve found a way to make missiles act as missiles and not as torpedos : leave the torpedo as a node without 3d-model and make the model itself a child of that node.than one can install animation keyframes and make it rise at the start , climb and than dive at the final high. one yust needs to add a time e.g. 600 seconds to the last keyframe so the anim won`t restart in time. works well with my ECHO-II SSGN (4 seperate dual-launchers, eight P-6 cruise missiles.)

That is an interesting idea, It would definitely be neat to try this out with my hotel class sub. However, what happens if the torpedo reaches the target ship before the missile is finished or nearing the end of its animation? It would be pretty weird to see the missile just explode in mid air and have the ship sink. Or does it have a preset distance that the sub needs to be at in order for the animation to run correctly? Obviously you're not going to be right next to the target when firing the missile, it's just something I'd like to know.

jhapprich 07-22-10 07:41 AM

rocket detonation
 
i`ve made the R11 SLBM`s for my Hotel SSBN launching vertically , rise to eventually 500 m high and than dive quickly at a high of 10 meters for its final run. i`ve set the activation range to 1000m so it will be at the final high and than fly just as a cruise missile.as it`s designed to mimic a nuclear explosion, the detonation radius is nearly as wide as the activation range, so one has to be out of range in order not to be destroyed oneself. the cruise missiles work quite similar, they reach the final high of flying just before they`re active. by the way, i`ve read your thread about the hull numbers.Will take a look into my book of the Soviet submarine force at the weekend.

keltos01 07-22-10 07:43 AM

Quote:

Originally Posted by jhapprich (Post 1450496)
i`ve made the R11 SLBM`s for my Hotel SSBN launching vertically , rise to eventually 500 m high and than dive quickly at a high of 10 meters for its final run. i`ve set the activation range to 1000m so it will be at the final high and than fly just as a cruise missile.as it`s designed to mimic a nuclear explosion, the detonation radius is nearly as wide as the activation range, so one has to be out of range in order not to be destroyed oneself. the cruise missiles work quite similar, they reach the final high of flying just before they`re active. by the way, i`ve read your thread about the hull numbers.Will take a look into my book of the Soviet submarine force at the weekend.

care to share how you built them ?

thanks,

keltos

jhapprich 07-23-10 09:55 PM

New Hotel SSBN MOD
 
Hello, just uploaded my Hotel SSBN with an early version of the SLBM. launching doesn`t look nice yet and i`ll built a faster , unguided version, but it works. keep 1000m distance between you and the target.


jhapprich 07-24-10 09:00 PM

Hotel SSBN Update
 
Hello! Here is my updated version of the Hotel SSBN. There are now two variants playable (single/career), K-19 and K-33. they are equipped with tomagabriels extensible radar. Armament now one homing anti-ship ballistic missile and two unguided, much faster land-attack SLBM`s.

http://yourfiles.to/?d=699E746F20

jhapprich 07-24-10 09:20 PM

External Tubes/Kaiten
 
->I'm really interrested in this, I was never able to make the non reloadable tubes work for the T class sub, and that would help with the Kaiten too, since they weren't really fired off the tubes but from the deck of the sub.

I was just experimenting a bit and stepped over the following:
You could make every non-reloadable tube a stern tube and remove the torpedoes but leave the stern bunker. then you assign a position keyframe to the inner hatches of the NONRELOADABLE tubes so they start their animation e.g. -0.1 units to the stern. assign the former stern tubes to the bow bunker. this way the non reloadable tubes will be listed as stern tubes and cannot be reloaded , as the stern bunker is empty, while the original stern tubes are now fed from the bow. they are now listed as bow tubes , but will still launch to the stern. you could mod the scope layout so they are presented properly.concerning the kaiten, you could do just the same and make them an animation, just as my rockets. take a look at my torpedo.dat and the NSS_658M.dat. check out the RL- and R-node animations. i use a constant distance of the dummy rocket from the torpedo node in order to achieve its correct position inside the tubes. you may use a kaiten dummy at the launch site as a fading object which will disappear when the real one is launched.I´m working on the same thing so that the rocket launchers do not look empty with their hatches open.should work.

keltos01 07-27-10 01:37 PM

Quote:

Originally Posted by jhapprich (Post 1452628)
->I'm really interrested in this, I was never able to make the non reloadable tubes work for the T class sub, and that would help with the Kaiten too, since they weren't really fired off the tubes but from the deck of the sub.

I was just experimenting a bit and stepped over the following:
You could make every non-reloadable tube a stern tube and remove the torpedoes but leave the stern bunker. then you assign a position keyframe to the inner hatches of the NONRELOADABLE tubes so they start their animation e.g. -0.1 units to the stern. assign the former stern tubes to the bow bunker. this way the non reloadable tubes will be listed as stern tubes and cannot be reloaded , as the stern bunker is empty, while the original stern tubes are now fed from the bow. they are now listed as bow tubes , but will still launch to the stern. you could mod the scope layout so they are presented properly.concerning the kaiten, you could do just the same and make them an animation, just as my rockets. take a look at my torpedo.dat and the NSS_658M.dat. check out the RL- and R-node animations. i use a constant distance of the dummy rocket from the torpedo node in order to achieve its correct position inside the tubes. you may use a kaiten dummy at the launch site as a fading object which will disappear when the real one is launched.I´m working on the same thing so that the rocket launchers do not look empty with their hatches open.should work.

I'll try that thanks !

keltos


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