SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   REL; one torp one ship (https://www.subsim.com/radioroom/showthread.php?t=187530)

fromhell 09-05-11 01:13 AM

REL; one torp one ship + sort of IX BOAT MOD
 
Otto Kretchmer, i think, said one torpedo, one ship, or something like it.
vanilla torps are to underpowered, so i have tweaked them so now only to about 15,000 tons should you start thinking of 2, or maybe even 3 for something really big.
JSGME ready.

hope you enjoy and good hunting

http://www.subsim.com/radioroom/down...o=file&id=3366

fromhell


new version of torp v001a
less power but will still sink a 7000tonner, but youll have to wait afew mins.
http://www.subsim.com/radioroom/down...o=file&id=3451


i got fed up with running out of torps or fuel, so i made this very simple mod. 22 torps + ranges from 8700 miles [7a boat] to 8700 [7b] 11000miles [7c] and 11400 mils [7c/41].
i put the extra torps internal because i got fed up with loading one at a time while on surface.[ sorry cant skin, will have to wait till some one better than i].

sort of IX BOAT MOD v1a
http://www.subsim.com/radioroom/down...o=file&id=3452


enjoy.:03:

Magic1111 09-05-11 03:01 PM

Quote:

Originally Posted by fromhell (Post 1742762)
Otto Kretchmer, i think, said one torpedo, one ship, or something like it.
vanilla torps are to underpowered, so i have tweaked them so now only to about 15,000 tons should you start thinking of 2, or maybe even 3 for something really big.
JSGME ready.

hope you enjoy and good hunting

http://www.subsim.com/radioroom/down...o=file&id=3366

fromhell

Hi !

Thanks, IŽll give your MOD a try ! :up:

Currently I use this MOD: http://www.mediafire.com/?4botg3dbxnwxx6g

Please can you explain me the difference between the both MODs ?

Best regards,
Magic

fromhell 09-06-11 06:11 AM

Quote:

Originally Posted by Magic1111 (Post 1743148)
Hi !

Thanks, IŽll give your MOD a try ! :up:

Currently I use this MOD: http://www.mediafire.com/?4botg3dbxnwxx6g

Please can you explain me the difference between the both MODs ?

Best regards,
Magic


well with Critical Hits, its amatter chance whether you will inflict critical damage to your apponent with any torp that hits.
when using Critical Hits mod i actually hit a small 7,000 ton merchant with 4 torps, only the last one doing critical damage and sinking it. HMS Barham, a battleship was hit by 3 torps and sank.
with my mod, the torps are powerfull enough to sink most merchants with one hit, a battleship ,it will probably take about 3.:yeah:

Magic1111 09-06-11 06:27 AM

Quote:

Originally Posted by fromhell (Post 1743508)
well with Critical Hits, its amatter chance whether you will inflict critical damage to your apponent with any torp that hits.
when using Critical Hits mod i actually hit a small 7,000 ton merchant with 4 torps, only the last one doing critical damage and sinking it. HMS Barham, a battleship was hit by 3 torps and sank.
with my mod, the torps are powerfull enough to sink most merchants with one hit, a battleship ,it will probably take about 3.:yeah:

Okay, thx for explanation ! :up:

Best regards,
Magic:salute:

skavenuk12 10-02-11 06:13 PM

This is great, thanks!

fromhell 11-29-11 03:53 AM

your welcome.

:yeah:

fromhell 12-28-11 11:23 AM

please see --sort of IX BOAT MOD:yeah:

Hartmann 12-29-11 12:29 AM

Thanks ! :up:

i asked days ago about the possibility of made a IX boat with the moddification of torpedo loadout and fuel of a VII type, despite the interiors and external hull are not the same. but i didŽt had enough time to mod.
http://www.subsim.com/radioroom/showthread.php?t=190765

Another interesting thing for realism could be increase dive times,a bit longer and speed.

Is compatible with TDW UI mods ??

fromhell 12-29-11 02:50 AM

yes, speed is increased to 18.3knots.
submerged range decreased to 65nm.
couldnt find where to increase dive times, sorry.:hmmm:
i dont think you can use this with TDW UI, think that also uses Sim file.
i use UI 4.14 by reaper7, its brilliant.:yeah:

GT182 08-08-12 07:11 PM

Bumping this back up again for one question about it.

Do you have to load the extra torpedos before you start a mission with the sort of IX BOAT MOD?

kz80 02-23-13 05:36 PM

This certainly helps! Tired of sinking ship with 3 torps!

Quote:

Originally Posted by fromhell (Post 1742762)
Otto Kretchmer, i think, said one torpedo, one ship, or something like it.
vanilla torps are to underpowered, so i have tweaked them so now only to about 15,000 tons should you start thinking of 2, or maybe even 3 for something really big.
JSGME ready.

hope you enjoy and good hunting

http://www.subsim.com/radioroom/down...o=file&id=3366

fromhell


new version of torp v001a
less power but will still sink a 7000tonner, but youll have to wait afew mins.
http://www.subsim.com/radioroom/down...o=file&id=3451


i got fed up with running out of torps or fuel, so i made this very simple mod. 22 torps + ranges from 8700 miles [7a boat] to 8700 [7b] 11000miles [7c] and 11400 mils [7c/41].
i put the extra torps internal because i got fed up with loading one at a time while on surface.[ sorry cant skin, will have to wait till some one better than i].

sort of IX BOAT MOD v1a
http://www.subsim.com/radioroom/down...o=file&id=3452


enjoy.:03:


Fifi 02-23-13 06:00 PM

Quote:

Originally Posted by kz80 (Post 2015011)
Tired of sinking ship with 3 torps!

Desable AI crew damage control in TDW patcher.

GT182 02-23-13 08:21 PM

To make it clear, you cannot sink all ships with one torpedo with this mod. Doing so with one for any ship is a hit or miss kind of thing. And the bigger the ship less chance of one torpedo putting it down.

I'd use this mod in conjunction with the Critical Hits 1.1 torpedo or 1.2 mods. The One Torpedo and Critical Hit mods together seem to me to work the best.

Now to also note that I have sunk a Renoun Class Battleship with one torpedo. It must have hit the sweet spot.... ammunitions bunker. And also note that it took me 4 torpedos to sink an aircraft carrier and some lesser merchant ships.

So be prepared to use more than one torpedo. If you think you need more use them. But if you think you can take on a merchant, tanker, or troop carrier after nailing them with one torpedo and want to use the deckgun then do so. But only if you know they're unarmed or you can put them down before they do you. Besides, the deckgun is a good way to save your torpedos. It's all a crap shoot. ;)

GT182 02-24-13 11:46 PM

Having said what I did above, I need to make another exception to how I thought these 2 mods work together, and one torpedo shouldn't sink the big ships.

11/25/39 south west of Cherbourgh. Just returning from a North Western Approaches patrol by going thru the Channel back to Wilhelmshaven. Happened across a Task Force escorting a Glorious Fleet Carrier heading SW. All that was left of our torpedos was 2 T/V-G7es acoustic torpedos.... 1 in the fore and 1 in the aft tubes. Fired tube 1 and stopped our engines. Torpedo went into search mode and picked up the carrier. Not sure what happened but it went for the engine room noise and then forward towards the bow and blew up midcenter of the ship... depth was a 6.9 meters. This lone torpedo sank the carrier. I've never seen that before. Another successful crap shoot.

Troutish 03-07-13 10:08 PM

is there some way to get this mod so its not a PHP file? not sure what to do with those


All times are GMT -5. The time now is 07:58 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.