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-   -   Torpedo magnetic pistol (https://www.subsim.com/radioroom/showthread.php?t=189906)

sossenbinder 11-24-11 12:31 PM

Torpedo magnetic pistol
 
Hi, long time ago, i played SH5 and created some graphic mods..

Is the problem with depth and magnetic pistol already solved with all kind of ships?

I saw an official bug thread - are most of the worst bugs already solved after 1,5 years through community mods? Should i give SH5 another chance?

thx for your help:salute:

sirbum69 11-24-11 01:41 PM

dont know if it is my mod soup or not but i have sent two torps under keel on magnatic and they both just sail on past.

Rongel 11-24-11 02:06 PM

No, the magnetic detonation doesn't work at all. If the torpedo doesn't hit the ship, it won't detonate.

But like I said in the dud-torpedo thread, if you are using mods that add imported ships from SH3 or SH 4, magnetic pistols will work on these particular ships. Dud/magnetic torpedo settings won't regocnice the SH5's new GR2-format.

TheBeast 11-24-11 04:11 PM

Is the Magnetic Influence Detonator problem in the Torpedo Damage Model?
Currently, NONE of the Torpedo's have Dmg_Col Models.
If these Models existed, could ships shoot at and possibly destroy incoming Torpedo's if the Torpedo is Spotted prior to impact?

Impact Pistol Detonator is obviously on the nose of the Torpedo but the Magnetic Influence Detonator is on the Top Front part of the Torpedo.
Not sure what is triggering Torpedo Detonation on impact as is now.

So Maybe add a Damage Zone for Magnetic Influence Detonator linked to Magnetic Infuence Switch to enable/disable detonator.

sirbum69 11-24-11 06:55 PM

i would think that would be possible. Didnt TDW add like a buffer zone to mines so they could be shot and blow up. Couldnt you just do the same for the Torps so that if its turned on and that buffer zone hits the ship it blows?


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