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-   -   New UIs Pattern Torpedoes--dial settings? (https://www.subsim.com/radioroom/showthread.php?t=190657)

nodlew 12-17-11 10:52 AM

New UIs Pattern Torpedoes--dial settings?
 
Can someone tell me how to use the dials provided in TDW's UI for the pattern running torpedoes?

In picture below, the four dials to the top, right:

http://www.subsim.com/radioroom/pict...pictureid=5188

Thanks and Merry Christmas.

Trevally. 12-17-11 11:02 AM

Click the small green FaT button above the tube selector to get extra dials:up:

nodlew 12-17-11 11:47 AM

Hey, Trevally.

Yes, I know. Look in the picture below--if you look the Top-Right in the picture below, you can see the four dials there. My question is, what do the dials do? Or, what should I do with them? The torpedo in the picture is a FaT loaded into my stern tube. So how would I set the dials to employ the torpedo's pattern running abilities against, say, a destroyer in hot pursuit?

The only dials I can seem to change are the "Straight Run" dial (which I can set anywhere from 0 to 125, the Leg dial I can switch between 800 and 1600, and the 2nd Gyro dial which I can change back and forth between 90 deg starboard and 90 deg port. The pattern angle can't be changed, apparently.

Anyway, can someone explain, or point me to a tutorial on how these various things are employed to achieve the desired torpedo pattern?

I have googled, but not found an explanation yet.

Trevally. 12-17-11 11:58 AM

It is easier to set and see what each dials does when you keep the TAI open. You also need to have the torp line enabled so you can keep trace of all your changes.

nodlew 12-17-11 12:05 PM

Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.

Trevally. 12-17-11 12:26 PM

Quote:

Originally Posted by nodlew (Post 1806632)
Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.

No - you can click this on in the game.
Look for the small red target button at the bottom of the TIA map

TheDarkWraith 12-17-11 12:43 PM

Quote:

Originally Posted by nodlew (Post 1806632)
Thanks Trevally, I will give that a try. Guess I'll have to start a new career on Easy Difficulty so I'll be able to see all of the stuff on the TAC map, just to get an idea what's going on, since I never use the TAC map. I play 96% realism--with only external camera enabled, so no contact data on nav map or tac map.

Should be able to see the same thing (torpedo line) on the nav map. You might have to enable the torp line by adjusting the nav map settings (push the round dial at the upper left that deals with nav map settings).

nodlew 12-17-11 01:01 PM

Thanks guys, will check it out.

nodlew 12-17-11 01:51 PM

Ok, I see how it works.
One thing, though, it doesn't seem to be possible to turn on the torpedo lines in the nav or TAI maps when Real Navigation is enabled. Maybe I could turn it on using the options.py? It would be nice to have the ability to turn that on and off in order to set up the patterns of FaT and LuT torpedoes

TheDarkWraith 12-17-11 02:06 PM

Quote:

Originally Posted by nodlew (Post 1806690)
Ok, I see how it works.
One thing, though, it doesn't seem to be possible to turn on the torpedo lines in the nav or TAI maps when Real Navigation is enabled. Maybe I could turn it on using the options.py? It would be nice to have the ability to turn that on and off in order to set up the patterns of FaT and LuT torpedoes

Ah yes, after thinking about this you can't. Reason is if I allowed you to see the torpedo line then you know your exact position. Kinda defeats the purpose of real navigation :cool:

You can make it appear by removing the \data\Menu\Gui\ContLine.dds file from the real nav mod. Note: this file is used for many other things so it will 'ruin' the real nav experience.

nodlew 12-17-11 02:35 PM

Gotcha TDW. Can't have everything, I guess. I'm not complaining though. I love NewUIs and Real Navigation. Guess I'll just learn how to manually plot torpedo patterns using the map tools.

TheDarkWraith 12-17-11 02:52 PM

Quote:

Originally Posted by nodlew (Post 1806711)
Gotcha TDW. Can't have everything, I guess. I'm not complaining though. I love NewUIs and Real Navigation. Guess I'll just learn how to manually plot torpedo patterns using the map tools.

I would remove the file and become familiar as to how each dial influences the torpedo line. Once you understand how the dials work then you can re-enable the file and go back to real nav :up: Remember that the other TDC dials will also influence the torpedo line.

nodlew 12-17-11 04:00 PM

Sounds like a plan. Will do.

Is there a way to customize the torpedo loadout of your sub in a user-made single-player mission? It would be nice to have a practice mission for using the special torpedoes.

TheDarkWraith 12-17-11 07:37 PM

Quote:

Originally Posted by nodlew (Post 1806743)
Sounds like a plan. Will do.

Is there a way to customize the torpedo loadout of your sub in a user-made single-player mission? It would be nice to have a practice mission for using the special torpedoes.

Good question. Not sure how to do that since that's an area I haven't ever looked into yet :hmmm:

Trevally. 12-18-11 06:05 AM

Quote:

Originally Posted by TheDarkWraith (Post 1806819)
Good question. Not sure how to do that since that's an area I haven't ever looked into yet :hmmm:

When you use ME2 to make missions and add your boat - it just adds the default boat as it would be in the campaign before you kit it out.

You can edit early or late war weapons, but no control over what they are.

So to change the weapon loadouts for single missions, you have to change the default setup.

This is for the VIIA
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.UPCGE

Look for section
;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Bow-Torpedo-Tube1-WeaponSlot-Name
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1944-02-01, TorpedoTube533Ger, T1Torpedo
IDLinkWeaponIntervalDefault2= 1944-02-02, NULL, TorpedoTube533Ger, T1Fat1Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7a_Door02_FRU_anim
ExternalDamageZoneTypeID3D= 58
GUIPlaceHolderIndex= 6
GeneralDescription= Bow-Torpedo-Tube1-WeaponSlot-General-Description
TechnicalDescription= Bow-Torpedo-Tube1-WeaponSlot-Tehnical-Description

this shows that the default load for torp 1 is a T1 when you set to early equip and your mission is before 01/02/1944

If you pick a type VIIA and place it in a mission with a date of after 02/02/44 and pick late war equip - you will get a T1Fat1

You can change these dates and torp types.

Further down in the same file you have your reserve torps set the same way:-

[UserPlayerUnit 1.Compartment 7.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6
IDLinkAmmunitionIntervalDefault1= NULL, 1943-10-31, T1Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1943-10-31, 1944-06-31, T1Torpedo, 2, T3Torpedo, 4
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1945-01-31, T1Torpedo, 2, T1Fat1Torpedo, 1, T3Torpedo, 3
IDLinkAmmunitionIntervalDefault4= 1945-02-01, NULL, T1Torpedo, 1, T1Fat1Torpedo, 2, T3Torpedo, 3

***I have not tested this****


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