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-   -   [WIP] IJN MINES (https://www.subsim.com/radioroom/showthread.php?t=231054)

keltos01 04-27-17 05:49 AM

[WIP] IJN MINES
 
So we already have mines that can be dropped by subs. Type 93 contact mines.

We need acoustic and magnetic mines

Mines need to stay active when you are out of sight

You need to get credit for the sinking.


Help most welcome!!!


Data:
http://pwencycl.kgbudge.com/M/i/Mines.htm

ETR3(SS) 04-27-17 11:39 AM

How did you get the mines dropped by subs to work?

keltos01 04-27-17 03:41 PM

Quote:

Originally Posted by ETR3(SS) (Post 2481050)
How did you get the mines dropped by subs to work?

using the decoy launcher and spawning mines

btw I was given that mod by ??? I am not the original author but there is no log.txt in the mod to credit the author..

ETR3(SS) 04-27-17 04:42 PM

Wow, that's a genius idea!:up: Actually gives me another idea...:hmmm:

Well as far as the other mines, you could use different decoy launchers to launch the different mines. You would have to "upgrade" while in port to the type of mines you'd want for that patrol. As far as the mines staying behind, as long as you don't leave the 20 nm(km?) zone that the game uses to load objects you could theoretically get a kill and the credit for it.

keltos01 04-27-17 05:02 PM

[QUOTE=ETR3(SS);2481084]Wow, that's a genius idea!:up: Actually gives me another idea...:hmmm:

Well as far as the other mines, you could use different decoy launchers to launch the different mines.
I want both accoustic and magnetic mines.. the IJN brought back accoustic mines from Germany, they were supposed to be laid in front of some Australian harbor

You would have to "upgrade" while in port to the type of mines you'd want for that patrol. As far as the mines staying behind, as long as you don't leave the 20 nm(km?) zone that the game uses to load objects you could theoretically get a kill I used to sow them at coming dds :lol:and the credit for it.NOT

keltos01 04-28-17 02:34 PM

Sowing mines

http://i1079.photobucket.com/albums/...psvycv6x7c.png


http://i1079.photobucket.com/albums/...psx6hnsome.png

http://i1079.photobucket.com/albums/...psijxqxqad.png

http://i1079.photobucket.com/albums/...pslkgeuybs.png

http://i1079.photobucket.com/albums/...psbv1obqqn.png

thanks to Darkfish for the Mine mod :salute:

http://www.subsim.com/radioroom/show...=145942&page=2

propbeanie 04-28-17 03:24 PM

I'll dig through the text stuff and see if we can't get it to say "Sowing Mine" instead of "Deploy Decoys"... although, that'll go through the whole game... ratz - shtinking rigid, archaic game code... :lol: kind of like an old man... almost rigamortis, but still breathing... "I'm not quite dead yet!"... "Actually, I'm feeling much better now..." :timeout:

keltos01 04-28-17 06:27 PM

Quote:

Originally Posted by propbeanie (Post 2481217)
I'll dig through the text stuff and see if we can't get it to say "Sowing Mine" instead of "Deploy Decoys"... although, that'll go through the whole game... ratz - shtinking rigid, archaic game code... :lol: kind of like an old man... almost rigamortis, but still breathing... "I'm not quite dead yet!"... "Actually, I'm feeling much better now..." :timeout:

I was just resting my eyes :lol:


btw now we need to implement accoustic and magnetic mines !!!:haha:

propbeanie 04-28-17 07:36 PM

Could you give the mine an AI Sonar node, that if a certain sound level is reached... :o - how do they do "magnetic" on torpedoes? The proximity, that is, how do they determine that?


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