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Torpedo Alarm Mod
Hi,
here is a new little mod: http://www.subsim.com/radioroom/down...o=file&id=5310 Readme: Torpedo Alarm Mod Readme LGN1 January 2018 This mod solves a problem which has annoyed me for many years: the missing reaction of ships to premature torpedo explosions (when you attack a ship and the torpedo prematurely explodes the ship/convoy just continues as if nothing has happened). I think this is higly unrealistic. This mod causes ships to react as being hit when a torpedo explodes within the range of 1000m. Known issues: There are no damage textures to a ship's hull when a torpedo hits it. Unfortunately, I was not able to fix this. However, for players who do not use the external camera, this should hardly matter. Best, LGN1 |
Neat mod would be awesome somehow to make ships play sound then they are hit
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Cool. You keep producing these awesome little mods. Thanks man. Saves me the trouble of firing couple of rounds from deck gun or going flank speed submerged for awhile in order to get spotted.
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Very nice LGN1 :Kaleun_Applaud:
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Great addition to the realism LGN1. :Kaleun_Applaud:
I must have integrate it immediately, maybe will rise it to 2000m! |
Hi LGN1,
Is there some way you can give me a brief explanation of the alterations that you made? I have a bit of a mod soup and my torpedo.dat and torpedo.sim files are both ingredients. Unless you know a way that I can compare a file to a default GWX file and see what the differences are. Then I could do it myself. Thanx in advance. |
Hi,
thanks for your positive comments! I'm glad you like it. BTW, I forgot to mention that the current mod only changes TI, TII, and TIII (I was too lazy to adapt it for the later torpedoes). It's easy to do it also for the other torpedoes, however, since there are hardly any premature explosions later in the war, I did not do it. @rudewarrior: I can give you a detailed explanation, however, it will take some time because I'm incredibly busy at the moment. Best, LGN1 |
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This mod by LGN1 works very well with NYGM.
It causes any ship or convoy where a torpedo has exploded prematurely (ie, without a hit, but within 1,000m of a ship) to react as though it has detected a U-boat. It took ages for me to get a torpedo to explode near a ship! Kept using Type II torpedoes with real campaign files in 1939 and 1940, checked the torpedo dud settings in the stock game and H.sie’s torpedo mod. But finally there was a definite explosion-near-ship on a solo merchant ship, which started weaving. And then a salvo attack on an escorted convoy off East Anglia. No hits, but a premature near a ship and the convoy started to weave! So great work, LGN1! This is something I have wanted for years, but couldn’t work out a hard-code fix. Like Rudewarrior, I'd be really interested in knowing the principle you used to fix this problem. Stiebler. |
Good work!
I have always expected any reaction in these cases.... |
I tried using this, but experienced something different: instead of having premature detonations spooking ships, virtually every keel-shot would explode under the ship but, instead of doing damage, I'd get a "torpedo missed" message. I actually external-viewed around 5 shots and saw that happen.
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Hi,
@schlechter pfennig: I have never experienced something similar and can't understand why this should be caused by the mod :hmmm: Has anyone else experienced something similar? How it works: The basic idea is that when a torpedo explodes a depth-charge is spawned which also explodes. The two explosions allow one to have a 'long-range' explosion with almost zero damage and a 'short-range' explosion like the regular torpedo. Unfortunately, only the torpedo explosion/damage triggers the wanted reaction, i.e., the torpedo must be used for the 'long-range' explosion and the depth-charge for the 'short-range' damage. (This is not perfect because only the torpedo explosion seems to trigger the damage texture if it causes enough damage. However, if the torpedo explosion gets too strong, your own boat is also damaged when closer than 1000m). Required changes: Torpedo.sim; amun_Torpedo: New ID for the 'under_explosion' pointing to the DC generating effect and 'impulse = 0' Torpedo.zon; AmmoDamageInfo: MinEF=1, MaxEF=2, AP=0, MinRadius=1, MaxRadius=1000 (make the torpedo explosion weak and long-range) Torpedo_splash.dat; adjust the depth-charge parameters according to your original torpedo.zon parameters (explosion_range, MinEF,...) You can do this for all the torpedoes. I hope the explanation is clear enough. If not, please ask again. Best, LGN1 |
@LGN1:
Thanks very much for your very clear explanation about how you have made this mod. Very clever too! Stiebler. |
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Thanx for the explanation! :salute: |
I've been trying this mod for a the last few days. Can't get a ship to sink with it.
i put four torpedoes at different locations in the big cargo ship in the torpedo academy lesson..........three game hours later, still steaming along, no sinking/lowering in the water at all. I did this three times. I then disabled the mod, and boat sunk with one or two, like before. Anyone else ? I'm well aware of the NYGM damage model and do not feel that is the problem. |
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