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Extra Torpedoes
I added extra torpedoes to my sub by doing CB's idea of changing the nodes for something else. I added the torps from a destroyer load-out and it worked. I made a point of firing all my bow tubes, then the extra torpedoes started to load:
http://img49.imageshack.us/img49/365...orps2ia.th.jpg Here is the bit I altered: [Equipment 4] NodeName=T01 LinkName=21TorpedoTriple StartDate=19380101 EndDate=19451231 ;[Equipment 4] ;NodeName=M01 ;LinkName=NULL ;StartDate=19450101 ;EndDate=19451231 I left the original in there by editing it out with the ; |
So now would it be possible to add additional torpedo tubes to your sub? If so, that would help a lot with a community-made Pacific mod, since US subs often had more than 4 forward TT's.
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I know someone did it with SH2 but may be someone more brains than I can do it with SH3. :)
All this did was give you extra torpedoes in the store, probably not realistic but it helps on those long patrols. |
Well the Zones file, which is responsible for damage modelling, has entries for a maximum possible 6 forward tubes and 4 rear tubes... so... I guess there IS some way :hmm:
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:up: loks good Col! i wonder if going in thru the basi cfg to the sub ammo entrys might have the desired result allso..
[SUBMARINE_AMMO0]; IIA Type=0 Version=0 ForeTubes=3 AftTubes=0 ForeResIntern=2 ForeResExtern=0 ForeResExtra=0 AftResIntern=0 AftResExtern=0 ShellSlots=4 NbYears=7 im thinking that the time taken for loading the torps from the external stores would be the same as the normal external stores (40 hours or so) using this method......any use? |
Re: Extra Torpedoes
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Hi Commander,
I did think of the node change from M - T but left it as it was and it worked OK, also they load in good time too, there may be room for more experiment with this I'm not sure but as you know thrashing it around often brings up other ideas. |
yep, but the M Note is still there (your boat has the deck gun, for that the M note is.). You can change every equipment number ( [Equipment 4] ) to whatever. You can even add dozens of equipment-stes, for example when adding fittings that change from time to time. The only thing that affects the actual equipment is the name of the node and the linkname to the equipment-model. I just meant, that there was already a T-node, but until you changed the file, it was not used as such :)
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Ah, yes I see what you mean now, I misunderstood you at first.
Just a thought here, could or would it be possible to copy something from the U-boat files and put them in the ship's files to make it fire torpedoes, trick it so to speak? |
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The same of the us submarines like "balao" or "tench" :hmm: could be the dev team made this thinking in the future... |
Wich Destroyer did you take to alter?
I have been looking at almost every eqp-file now And I can't any that is simular to this [Equipment 4] NodeName=T01 LinkName=21TorpedoTriple StartDate=19380101 EndDate=19451231 ;[Equipment 4] ;NodeName=M01 ;LinkName=NULL ;StartDate=19450101 ;EndDate=19451231 I left the original in there by editing it out with the ; Either it's my english that's not so good as I thought it was, or I'm too dumb, because I just don't understand any of it Regards Markus |
I took them from the NDD_Soldati the Italian DD.
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You could try the Wolfie mod. There is a way using his program to add extra torpedos and even extra storage torps. Just don't make too many extra torp storages or the game will crash. Kinda miss the 'UNLIMITED AMMO' function from SHII that was in its settings columns. Seems strange that they didn't think of that with SHIII but did think of giving players UNLIMITED fuel and batteries!?! Why give us unlimited fuel if not unlimited ammo to back it up? I want to sink the world with my type IIA :rotfl:
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