external tubes
thanks for the answer.i now about the bunker identification.renaming it has 0 effect, tried this a long time ago.the only thing that tells the game engine where to get the torpedos is the horizontal position of the inner torpedo tube door in the 3d-model of the sub.than it decides whether it`s a bow or stern tube so it wil reload from the forward or aft bunker.also, it is possible to implement individual tubes e.g. "rocketlauncher" instead of "Torpedotube21inUs" ,but one cannot change the specific ID`s of the torpedoes and force the tube to accept only those. and it doesn`t matter if the tube accept only e.g. the Mk10 or the whole load of available weapons.once on the boat, they can be put freely into every tube.concerning explicit torpedo ID`s ,I tried and the game did either not show any torpedos or it crashed. reason for all this is that i want to built the external launchers of early soviet ssgns such as the Echo. i already have the launchers, which are lifting 15° before firing and i have appropriate missiles which are much more evolved than the old Tomahawks from the ohio, i.e. they`re guided and perform real flying, not just cruising around on a given high.problem one is to make the launchers only fire when the boat is submerged (which won`t be possible i`m afraid) and second, to reload only rockets, but no usual torpedoes.My Echo II uses an external locker to simulate at least the tube refitting on the surface and I think i can make the system load and fire a former empty tube so one HAS to surface in order to launch a missile.I wouldn`t have that problem with newer SSGN`s as my Charlie I or the Oscar/Papa/Yankee notch etc.. on thsese, is simply put the missiles into the stern, together with the bunker, as these boats do not have aft tubes. but so have earlier ships. so what to do...
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