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Old 09-15-12, 04:39 PM   #51
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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Quote:
Originally Posted by NGT View Post
Hello Rubini,

Thank you very much for this fantastic mod

I would like to report my experience with WAC 4.1 (+ many added units):

The mod works, and I forged change the Sim.cfg, even like that works.

I implemented the torpedoes on USTorpedoBomber (imported from SH4/5 I think) and Anson. Everything works.

The torpedoes hits the U-boot even from 200 m high, but I can not see them in this case. I implemented the torpedo planes inside Naval Artillery in Academy (no the Flak Artillery) at 200 m, and they hit the U-boot. I was with the external camera below the U-boot, and I confirm that it was not any visible torpedo, just the hit and the explosion. . . and game over.

I can open the Library files, but I can not understand how to change the in-water running speed of the torpedoes. If I understood well, they are 2: one "normal" and one acoustic - FIDO.

Can you, please tell me the chunk number of those 2 values, because my U-boots are tweaked and they crash-dive faster than normal, so I need make the 2 torpedoes faster.

Thank you again. You did a great work, again.

Hope you understand my English. . .
Hi NGT,

Lets start from the beginning:

1. To all this scene works correctly is important to you adjust your sim.cfg as explained on the first post/readme,
2. Is also important that you make the planes a level bomber to achieve the correct drop torpedo behaviour from the airplanes,
3. They (the airplanes) must be scripted with waypoints only 30m high.

4. As explained on first post/readme, no real torpedos for Air torpedos. In the other hand, he fido is a 3d real one but will be spawn with certain restrictions around the torpedo water hit site. Few seconds after it´s release you will be able to see it running into water, trying to find your uboat.
5. So, try to stay on the above directions to have good results with the mod.
6. And to finish, I´m cooking a new version with better FIDO behaviour, crash dive randomization and better (more realistic) airplanes random detection by crew. All this togheter will make the entire airpower side of the game much more challenge.

7. The node that adjust the FIDO speed is the 288 "amun_AcousticTorpedo", open it and you will find a Speed entry. It´s, by default, setted on 15knts. The air torpedo is a virtual cannon, so no need to adjust it. By what you said you really need to put your airplane detection to down, will be not possible to have any torpedo hit on default game/super mods as they are now, because you will always detect the planes too far way and the crash dive is also always very fast...
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