Quote:
Originally Posted by Nukesub
Hmmm, tried this. Nothing happens however, not even a "WE:" in the dialog box. Oh well, can't say we didn't try! 
|
I assure you this little mod works perfectly.

Did you roll back the SH3 Commander before modifying the files?
Maybe you run some mod in JSGME that uses it's own menu/command files?
Torpedo ranges are easy:
G7a (T1/FAT/LUT) has a speed setting. Slow30kts/medium40kts/fast44kts goes 12.5/7.5/5 km.
Electric eels (TII/TIII/FAT/LUT) have only one speed - 30kts and go ~ 5 km (GWX).
In Stock SH3 there was a difference in range between TII and TIII versions. You can redo and use this to simulate preheating conditions.
The homing torpedos are different:
Falke 20kts - 7.5km
Zaunkoenig 24kts - 5.7 km
The keel is dancing up and down. With H.Sie's patch it may be impossible to hit your target with impact fuse in high seas.
If you have to use a magnetic, it is a good idea to shoot along the keel line - from the back. It doubles (at least) your chances to ignite the fuse as the keel may come down into the correct distance or the eel hits the stern section directly (if the keel is down right then and the torpedo doesn't bounce off).