Quote:
Originally Posted by Tonci87
Should I use the Goblin editor to edit this file?
I tried, but I can not find the things you mention.
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Yes, you need Goblin Editor for editing those parameters. if you are not familiar with it, you should first open torpedoes_g7a-e.GR2, and then merge in the project torpedoes_g7a-e.sim. Both the Open and Merge commands are found in the 'File' menu 'File' of Goblin Editor. After merging the sim file, the desired controllers will be found in the project tree (middle window in Goblin Editor), but you need to look for them as they are mixed together with many other controllers.
Quote:
Originally Posted by Tonci87
My issue with the magnetic detonators is that they do not seem to be sensitive enough. The torpedo needs to get extremely close to the targets hull before it detonates.
In real life the submarine crews actually did not have the luxury of having every single ship they encounter inside a Recognition book. So they did not have reliable draft information on their targets.
How did they do it? The torpedoes must have been more sensitive than they are in the game right now
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That's an hard-to-find piece of information. You might find an answer in the following document:
https://digitalcommons.georgiasouthe...99&context=etd
but be warned: besides historical plausibility, there are game play factors, (like the ones mentioned by Vecko in his reply to your query) that must be considered when adopting some settings rather than others