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Old 09-21-06, 05:28 PM   #1
Safe-Keeper
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AI torpedoes expanded

Just a question.

We all (well, many of us) know of the great work of certain modders that allowed AI Submarines (and torpedo boats, if I'm not mistaken) to fire "electric torpedoes" by means of inivisible guns firing ditto shells which, when hitting, created a torpedo impact-like effect.

So I'm wondering if anyone else ([cough] Grey Wolves Expansion team [cough]) were planning to expand on this idea, giving for example destroyers and torpedo bombers the ability to "launch torpedoes"?

Also, if someone could make a Torpedo Battery shore defence structure (using the same system), I would really appreciate it.

While on the topic of shore defences, is it possible to give them collision meshes so that they can actually be destroyed?
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Old 09-21-06, 06:03 PM   #2
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I hate this solution. It's abstracting so many things. Better no AI Torps than this one...
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Old 09-21-06, 09:46 PM   #3
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Quote:
Originally Posted by The Noob
I hate this solution. It's abstracting so many things. Better no AI Torps than this one...
Yeah because adding more to the game to make it more realistic is stupid.......please
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Old 09-21-06, 09:56 PM   #4
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No, i mean that Gun solution. Those aren't real torps, only Navy guns. They are Traveling way to fast for Torpedoes and could Kill you instantley. And look Stupid because of the Smoke/Flash underwater.

That was at least what was in the Readme file.
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Old 09-21-06, 09:58 PM   #5
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Quote:
Originally Posted by Safe-Keeper
Just a question.

We all (well, many of us) know of the great work of certain modders that allowed AI Submarines (and torpedo boats, if I'm not mistaken) to fire "electric torpedoes" by means of inivisible guns firing ditto shells which, when hitting, created a torpedo impact-like effect.

So I'm wondering if anyone else ([cough] Grey Wolves Expansion team [cough]) were planning to expand on this idea, giving for example destroyers and torpedo bombers the ability to "launch torpedoes"?

Also, if someone could make a Torpedo Battery shore defence structure (using the same system), I would really appreciate it.

While on the topic of shore defences, is it possible to give them collision meshes so that they can actually be destroyed?
Damn give us more work why dont you..you're almost as bad as the good Kpt :rotfl:
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Old 09-21-06, 11:05 PM   #6
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Quote:
Originally Posted by The Noob
And look Stupid because of the Smoke/Flash underwater.

That was at least what was in the Readme file.
There are only normal torpedo impact effects which can be observed for real torpedoes. Before calling something stupid, it is indeed helps to read Readme carefully or to look at that something yourself before making the judgement, otherwise "stupid" can be applied to the opposite direction.
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Old 09-21-06, 11:17 PM   #7
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by The Noob
And look Stupid because of the Smoke/Flash underwater.

That was at least what was in the Readme file.
There are only normal torpedo impact effects which can be observed for real torpedoes. Before calling something stupid, it is indeed helps to read Readme carefully or to look at that something yourself before making the judgement, otherwise "stupid" can be applied to the opposite direction.


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Old 09-22-06, 08:31 AM   #8
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Quote:
Originally Posted by Safe-Keeper
I'm wondering if anyone else ([cough] Grey Wolves Expansion team [cough]) were planning to expand on this idea, giving for example destroyers and torpedo bombers the ability to "launch torpedoes"?
I have played around with this a bit. I have modified the eqp file for destroyers so they use virtual torpedoes. If you want to try this yourself just find an unused weapons node in a destroyers eqp file (e.g. "LinkName=NULL") and replace it with "LinkName=PTVirtualTorpedo" using notepad. This assumes you have installed the guns.* files in the library from the pt boats or wolfpack mod. If you do not have an unused node you could replace a search light or 20mm machine gun or some other weapon you can live without.

You can also add torpedoes to planes by creating a new bomb loadout. You will have to add the new loadout information to both the planes eqp and cfg files. Just follow the format for one of the other loadouts.

I have tested all of this and it works. However, I was not happy with swordfish scoring torpedo hits from 5000 meters so I do not use the plane version. Long range torpedo hits from destroyers do not bother me as much so I have left them in for now.
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Old 09-22-06, 12:42 PM   #9
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Quote:
Originally Posted by ichneumon
Quote:
Originally Posted by Safe-Keeper
I'm wondering if anyone else ([cough] Grey Wolves Expansion team [cough]) were planning to expand on this idea, giving for example destroyers and torpedo bombers the ability to "launch torpedoes"?
I have played around with this a bit. I have modified the eqp file for destroyers so they use virtual torpedoes. If you want to try this yourself just find an unused weapons node in a destroyers eqp file (e.g. "LinkName=NULL&quot and replace it with "LinkName=PTVirtualTorpedo" using notepad. This assumes you have installed the guns.* files in the library from the pt boats or wolfpack mod. If you do not have an unused node you could replace a search light or 20mm machine gun or some other weapon you can live without.

You can also add torpedoes to planes by creating a new bomb loadout. You will have to add the new loadout information to both the planes eqp and cfg files. Just follow the format for one of the other loadouts.

I have tested all of this and it works. However, I was not happy with swordfish scoring torpedo hits from 5000 meters so I do not use the plane version. Long range torpedo hits from destroyers do not bother me as much so I have left them in for now.
This sounds great!!! I'm going to give this a try. Thanks & Good Hunting.
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Old 09-23-06, 09:32 AM   #10
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Quote:
Originally Posted by ichneumon
I have played around with this a bit. I have modified the eqp file for destroyers so they use virtual torpedoes. If you want to try this yourself just find an unused weapons node in a destroyers eqp file (e.g. "LinkName=NULL") and replace it with "LinkName=PTVirtualTorpedo" using notepad. This assumes you have installed the guns.* files in the library from the pt boats or wolfpack mod. If you do not have an unused node you could replace a search light or 20mm machine gun or some other weapon you can live without.

You can also add torpedoes to planes by creating a new bomb loadout. You will have to add the new loadout information to both the planes eqp and cfg files. Just follow the format for one of the other loadouts.

I have tested all of this and it works. However, I was not happy with swordfish scoring torpedo hits from 5000 meters so I do not use the plane version. Long range torpedo hits from destroyers do not bother me as much so I have left them in for now.
In principle PTVirtualTorpedo is only optimized for torpedo boats including the number of torpedoes. Yes, it can be used for DDs but they would usually launch larger amount of torpedoes.

As to AI torpedoes for aircrafts, I am trying to work on and optimize that in my Air-attacks mod which also includes 3-inch rockets.
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Old 09-23-06, 01:53 PM   #11
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Quote:
Originally Posted by sergbuto
As to AI torpedoes for aircrafts, I am trying to work on and optimize that in my Air-attacks mod which also includes 3-inch rockets.
Hi!

While you're at it, would it be possible to model 5-inch rockets carried by the P-38 as well? In any event, I found a URL with some information that might be useful in this regard:

http://www.ww2guide.com/bombs.shtml

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Old 09-23-06, 03:18 PM   #12
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I have this feeling I'm going to truly fear the torpedo boats in the months to come.

40 knots speed+Small profile+Rockets+Guns+Torpedoes+Depth Charges+Ability to Invite every Plane and Destroyer within 100 nautical miles to come join the hunt=Crash dive upon spotting the bastards.

In the Vanilla (unmodded game), when I saw an Elco I was happy as it was fun to fight it out with them.

In the Grey Wolves mod, I get this "aw, no"-feeling when I see them as they can actually fight back now [note that I do not consider that a bad thing, as torpedo boats should be respected despite managing the incredible feat of being even smaller than my tiny u-boat].

If they are going to fire virtual torpedoes and rockets at me upon detecting me, I have a feeling I'll just go panic and dive whenever spotting one.

The same with whatever else is going to carry torpedoes and/or rockets.

Last edited by Safe-Keeper; 09-23-06 at 03:35 PM.
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Old 09-23-06, 06:08 PM   #13
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Bump (sorry).

Is it possible to make a torpedo rack (you know, like the ones destroyers and cruisers carry) that pivots to aim at its target and then fires virtual torpedoes (or that at least fires virtual torpedoes without pivoting to aim)?

I'm asking because I'm working on making a Coastal Torpedo Battery. I replaced the gun of the Medium Bunker with a torpedo rack, which might look nice (I haven't tested it in-game yet), but of course doesn't actually fire torpedoes. And if I replace the rack with the virtual torpedo launcher, the bunker will be empty.

PS: How will them missiles work?

Last edited by Safe-Keeper; 09-23-06 at 06:37 PM.
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Old 09-23-06, 06:21 PM   #14
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by ichneumon
I have played around with this a bit. I have modified the eqp file for destroyers so they use virtual torpedoes. If you want to try this yourself just find an unused weapons node in a destroyers eqp file (e.g. "LinkName=NULL") and replace it with "LinkName=PTVirtualTorpedo" using notepad. This assumes you have installed the guns.* files in the library from the pt boats or wolfpack mod. If you do not have an unused node you could replace a search light or 20mm machine gun or some other weapon you can live without.

You can also add torpedoes to planes by creating a new bomb loadout. You will have to add the new loadout information to both the planes eqp and cfg files. Just follow the format for one of the other loadouts.

I have tested all of this and it works. However, I was not happy with swordfish scoring torpedo hits from 5000 meters so I do not use the plane version. Long range torpedo hits from destroyers do not bother me as much so I have left them in for now.
In principle PTVirtualTorpedo is only optimized for torpedo boats including the number of torpedoes. Yes, it can be used for DDs but they would usually launch larger amount of torpedoes.

As to AI torpedoes for aircrafts, I am trying to work on and optimize that in my Air-attacks mod which also includes 3-inch rockets.
Wow rockets eh Serg
Like to see that one when its ready
Dont think my uboat will though
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Old 09-24-06, 03:21 AM   #15
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is it possible to make exentral torps visual on the boat?
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