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Old 04-03-07, 12:28 PM   #1
FoddaUK
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Default Opening torpedo tubes

Had a strange one last night that I've not seen before.

There I was in prime position at periscope depth waiting for a task force to cross my bow and launch everything I had at it. Had some time to kill waiting for them to get into attack position so opened all fore and aft torp tubes in readiness... And doesn't that take some time!

Anyway, about half an hour later (game time) it was getting close to taking out the targets. Had the first ship lined up and torpedo set for depth and thanks to comsubpac message left speed at "slow". Fired torpedo and up pops the lovely event camera showing... Tube one opening, and torpedo firing eventually!!!

Same thing with tubes 2, 3 and 4. All of them were closed when I gave the fire order and consequently I had to wait for them to open and fire before selecting the next tube, even though I'd opened every single one beforehand and not gone near the Q key since!

Needless to say, all 4 torps were well aft of their intended targets, even though I kept the scope on the taget all through the fire process before moving on to the next target.

So disappointed I closed the game there and then. I have saved though, so can try again.

Has anybody else seen this door behaviour? Is there a maximum time the tube doors will stay open for?
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Old 04-03-07, 12:31 PM   #2
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I also confirm this....
Probably the game hog...:hmm:
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Old 04-03-07, 12:34 PM   #3
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As far as I can tell you can only open one at a time. The others will close as you open another.
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Old 04-03-07, 12:40 PM   #4
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Quote:
As far as I can tell you can only open one at a time. The others will close as you open another.
GAAAH! That's even worse! So getting that salvo off is even harder than we thought!
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Old 04-03-07, 12:43 PM   #5
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Yes, it bit more involved. It takes about 8 seconds to open a door. With that said, I salvo at 10 second intervals so it is not so bad.
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Old 04-03-07, 02:47 PM   #6
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This is a carryover from SH3. In both games, if you use the keyboard command (Q in this game, Q to open and W to close in SH3) to open a tube door, then switched to a different tube, it would automatically close the old tube door at the same time. However, there were two sets of manual toggle switches in the sub model: one at the weapons officer station and one in the conning tower next to the TDC. These would allow you to switch open all the doors, and they would stay open until you closed them manually or fired the torpedo in the tube. I've looked for the manual switches in SH4, but haven't found them yet. Of course, all I've had are a Porpoise and a Tambor.
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Old 04-03-07, 03:13 PM   #7
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Quote:
Originally Posted by Quillan
This is a carryover from SH3. In both games, if you use the keyboard command (Q in this game, Q to open and W to close in SH3) to open a tube door, then switched to a different tube, it would automatically close the old tube door at the same time. However, there were two sets of manual toggle switches in the sub model: one at the weapons officer station and one in the conning tower next to the TDC. These would allow you to switch open all the doors, and they would stay open until you closed them manually or fired the torpedo in the tube. I've looked for the manual switches in SH4, but haven't found them yet. Of course, all I've had are a Porpoise and a Tambor.
I have looked for them as well but can not find them
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Old 04-03-07, 04:32 PM   #8
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I hope these switches are just hiding and maybe can be included/added. That would be just great!
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Old 04-03-07, 06:53 PM   #9
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About a week ago there was a post about how to at least have two doors open at once.

It involved renabled the old WO command key IIRC inside the command.cfg, then use that to open the first tube, then select your second tube number and use 'Q' key on that only. Now you have two tube doors open and ready to fire, just like in SH3.

Anyone want the mod or data for how to set you Hydrophones sensor depth? I found it a bit annoy having to go to 55 feet from PD of 49 feet, I set it for about 35 feet for a quicky...it maybe good for a mod. Unless this is cheating, I know it was harder to hear long distance sound at shallow water, but seriously the Hydro head in on the bottom of the sub and should be able to hear that destoyer just about ready to run you over.

The actual manual ping at the active sonar station works for real (ping then listen for return Ping), I use a clock ( speed of sound in water) since it run out at 5000 yards, but I measure range to 25000 yards with this trick, and listen to faint contacts.

What is up with the missing damage sounds when diving to deep at crush? I cannot hear the steam, or pipe breaking. Actually, all the sounds are very faint to hear. Very annoying. (there is a file with sound volumes and these files but no time to check what is wrong..seems to be a bugger when they added in the speech for 'Passing Thermal Layer patch 1.1 got in there. one to many spaces disabled the sounds and speech.)

Anyone want me to give you and work on this stuff??
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Old 04-03-07, 09:15 PM   #10
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Jungman, if you can fix this, then i would be happy
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Old 04-03-07, 09:25 PM   #11
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If it takes 8 seconds to open thats not too bad if the rest of the TDC is correct. IRL a skipper would fire 1 tube and wait 8-10 seconds to fire the next. There was no rapid shot salvo. In game I can click the next tube, hit q and adjust the gyro for spread and (before I knew it could mess up the solution) set speed to fast in 8 secnds.
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Old 04-03-07, 10:45 PM   #12
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The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"
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Old 04-03-07, 10:57 PM   #13
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Quote:
Originally Posted by MikeJW
IRL a skipper would fire 1 tube and wait 8-10 seconds to fire the next. There was no rapid shot salvo.
I've heard this, before. IIRC I remember reading somewhere that they did this to avoid the two torpedoes interfering with each other's run.
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Old 04-05-07, 08:30 AM   #14
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Quote:
Originally Posted by Chrall
The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"

Is there anything more on this problem?? I tried your suggestion and it would only open up tube 1 and I am not sure if it stays open when I use the Q key to open another tube. It is hard to tell the time delay before the next tube is fired but it appears that there is a longer delay before the second tube is fired.

Thanks ………………….. Hitech
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Old 04-05-07, 08:42 AM   #15
AVGWarhawk
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Quote:
Originally Posted by Hitech1
Quote:
Originally Posted by Chrall
The command your looking for is:
[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1

Give it a key and you can open tube one and keep it open. For example:

[Cmd312]
Name=Toggle_open_close_torpedo_tube
Ctxt=1
Key0=0x62,,"NumPad 2"
Is there anything more on this problem?? I tried your suggestion and it would only open up tube 1 and I am not sure if it stays open when I use the Q key to open another tube. It is hard to tell the time delay before the next tube is fired but it appears that there is a longer delay before the second tube is fired.

Thanks ………………….. Hitech
Still can do only one tube at a time. I do not experience a delay. I send off the first fish, click on my next tube and then the Q key to open. Count in my head 6 seconds as the first 2 seconds was used to open the next door...again, 8 seconds for the door to open. Let it go and start again with the next tube if needed. Kind of a pain but it works for me. Also, I use the enter key to fire. I do not have time to be bouncing my mouse all over the screen making adjustments, etc. So I fire tube one, move my mouse to next tube and hit the Q key to open doors. Also, the W key will cycle tubes. So in all reality you can hit the W key to the next tube, the Q key to open. Count 8 seconds for the door to open and hit the ENTER key to fire.


Also, it was found that tubes open for long periods would mess up the torps so for the most part is was one tube at a time. I do not know if torp failure is modelled in the game concerning this but it is some what realistic in only opening one door at a time.
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