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Old 06-19-08, 09:38 AM   #1
keltos01
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Default 11 torpedo tubes implemented!!!!!!

IT IS POSSIBLE ! so there might not be a max number of tubes after all !:rotfl:

see the Hr Ms CLass T thread page 7, Peabody gave me a head start on this !
http://www.subsim.com/radioroom/show...=137856&page=7




did a copy paste of the 2 stern tubes bru and blu to the bow torp room in upc -> nada

did a copy paste in the stern room

[UserPlayerUnit 1.Compartment 1.WeaponSlot 5]
ID= TorpMountS4
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01
ExternalDamageZoneTypeID3D= 130

and got 5 stern tubes in the game loadout!!! but still 10 tubes total ingame (11th not there)

so I changed the two extra bow tubes from sternbunker to Bowbunker, nothing....

then I opened the .sim file, went to wpn_SubTorpedoSys,
added one tube -> Tubes [11]

gave it the BLD anim 01 (need a stern tube)

I get 11 tubes ingame !



problem :
number 1 is aft tube
number 9 is bow tube

I added one tube to the stern torpedo room (I had moved two of the tubes to the bow torpedo room before as to have eight tubes fore for my Class T)

in upc :

;------------------------------------------------------------
; STERN TORPEDO
;------------------------------------------------------------

[...]

[UserPlayerUnit 1.Compartment 1.WeaponSlot 3]
ID= TorpMountS3
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01 <-uses same door as tube
ExternalDamageZoneTypeID3D= 130 2 for now

move two stern tubes to the bow torpedo room, and renamed them

;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------

[...]

[UserPlayerUnit 1.Compartment 5.WeaponSlot 7]
ID= TorpMountB7
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk16Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BRU_anim01<-aft door moved to front
ExternalDamageZoneTypeID3D= 135

[UserPlayerUnit 1.Compartment 5.WeaponSlot 8]
ID= TorpMountB8
NameDisplayable= Torpedo Tube 8
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, 1944-07-01, TorpedoTube21inUS, Mk16Torpedo
IDLinkWeaponIntervalDefault2= 1944-07-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BLU_anim01<-aft door moved to front
ExternalDamageZoneTypeID3D= 135

It still needs refining but it works ! we need to assign that new tube a new door...
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Last edited by keltos01; 06-19-08 at 10:03 AM.
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Old 06-19-08, 12:37 PM   #2
Mush Martin
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Default

Nice play
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Old 06-19-08, 12:40 PM   #3
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Can we now have Full Auto fire
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Old 06-19-08, 01:59 PM   #4
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Default

You are doing some cool things with this sub. Keep it up...I want to give it run when you believe she is complete and ready for sea duty
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Old 06-19-08, 02:05 PM   #5
Hitman
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Amazing

I bet if you fire a full forward salvo your submarine will move backwards
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Old 06-19-08, 07:55 PM   #6
Lagger123987
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Can we umm...have 20 torp tubes? 10 bow 10 stern? Don't ask me about this idea it is my little nephew crazy arcade idea.
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Old 06-19-08, 09:48 PM   #7
Takao
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Does this mean we might see a Type XXIB with 12 tubes or an XXIC with 18 tubes.

Here's Hoping
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Old 06-20-08, 02:05 AM   #8
keltos01
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Default C2/C3

I was more thinking of a Type C2 or C3 japanese submarine (2aft, 8 fore) but why not ?
Once I get this one working adding more will be just repeating the process for 1, so it should do. The only thing then is the 3d model with all the tubes, this class T hull 3 model had 11 tubes from the start.
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Old 06-26-08, 09:48 AM   #9
keltos01
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Default tubes fixed

still need to make a new rear door animation in the .dat but the problem with the 1 firing aft and 9 firing front is now fixed.

there is a new.sim to be downloaded on my FF page.
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Old 06-26-08, 10:45 AM   #10
Xantrokoles
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You can have as many tubes as you want.

Every enimation, which has an entry in the sim file under torp tubes, builds a tube.

Is the animation positive, you got a bow tube, is it negativ, it is a rear tube.

The game supports in the german hud only 6 tubes, in the US hud 10.
Anyway you can have 100 tube, but for firing you have to use the 'set next tube' button and you have to imagine the tubes.

(Maybe you have reconized, the Panzerschiff has 8 tubes, only 6 visible in the UZO)

Good luck with your 1000 prjects Keltos
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Old 07-19-08, 10:57 AM   #11
keltos01
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The game supports in the german hud only 6 tubes, in the US hud 10. (quote Xantro)


is there a way to add tubes to the hud? with no CTD, it obviuously works in my periscopes even if the TBT/Uzo causes CTD

could anyone analyse the 1.91 Class T mod and try to figure out how to stop those CTD ???

thanks

Keltos
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