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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
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Right now it takes about all of 10 seconds for your amazing crew to haul a torpedo out of the external storage tune on deck, winch it to the hatch, push it inside the hull, and then mount it in the internal torpedo bay.
Well I guess we all knew that Germans are all supermen! ![]() REALISTICALLY... This should be a 15 minute to half hour long process - at LEAST - with rough seas making those times increase substantially if not prevent relocating the torpedo entirely. Anyone else have thoughts on this? |
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#2 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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I agree. I am still trying to track down what file controls the reload time though. Haven't found it yet.
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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First time this happened I laughed. Now I cry.
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#4 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Agreed, that was laughable. I was expecting an hour long process, but the bar simply rocketed to completion.
![]() My first thought was "can I go up on deck and see them working?", but it was completed before I even turned around to walk to the ladder. ![]()
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Contritium praecedit superbia. |
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#5 |
Lucky Jack
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As a cheap solution, you can go to data/upcdatage/upccrewdata/specialabilities.upc and change the torpedoman's reduce loading time passive ability to do the opposite, make the reloading last longer.
Change the red values to positive (without the +). I have no idea if this actually works, but it should. ![]() Code:
[SpecialAbility 16] ID=Ability-Reduce-Torpedo-Loading-Time NameDisplayable=Ability-Reduce-Torpedo-Loading-Time-Name Description=Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description, Ability-Reduce-Torpedo-Loading-Time-Description Levels= 5 AbilityType=TorpedoLoadingTimeSimple ;reduce torpedo loading time (in percents) AbilityValue= -6, -12, -18, -24, -30 |
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#6 |
Watch
![]() Join Date: Jul 2009
Posts: 27
Downloads: 77
Uploads: 0
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I appreciate that this would be a huge feat but would it be possible to actually animate that process of externally reloading with the crew? I cant see it happening but thought it was worth asking.
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#7 |
Rear Admiral
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#8 |
Stowaway
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Yes.
It's still in the sim. xfer_time |
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#9 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Yep - just found it - thanks for the heads up
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#10 | ||
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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![]() Quote:
![]() Quote:
![]() Maybe modded in, or possibly added by devs if they have 1 or more expansions lined up. ![]()
__________________
Contritium praecedit superbia. |
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#11 |
Stowaway
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You may be able to do a StateMachine controller
that would call an animation on transfer. ![]() Of course you'd need to do the animations also. |
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#12 |
Seaman
![]() Join Date: Mar 2010
Posts: 35
Downloads: 18
Uploads: 0
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In reality it took 70 minutes if the crew was really working hard.
That's 70 minutes you have to stay surfaced without any chance to dive. Cheers Chris |
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#13 |
Lucky Jack
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ROFL
![]() @Privateer Any idea if it would be possible to make the external reloading via the states and waypoints? ![]() If it's possible to make new crewstates and new waypoints, then wouldn't it then be as "simple" as make a script with !issubmerged and isreloadinglongpenislookingthings controllers that trigger the crew animations on the waypoints on the deck. Not that I can do this, but just pondering. ![]() |
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#14 |
Stowaway
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I looked into the LongPenisThingOnDeckShoveingItInHard thing.
As I haven't had the Game for very long? Not sure if that idea would work or not. I know there is interaction between Scripts and MachineStates. So anything may be possible once we know more. And animations appear to be easier to include then ever before! So who's to say what can or can not be done at this point? It's WAY to early!! |
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