SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-24-11, 12:31 PM   #1
sossenbinder
Seaman
 
Join Date: Mar 2008
Posts: 37
Downloads: 93
Uploads: 0
Default Torpedo magnetic pistol

Hi, long time ago, i played SH5 and created some graphic mods..

Is the problem with depth and magnetic pistol already solved with all kind of ships?

I saw an official bug thread - are most of the worst bugs already solved after 1,5 years through community mods? Should i give SH5 another chance?

thx for your help
sossenbinder is offline   Reply With Quote
Old 11-24-11, 01:41 PM   #2
sirbum69
Navy Dude
 
Join Date: Feb 2010
Posts: 178
Downloads: 127
Uploads: 0
Default

dont know if it is my mod soup or not but i have sent two torps under keel on magnatic and they both just sail on past.
sirbum69 is offline   Reply With Quote
Old 11-24-11, 02:06 PM   #3
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

No, the magnetic detonation doesn't work at all. If the torpedo doesn't hit the ship, it won't detonate.

But like I said in the dud-torpedo thread, if you are using mods that add imported ships from SH3 or SH 4, magnetic pistols will work on these particular ships. Dud/magnetic torpedo settings won't regocnice the SH5's new GR2-format.
Rongel is offline   Reply With Quote
Old 11-24-11, 04:11 PM   #4
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Is the Magnetic Influence Detonator problem in the Torpedo Damage Model?
Currently, NONE of the Torpedo's have Dmg_Col Models.
If these Models existed, could ships shoot at and possibly destroy incoming Torpedo's if the Torpedo is Spotted prior to impact?

Impact Pistol Detonator is obviously on the nose of the Torpedo but the Magnetic Influence Detonator is on the Top Front part of the Torpedo.
Not sure what is triggering Torpedo Detonation on impact as is now.

So Maybe add a Damage Zone for Magnetic Influence Detonator linked to Magnetic Infuence Switch to enable/disable detonator.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire

Last edited by TheBeast; 11-24-11 at 04:23 PM.
TheBeast is offline   Reply With Quote
Old 11-24-11, 06:55 PM   #5
sirbum69
Navy Dude
 
Join Date: Feb 2010
Posts: 178
Downloads: 127
Uploads: 0
Default

i would think that would be possible. Didnt TDW add like a buffer zone to mines so they could be shot and blow up. Couldnt you just do the same for the Torps so that if its turned on and that buffer zone hits the ship it blows?
sirbum69 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:17 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.