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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
Doc_uk
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Default

Can we now have Full Auto fire
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Old 06-19-08, 01:59 PM   #4
AVGWarhawk
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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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