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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 |
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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#13 |
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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