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#1 |
Navy Seal
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From what I read the Mark 16 torpedo was indeed wakeless.Someone was once kind enough to whip a up a mod that made the Mark 16 wakeless to the player eye but the enemy still spotted it.Could someone make it invisible to the enemy as well ? like the Mark 18? Thanks
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#2 |
Ensign
![]() Join Date: Nov 2009
Location: France
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I have already looked this issue, but I did not find the file that makes the Mk-18 torpedoes wakeless.
I circumvented the problem by increasing the range and speed of the Mk-18. Unfortunately, the amount of explosive is much lower than that of the Mk-16.
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#3 |
Seasoned Skipper
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The electric Mark18 got no wake-entry in the sim-file but the Mark16 got an wake-entry in the torpedoes_US.sim !
Make a savety-copy of the sim-file and delete the wake-entry for the Mark16 and test it out. It should be done with this cause then the Mark 16 runs like the Mark 18 ! Regards Maddy
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#4 |
Ensign
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Your explanation should be more detailed, please.
In the file Torpedoes_US.sim are four variables ShipWake, but none is clearly attached to Mk-16 torpedo. Moreover, they all seem to have identical parameters. So what? Thanks. Gibus
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#5 | |
Seasoned Skipper
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you have to open first the Dat-file and the open the Sim. Chose the MK16 and take the ID from this torpedo and search this iD in the Sim-file. You will get 2 entry´s for this parent ID, one for the amun_torpedo-controler of this MK16 and another for the ShipWake-controler. Thats the way to find out the right shipwake-controler for the MK16. I think it is the Node 18 you have to delete. Node 8 is the amun_torpedo-controler for the MK16. The Parent ID is : 0x8f346dcc43bfbcb0 Node 18 should have the same Parent ID so that ShipWake-controler is the one for the MK16 ! Regards Maddy
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#6 |
Ensign
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Maddy thank you, I will make a small mod like that. I'll keep you informed.
Regards. For Bubblehead: Are you sure that the Mk 16 were without wake?
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