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Old 05-28-16, 08:49 PM   #1
Aquelarrefox
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Default Modding torpedos and loadup

hi, first i wanna know if its posible to make something like this of is hardcoded limited.

Does the torpedo.sim be able to add a second speed for electric torpedo (all types) like steam torpedoes have 3 speeds to emulate the cold torpedos. (used by player rules as in JFO2)?

How could be posible left a empty external slot when you sails from bases as in late war, medium and short operation doesnt have esternal torpedos (for explotion risk)? also incluided in orders from JFO.

Could be nice incorporate this, also get a pritty longer ranges (becose in reality the max range is stadistic and in reality also many toepdoes can go a little more. (as polish gwx incorporate as optional mod)

Any idea or suggestion will be welcome.
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Old 05-28-16, 11:31 PM   #2
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Quote:
Originally Posted by Aquelarrefox View Post
Does the torpedo.sim be able to add a second speed for electric torpedo (all types) like steam torpedoes have 3 speeds to emulate the cold torpedos. (used by player rules as in JFO2)?
As far as I know you can't add a second speed. I included a Torpedo.sim file that covers the slower speed for Type II torpedoes that aren't warmed.

Quote:
How could be posible left a empty external slot when you sails from bases as in late war, medium and short operation doesnt have esternal torpedos (for explotion risk)? also incluided in orders from JFO.
In the basic.cfg file, where they list slots, you can put in "-1" and there will be no torpedo in that slot when you load. Works for both internal and external slots.

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Old 05-29-16, 11:06 AM   #3
Aquelarrefox
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aparently is harcoded the numbers of speed as you said. i think none of patcher will be lost time in a minor change as this.

thanks rudewarrior

Quote:
In the basic.cfg file, where they list slots, you can put in "-1" and there will be no torpedo in that slot when you load. Works for both internal and external slots.
why -1 inpite of 0? as external of type II

Quote:
[SUBMARINE_AMMO0]; IIA
Type=0
Version=0
ForeTubes=3
AftTubes=0
ForeResIntern=2
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=4
NbYears=7

Year0=1939
ForeTube00=0
ForeTube01=0
ForeTube02=0
ForeResIntern00=0
ForeResIntern01=0
Z01_00=0; IIA/1
A01_00=8
SuperCharger_00=-1
Batteries_00=1263
Hydrophone_00=1270
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=0

Year1=1940
ForeTube10=0
ForeTube11=0
ForeTube12=0
ForeResIntern10=0
ForeResIntern11=0
Z01_10=0; IIA/1
A01_10=8
SuperCharger_10=-1
Batteries_10=1263
Hydrophone_10=1270
Radar_10=-1
RadarWarningReceiver_10=-1
Decoy_Launcher_10=-1
SonarCoatings_10=-1
RadarCoatings_10=-1
Renown1=0


Year2=1941
ForeTube20=2
ForeTube21=0
ForeTube22=2
ForeResIntern20=2
ForeResIntern21=0
Z01_20=0; IIA/1
A01_20=8
SuperCharger_20=-1
Batteries_20=1263
Hydrophone_20=1270
Radar_20=-1
RadarWarningReceiver_20=-1
Decoy_Launcher_20=-1
SonarCoatings_20=-1
RadarCoatings_20=-1
Renown2=0

......


[SUBMARINE_AMMO2]; VIIB
Type=1
Version=0
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2
AftResIntern=1
AftResExtern=1
ShellSlots=10
NbYears=7
Renown=3
SNK_MASK=NSS_Uboattype7_SNK_mask
any idea what meand the change of values in "ForeTube20=x" with the years?
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Old 05-29-16, 02:18 PM   #4
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Quote:
Originally Posted by Aquelarrefox View Post
why -1 inpite of 0? as external of type II
"0" = T1 G7a torpedo.

Quote:
any idea what meand the change of values in "ForeTube20=x" with the years?
This represents changes in the loadout from year to year. If you start a career/patrol the starting loadout configuration is determined by the submarine type and the year of the patrol/career.
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Old 05-29-16, 02:35 PM   #5
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Hi Aquelarrefox,

you can add a second speed setting if you want. I use this all the time. See my old posts:

http://www.subsim.com/radioroom/show...6&postcount=23

http://www.subsim.com/radioroom/show...7&postcount=97

Regards, LGN1
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Old 05-29-16, 03:26 PM   #6
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Quote:
Originally Posted by Aquelarrefox View Post
Does the torpedo.sim be able to add a second speed for electric torpedo (all types) like steam torpedoes have 3 speeds to emulate the cold torpedos. (used by player rules as in JFO2)?
A bit of reality:

1) The steam torpedoes have three speeds in the game because they had three speeds in real life. It has nothing to do with cold torpedoes.

2) The electric torpedoes have only one speed in the game because that's all they had in real life.
http://www.navweaps.com/Weapons/WTGER_WWII.php
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Old 05-29-16, 03:34 PM   #7
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Originally Posted by LGN1 View Post
you can add a second speed setting if you want. I use this all the time. See my old posts:

http://www.subsim.com/radioroom/show...6&postcount=23

http://www.subsim.com/radioroom/show...7&postcount=97
Ack! Right there in my mod post, too! I seemed to remember that you could add different speeds to the TII, but I couldn't confirm it. I think I may have actually written that in at one time in my own mod version, but my memory isn't what it used to be. Good catch!
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Old 05-29-16, 04:59 PM   #8
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Quote:
Originally Posted by Sailor Steve View Post
A bit of reality:

1) The steam torpedoes have three speeds in the game because they had three speeds in real life. It has nothing to do with cold torpedoes.

2) The electric torpedoes have only one speed in the game because that's all they had in real life.
http://www.navweaps.com/Weapons/WTGER_WWII.php
Hey Steve, i know that, but playing with rules is a better solution for the cold torpedoes than reload game. And in deed i see that a captain could maintain cold torpedos for short of personal (injuried) or flood, You see long period to warm it.

but in fact in real life they have a variable speed based on temperature. Warm system were emtrembly complex to patch and i see as a lost of time, but get cold and warm torpedoes looks rational for me. Any way, is like playing jfo, is under your rules.

part 8 http://www.ubootwaffe.pl/en/u-boats/...german-u-boats

Quote:
you can add a second speed setting if you want. I use this all the time. See my old posts:
thanks i will read it, thanks

please can you upload the file. I made the change but the switch in gui get only one speed (i set speed [0] and [1]).
Is needed any other change to make secod speed selectable?
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Old 05-29-16, 09:08 PM   #9
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Hey Steve, i know that, but playing with rules is a better solution for the cold torpedoes than reload game. And in deed i see that a captain could maintain cold torpedos for short of personal (injuried) or flood, You see long period to warm it.
Sorry, I wasn't sure. You said the game had 3 speeds to emulate cold torpedoes. It seemed to me that you thought that was the only reason they had three speeds.

Were electric torpedoes heated? I couldn't see a reason for adding a second speed setting.

That said, what I can or can't see shouldn't affect your enjoyment of the game. I hope you find the answers you're looking for.
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Old 05-29-16, 09:20 PM   #10
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yes in ideed i solve the problem and the electric torpedoes now have 2 speed.

the strange is that it only can have 2 nor 3 the steamer.

i set speed [0][1][2], only reads 0 and 2. Is no mucho logical, but solve my problem and its ok. Other usefull piece for the most sympliefed aplicattion of FJO.

Mybe in 2 weeks i will finish this version of CAWS 1.61 - Extra + JFO + NEW BEARING. The worst part have been done.
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Old 05-29-16, 09:22 PM   #11
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Quote:
Originally Posted by rudewarrior View Post
"0" = T1 G7a torpedo.



This represents changes in the loadout from year to year. If you start a career/patrol the starting loadout configuration is determined by the submarine type and the year of the patrol/career.
ahhh in undestand now, reading again. Very very important to me. Thanks rude!
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Old 05-30-16, 01:53 PM   #12
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Quote:
Originally Posted by Aquelarrefox View Post
yes in ideed i solve the problem and the electric torpedoes now have 2 speed.

the strange is that it only can have 2 nor 3 the steamer.

i set speed [0][1][2], only reads 0 and 2. Is no mucho logical, but solve my problem and its ok. Other usefull piece for the most sympliefed aplicattion of FJO.

Mybe in 2 weeks i will finish this version of CAWS 1.61 - Extra + JFO + NEW BEARING. The worst part have been done.
Glad I could help.

Why do you want to have three settings for the electric ones?

What I could not yet find out is how and when the heating procedure was done. Were the batteries kept at 30°C during the whole patrol? Or just for a few days when combat was probable? Or were they only heated when enemy ships were encountered? Any information on this would be great!

Regards, LGN1
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Old 05-30-16, 07:06 PM   #13
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no, its not a problem. its ok. But i dont undestand why i had to set 3 speed to have 2. Any way oriblem was solve with your help. Better for an easy FJO implementation, becose switching mods generate the climate glisch even with last Steibler envairoment wich solve the mainly problem from fog long rains.
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Old 05-31-16, 06:32 AM   #14
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Glad I could help.
What I could not yet find out is how and when the heating procedure was done. Were the batteries kept at 30°C during the whole patrol? Or just for a few days when combat was probable? Or were they only heated when enemy ships were encountered? Any information on this would be great!
Hi!

According to Rössler, the torpedo' battery was self-heating, in that it had heating elements that drew power from the battery itself. Heating the lead-acid battery led to the buildup of explosive gasses inside the torpedo after 5-6 hours, as well as draining the battery of power needed to propel the torpedo. The gas could be dispersed by continuous application of compressed air, but not while the torpedo was in the tube.

See Eberhard Rössler, Die torpedos der deutschen U-boote, p. 75; also, David Habersham Wright's master's thesis, "Wolves without Teeth: the German Torpedo Crisis in World War II" at http://digitalcommons.georgiasouther...99&context=etd

From this I expect an e-torpedo was heated only when going to battle stations, but that it would not take very long for the torpedo to heat up to 30°C (86°F). If it looked like the torpedo would not be launched then the heater would be turned off.

Hope this helps!

Pablo
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Old 05-31-16, 07:35 AM   #15
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yes but i wqs thinkin this more as a rule of crew rotation (as i use an extreme hard fatigue system) keeping sailors in torpedo room for maintement.

im thinking in rules still. But basicly idea was a time from no enought people in room to have warmed torpedoes again. in a page i read, they have semi-preheated 4 electric torpedoes (or less in deed). i was traying to simulate this.

Same for rules as you cant fire with less than 2 men in torpedoroom for a periode, 20 min if was no enought until shoot without silent running (i know that in real situation alwais there were more than 3 but the fatigue compatament system cant divide personal and get hard, soft work and rest in same place. so going for the best symplification. This rule is a restriction with wounded personal restriction, so no always posibility of direct proch by time limitation.

reading again i found more things:

Quote:
The standard procedure for heating was as follows: (4 heatter kits)
  1. four electric torpedoes loaded into torpedo tubes are connected with four control boxes ("Schaltbild 1" on Drawing 13) for single heating. The temperature of the battery reaches 30 °C (from starting 15 - 18 °C) after 3.5 - 4 h (the total weight of the electrolyte in the battery is almost 100 kg).
  2. After the current was automatically cut off, torpedoes in the tubes are connected in pairs to two control boxes. Two times less current maintains the battery's temperature at 30 °C. The other two boxes are connected to the four reserve torpedeos stowed in torpedo room ("Schaltbild 2" on Drawing 13). The time to heat reserve torpedo's batteries up to 30 °C is about 20-25 hours.
aparently the idea is have no more than 8 G7e into inner deposite (and no external) i asuume in type ix in back tubes they should have al least 2 becose these model have enought space to get service for tII. TIII could be deployed in any type back tubes.
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