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Old 01-25-10, 02:47 AM   #1
keltos01
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Default [WIP] Non reloadable tubes for USS Narwhal

Right I had a couple thoughts on how to make those extra tubes non reloadable, and that should also work for the T-Class sub :

link the tubes to a new bunker with no ammo in the upc file

make a new entry in the zones.cfg with the bunker like "non-reloadable tubes"

any thoughts on this ?

I know in SH5 the rear tube in the Type VII is non-reloadable, as it was in RL.

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Old 01-25-10, 08:29 AM   #2
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Remember also to put it just below the deck, as it was, and not down were the other tubes were
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Old 01-25-10, 09:43 AM   #3
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Frankly the external tube for the type VIIA was not as troublesome as I thought it would be. I just emptied the rear bunker - also did the same in the associated .sim file of the submarine.

Creating another bunker shouldn't be a problem.

A possible problem from the POV of the sim file may be that you need SOME tubes to be reloadable and some NOT.

If thats a problem you may want to look into the fact that you DON'T need a rear torpedo room for the T-class (doesn't apply to the narwhal).
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Old 01-25-10, 11:03 AM   #4
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Quote:
Originally Posted by Hitman View Post
Remember also to put it just below the deck, as it was, and not down were the other tubes were
Already done : look in s3d and you'll see, the tubes are at their rightful location ! I just need to work on the second hull then.


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Old 01-25-10, 11:04 AM   #5
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Quote:
Originally Posted by elanaiba View Post
Frankly the external tube for the type VIIA was not as troublesome as I thought it would be. I just emptied the rear bunker - also did the same in the associated .sim file of the submarine.

Creating another bunker shouldn't be a problem.

A possible problem from the POV of the sim file may be that you need SOME tubes to be reloadable and some NOT.

If thats a problem you may want to look into the fact that you DON'T need a rear torpedo room for the T-class (doesn't apply to the narwhal).
ok thanks will look into that !

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Old 01-25-10, 11:44 AM   #6
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I edited the upc adding a bunker:

[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Stern Torpedo Room2
ID=SternTorpedoRoom2
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1

linked the tubes to it :

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID= TorpMountS1
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom2
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Narwhal_Door02_BRU_anim01
ExternalDamageZoneTypeID3D= 61

[UserPlayerUnit 1.Compartment 1.WeaponSlot 2]
ID= TorpMountS2
NameDisplayable= Torpedo Tube 8
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom2
IDLinkWeaponIntervalDefault1= NULL, 1944-07-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-07-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Narwhal_Door02_BLU_anim01
ExternalDamageZoneTypeID3D= 128


but still they reload ?

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Old 01-25-10, 03:03 PM   #7
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Quote:
Originally Posted by keltos01 View Post
I edited the upc adding a bunker:

[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Stern Torpedo Room2
ID=SternTorpedoRoom2
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1

linked the tubes to it :

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID= TorpMountS1
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom2
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Narwhal_Door02_BRU_anim01
ExternalDamageZoneTypeID3D= 61

[UserPlayerUnit 1.Compartment 1.WeaponSlot 2]
ID= TorpMountS2
NameDisplayable= Torpedo Tube 8
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom2
IDLinkWeaponIntervalDefault1= NULL, 1944-07-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-07-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Narwhal_Door02_BLU_anim01
ExternalDamageZoneTypeID3D= 128


but still they reload ?

keltos
I think you may have a little trouble getting that to work. In the .sim file you have two bunkers, fore and aft. So unless you empty one as Elanaiba stated, you will reload.
I even tried setting the Bunker for one tube to NULL and it still reloaded.

You can create the bunker2 in the .upc file but you can't create it in the .sim file.

I have also noticed in the past that you can set a forward tube to use the aft bunker to reload, but it doesn't work, a forward tube still loads from the forward bunker.

As an experiment I went into the Weapons.upc and set the AmmoTypesAccepted= Mk18Torpedo so it would only load one type but it still reloaded with a MK14. I was thinking if that worked, you may be able to "steal" one type of torp so that you could only use it in the non-reloadable tube, but it didn't work.

So basically the bunker you list does not matter nor does the ammo type accepted. A forward tube still loads from the forward bunker and an aft tube still load from the aft bunker. (or storage as it is called in the .sim file)

There may be a solution, but I haven't found it.

I also noticed in the single mission that I used, the forward and aft tubes should have MK14s in them according to the .upc file but they do not. Selecting one of the torpedos give no description of what it is. So I do not know where that torpedo came from. The bunkers have the correct torps but the tubes do not. At least in the version I had for setting up the two Deckguns.

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Old 01-25-10, 03:57 PM   #8
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EDIT forget it, was wrong
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Old 01-25-10, 04:08 PM   #9
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Quote:
look in s3d and you'll see, the tubes are at their rightful location ! I just need to work on the second hull then.
Ah yes, what confused me was the fact that the bent on the hull and the door are not visible. The hull model is for Narwhal prior to having that additional 2 tubes installed.

If you can't get it to work properly, then leave them out. 4 forward and two rear, as the model was originally, is OK. After all, they spent half the war without those tubes, and half with them, so either solution is equally good But I rather have 6 tubes working as intended instead of 10 not doing it correctly.
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Old 01-25-10, 06:19 PM   #10
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Quote:
Originally Posted by Hitman View Post
Ah yes, what confused me was the fact that the bent on the hull and the door are not visible. The hull model is for Narwhal prior to having that additional 2 tubes installed.

If you can't get it to work properly, then leave them out. 4 forward and two rear, as the model was originally, is OK. After all, they spent half the war without those tubes, and half with them, so either solution is equally good But I rather have 6 tubes working as intended instead of 10 not doing it correctly.
yeah I'll just keep the one with 10 tubes for myself !

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Old 01-26-10, 03:36 AM   #11
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keltos, have you tried emptying the default loadings, like

Quote:
Originally Posted by keltos01 View Post
I edited the upc adding a bunker:

[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Stern Torpedo Room2
ID=SternTorpedoRoom2
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 0
Also, are you able to reload the tubes manually or only through auto-loading?
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Old 01-26-10, 07:01 AM   #12
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Quote:
Originally Posted by elanaiba View Post
keltos, have you tried emptying the default loadings, like



Also, are you able to reload the tubes manually or only through auto-loading?
no I did not, I will try that too then, thanks !

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Old 01-27-10, 02:30 PM   #13
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well I don't have access to the computer hosting SH4 for the moment, could anyone try to help ? As the inside of the sub was a Balao, I guess one could try that on a balao clone ?

thanks

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Old 03-22-10, 01:58 AM   #14
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still not any thoughts on this people ?

also : can those tubes be added as part as an upgrade like a new deck gun could ?

then maybe we can set ammo to 1 and have it be non-reloadable ?

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Old 04-15-10, 04:24 PM   #15
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bump... still trying to get this to work...

just a thought : link the tube to external storage ? all subs .sim have them and they are all empty but for the Typ IX ?

[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
Capacity=2
IDLinkAmmunitionIntervalDefault1= NULL, 1943-03-01, T2Torpedo, 2
IDLinkAmmunitionIntervalDefault2= 1943-03-02, 1943-09-01, T2Torpedo, 1, T3Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1943-09-02, NULL, T3Torpedo, 2

[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Deck reserves
ID=SternTorpedoReserves
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, 1943-04-31, T1Torpedo, 3, T2Torpedo, 1
IDLinkAmmunitionIntervalDefault2= 1943-05-01, 1943-10-31, T1Torpedo, 2, T2Torpedo, 2
IDLinkAmmunitionIntervalDefault3= 1943-11-01, NULL, T1Torpedo, 1, T3Torpedo, 3
ExternalReserves=Yes

[UserPlayerUnit 1.Compartment 1.Bunker 3]
ID=SternDecoyReserve
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 0

added this to the T upc :

[UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=16
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk10Torpedo, 10, Mk16Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1944-01-01, NULL, Mk10Torpedo, 8, Mk16Torpedo, 8

[UserPlayerUnit 1.Compartment 5.Bunker 2] ; Deck reserves
ID=BowTorpedoReserves
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk10Torpedo, 0, Mk16Torpedo, 0
IDLinkAmmunitionIntervalDefault2= 1944-01-01, NULL, Mk10Torpedo, 0, Mk16Torpedo, 0
ExternalReserves=Yes

[UserPlayerUnit 1.Compartment 1.Bunker 3]
ID=SternDecoyReserve
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 0

and

[UserPlayerUnit 1.Compartment 5.WeaponSlot 7]
ID= TorpMountB7
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1943-12-31, TorpedoTube21inUS, Mk10Torpedo
IDLinkWeaponIntervalDefault2= 1944-01-01, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 135

will link 4 tubes to it and see if they still reload



k
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