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#1 |
Swabbie
![]() Join Date: Mar 2008
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I've been experimenting with some SH4 changes, including my infinite ammo, fully automatic, 600 rounds per minute deck gun
![]() I have the crappy Gato sub which at the current point in my career uses Mk14s. I went into my SH/data/library directory and found Torpedoes_US.sim. I opened the file and made my way to the Mk14TorpUS section. I saw the two speeds of 36 and 41kts (or whatever the default is) and made a marginal increase to 248 and 368kts respectively. I went back into the game for testing, and it doesn't work. I've tried loading my career, starting a new career, single custom missions, etc. The torpedo still goes the normal 36/41. I've checked over and over that I've changed the right torpedo/my sub is currently loaded with that model torpedo. I've used slightly less ambitious speed increases to see if that worked, but to no avail. I'm using game version 1.4 and making my mods with Silent 3ditor 0.7. Help me make these worthless torpedos work. ![]() |
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#2 |
The Old Man
![]() Join Date: Oct 2007
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Uh...246 and 368 knots...?
![]() Whatever floats your boat, man, but those are LUDICROUSLY high speeds! Sure, there are many things you can mod in this game, but I'm pretty confident the game engine has its limitations. Try something more down to earth, like upping the speed by +10 knots, I'm sure you'll see it's working. It's still torpedoes you're trying to mod, not a space shuttle's launch speed! ![]() ETA: oh, and welcome aboard!
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#3 |
Silent Hunter
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#4 |
The Old Man
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:rotfl:
Come on, Luke...face it with a smile! ![]()
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#5 |
Admiral
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The speeds definitely aren't too high for the engine - I've tried 300 knots(when trying to get the torpedo jump out of water, don't ask why), and it worked fine. They were wicked in a convoy attack btw
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#6 | |
The Old Man
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#7 |
Machinist's Mate
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I've seen that with TMO 1.5, You need a torpedo specialist passive ability with another torpedo specialist that reduces dud chance and shortens reload times, coupled with an active ability torpedo specialist that increases speed and damage of the torpedoes for 5 min. lol activate those crew members before launching the torpedoes and see how screaming fast they become!! They did sometimes actually jump out of the water after launch. I admit I was having fun with it, but the rivet counting side of me eventually won out
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#8 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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BTW, ruddy, welcome to subsim
![]() Edit:Oops, too late, I was too busy laughing at Beasty's "Ludicrous speed" reference that I didn't notice he welcomed ya already:rotfl: Double edit : I gotta quit laughing while typing. lucicrous? Some day I'll learn to proofread. Last edited by Digital_Trucker; 04-01-08 at 09:31 AM. |
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#9 | |
The Old Man
![]() Join Date: Oct 2007
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I have no idea what you're talking about! ![]()
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#10 |
Navy Seal
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All together now!
Sim-u-la'-shun
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#11 |
The Old Man
![]() Join Date: Apr 2007
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Man, I should remove support for these controllers... :rotfl:
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#12 |
The Old Man
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Can you get the torpedo to do a Mach number? How about a TLAM mod! Boy Howdy! Now this is "Flavored to Taste", to quote the Master himself!
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#13 |
Captain
Join Date: Mar 2008
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What do you mean were only doing 8 kts submerged????
Its time for LUDICRIOUS SPEED!!!!! Lets get this tin can swimming at at least 200kts!!!!!!!!! ![]() ![]() ![]() ![]()
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#14 | |
Captain
Join Date: Mar 2008
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#15 |
Swabbie
![]() Join Date: Mar 2008
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The first reply said i was trying to high of speeds, but as I said in my post, I already suspected that and tried minor speed adjustments but to no avail.
So, to cut to the chase, nobody knows what the answer is? |
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