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#1 | |
中国水兵
![]() Join Date: Mar 2008
Location: Chelmsford, Essex
Posts: 280
Downloads: 50
Uploads: 0
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![]() Quote:
I was thinking at one stage "what's the point in carrying them in the first place If I never get to use them" Perhaps I will when I get to summer...Should be into June during my next patrol.. |
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#2 |
Stowaway
Posts: n/a
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Why not do it my way? No external reloads carried.
Not all boats carried them. It generaly takes my guys 22 minutes per tube to reload. It should take about 15 minutes IF the torpedoes are pre-hung. I prefer to leave them on, and under, the deck for the safety of both the boat and crew so, 22 minutes is as close to realistic time as I can get. No reloading until all enemy units are safely disengaged. And like Steve, all reloading is done at 50 meters or deeper. |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly. Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me. ![]() I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot. If you want to do so, modify Basic.cfg, add two new slots: [SUBMARINE_AMMO2]; VIIB Type=1 Version=0 ForeTubes=4 AftTubes=1 ForeResIntern=4 ForeResExtern=1 ForeResExtra=2 <-3 AftResIntern=1<-2 AftResExtern=1 ShellSlots=12 NbYears=7 Renown=3 SNK_MASK=NSS_Uboattype7_SNK_mask Now define the loadout for those new slots, they show up in the loadout screen: Year0=1939 ForeTube00=0 ;T1 ForeTube01=0 ForeTube02=0 ForeTube03=2 ForeResIntern00=2 ForeResIntern01=2 ForeResIntern02=0 ForeResIntern03=0 ForeResExtern00=0 ForeResExtra00=0 ForeResExtra01=0 ForeResExtra02=0 AftTubes00=0 AftResIntern00=2 AftResIntern01=2 AftResExtern00=0 Z01_00=3 ; VIIB/1 M01_00=1 A01_00=8 SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default Snorkel_00=-1 Batteries_00=1265 AftBatteries_00=1265 Hydrophone_00=1270 Sonar_00=-1 Radar_00=-1 RadarWarningReceiver_00=-1 Decoy_Launcher_00=-1 SonarCoatings_00=-1 RadarCoatings_00=-1 Renown0=2500 The lines read [x for year][y for tube]=[z for torpedo type] The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot. The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6) The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen. 0 = G7a/T1 1 = G7e/T2 first version 2 = G7aFAT 3 = G7e/T3 second version 4 = ??? - not sure right now - G7eFAT iirc 5 = Falke 6 = well the rest is lost somewhere in the endless emptiness of my brain... ![]()
__________________
![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#4 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
|
![]()
The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly. Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me. ![]() I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot. If you want to do so, modify Basic.cfg, add two new slots: [SUBMARINE_AMMO2]; VIIB Type=1 Version=0 ForeTubes=4 AftTubes=1 ForeResIntern=4 ForeResExtern=1 ForeResExtra=2 <-3 AftResIntern=1<-2 AftResExtern=1 ShellSlots=12 NbYears=7 Renown=3 SNK_MASK=NSS_Uboattype7_SNK_mask Now define the loadout for those new slots, they show up in the loadout screen: Year0=1939 ForeTube00=0 ;T1 ForeTube01=0 ForeTube02=0 ForeTube03=2 ForeResIntern00=2 ForeResIntern01=2 ForeResIntern02=0 ForeResIntern03=0 ForeResExtern00=0 ForeResExtra00=0 ForeResExtra01=0 ForeResExtra02=0 AftTubes00=0 AftResIntern00=2 AftResIntern01=2 AftResExtern00=0 Z01_00=3 ; VIIB/1 M01_00=1 A01_00=8 SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default Snorkel_00=-1 Batteries_00=1265 AftBatteries_00=1265 Hydrophone_00=1270 Sonar_00=-1 Radar_00=-1 RadarWarningReceiver_00=-1 Decoy_Launcher_00=-1 SonarCoatings_00=-1 RadarCoatings_00=-1 Renown0=2500 The lines read [x for year][y for tube]=[z for torpedo type] The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot. The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6) The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen. 0 = G7a/T1 1 = G7aFAT 2 = G7e/T2 first version 3 = G7e/T3 second version 4 = ??? - not sure right now - G7eFAT iirc 5 = Falke 6 = well the rest is lost somewhere in the endless emptiness of my brain... ![]()
__________________
![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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