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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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U-552 Tiger IDF |
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#47 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#48 | |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#49 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Yes, they are working.
![]() Very good job. This mod is very helpful ![]() I thank you for your hard work. Now what to do next? I might recreate the sinking of HMS Rawalpindi, Where Scharnhorst and Gneisenau sink HMS Rawalpindi because the captain of the ship didn't want to surrender to the Germans. Maybe not, Ill keep looking for idea's. Also, do the torpedo tubes on ships actually work? I have never seen then work, if they do. Last edited by V13dweller; 01-02-13 at 12:24 AM. |
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#50 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I really don't know, but good question anyway! Can anyone answer it? |
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#51 | |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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![]() I am going to get some ships close enough to each other to see if they will use the torpedoes, but right now, one has sunk the other before they get close enough to use them ![]() |
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#52 | ||
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#53 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I believe now that the torpedo tubes are decorations, I placed a Konigsberg class light cruiser 400 meters (Minimum distance for the standard G7a torpedo to detonate) and the tube racks did not track the enemy ship, the ship just maxed the engines, moved to a safe distance, then the 3 turrets just tracked to the ships and sent it to the bottom by normal means.
I think, under my opinion, it is for decoration purposes only. |
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#54 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Unlike other ship armaments, torpedo launchers don't have a wpn_* controller assigned in guns_radars_01.sim. Even worst, after having a quick glance at the available SH weapons controllers, I couldn't find any special controller designed for working with the torpedo launcher. Here's the full list of them: wpn_BoldsLauncher wpn_Cannon wpn_DCRack wpn_Hedgehog wpn_Kgun wpn_Searchlight wpn_SubTorpedoSys As you can see, the closer we can get to a torpedo launcher is the wpn_SubTorpedoSys controller, which I doubt will work on ships. Nonetheless, I remember that in SH3 or 4 they managed to mimic a working torpedo launcher by using a dummy gun which fired dummy shells. If I remember correctly, the trick was making it to spawn a torpedo in place of a flash effect every time it fired its armless rounds. This method had several limitations, but at least it worked. I'll try looking for this mod, and see if the same can be done in SH5. ![]() In the meanwhile I would appreciate if someone could explain to me how deck-mounted torpedo tubes do work. I don't know anything on this topic: do they track their target like a normal gun do (train and elevation)? Are the torpedoes they fire equipped with gyroscopes? etc. |
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#55 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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new alpha version of the patch available here:
http://www.mediafire.com/?927qswrl3urhwr2 What is new:
Previous version:
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#56 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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The hedgehog mortar spigot? I have never seen that used before, I have only seen the depth charge racks and depth charge throwers used before.
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#57 |
Seaman
![]() Join Date: Dec 2012
Location: Canada
Posts: 37
Downloads: 125
Uploads: 0
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Will there be cake?
I swear I saw something about those working in-game. humph, i shall try to find it. |
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#58 | |
Seaman
![]() Join Date: Dec 2012
Location: Canada
Posts: 37
Downloads: 125
Uploads: 0
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Check this very cool link out!! http://www.hnsa.org/doc/destroyer/ddtubes/index.htm |
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#59 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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By any chance, is it possible to disable the depth charge racks on the destroyers? Because I still have not managed to get any destroyers to use their hedgehog. I was thinking, if the ship cannot use it's depth charges, it would be forced to use hedgehog.
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#60 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Also, the destroyer should use it's hedgehog above using the depth charges, because the hedgehog is a much more effective anti-submarine weapon. The hedgehog had a 25% kill rate, while the depth charge had a 7%, as we can see, these odds are in the hedgehogs favor, so the hedgehog might not actually work within this game.
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