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#1 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Hi LGN1,
Is there some way you can give me a brief explanation of the alterations that you made? I have a bit of a mod soup and my torpedo.dat and torpedo.sim files are both ingredients. Unless you know a way that I can compare a file to a default GWX file and see what the differences are. Then I could do it myself. Thanx in advance. |
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#2 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
thanks for your positive comments! I'm glad you like it. BTW, I forgot to mention that the current mod only changes TI, TII, and TIII (I was too lazy to adapt it for the later torpedoes). It's easy to do it also for the other torpedoes, however, since there are hardly any premature explosions later in the war, I did not do it. @rudewarrior: I can give you a detailed explanation, however, it will take some time because I'm incredibly busy at the moment. Best, LGN1 |
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#3 | ||
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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#4 |
Fuel Supplier
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This mod by LGN1 works very well with NYGM.
It causes any ship or convoy where a torpedo has exploded prematurely (ie, without a hit, but within 1,000m of a ship) to react as though it has detected a U-boat. It took ages for me to get a torpedo to explode near a ship! Kept using Type II torpedoes with real campaign files in 1939 and 1940, checked the torpedo dud settings in the stock game and H.sie’s torpedo mod. But finally there was a definite explosion-near-ship on a solo merchant ship, which started weaving. And then a salvo attack on an escorted convoy off East Anglia. No hits, but a premature near a ship and the convoy started to weave! So great work, LGN1! This is something I have wanted for years, but couldn’t work out a hard-code fix. Like Rudewarrior, I'd be really interested in knowing the principle you used to fix this problem. Stiebler.
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NYGM Tonnage War Mod - More than a mod: it's an experience! |
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#5 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Good work!
I have always expected any reaction in these cases.... |
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#6 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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I tried using this, but experienced something different: instead of having premature detonations spooking ships, virtually every keel-shot would explode under the ship but, instead of doing damage, I'd get a "torpedo missed" message. I actually external-viewed around 5 shots and saw that happen.
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#7 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
@schlechter pfennig: I have never experienced something similar and can't understand why this should be caused by the mod ![]() Has anyone else experienced something similar? How it works: The basic idea is that when a torpedo explodes a depth-charge is spawned which also explodes. The two explosions allow one to have a 'long-range' explosion with almost zero damage and a 'short-range' explosion like the regular torpedo. Unfortunately, only the torpedo explosion/damage triggers the wanted reaction, i.e., the torpedo must be used for the 'long-range' explosion and the depth-charge for the 'short-range' damage. (This is not perfect because only the torpedo explosion seems to trigger the damage texture if it causes enough damage. However, if the torpedo explosion gets too strong, your own boat is also damaged when closer than 1000m). Required changes: Torpedo.sim; amun_Torpedo: New ID for the 'under_explosion' pointing to the DC generating effect and 'impulse = 0' Torpedo.zon; AmmoDamageInfo: MinEF=1, MaxEF=2, AP=0, MinRadius=1, MaxRadius=1000 (make the torpedo explosion weak and long-range) Torpedo_splash.dat; adjust the depth-charge parameters according to your original torpedo.zon parameters (explosion_range, MinEF,...) You can do this for all the torpedoes. I hope the explanation is clear enough. If not, please ask again. Best, LGN1 |
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