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Old 11-15-08, 05:16 PM   #1
Sledgehammer427
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i was going to say, is there a type XB ready?
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Old 01-09-09, 05:07 PM   #2
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You had any success in proceeding this mod?
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Old 01-09-09, 11:16 PM   #3
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So if you set the arming distance to "0", will it detonate as soon as it is laid?

What about if the arming distance is say 1m but the the mine moves so slowly it still takes 10-15 minutes to get there?

Otherwise, can the arming distance be reduced to the absolute minimum so with a 10-15 minute arming period, the speed of the mine can still be set as close to 0 as possible?

For single player especially, I would not mind waiting a bit longer for the mines to arm.

Would TMB ground mines be easier to mod? 1) There is no cable. 2) If you can make them hit the bottom and stop but not detonate (maybe possible with magnetic or acoustic detonators?) there is no problem with drift and minelaying in very shallow water/harbours becomes an option.

Just thoughts. Great work so far and I look forward to whatever comes out!

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Old 01-10-09, 06:24 AM   #4
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Hey!

Quote:
So if you set the arming distance to "0", will it detonate as soon as it is laid?
As i know, the arming distance can not be changed. Hardcoded. Also that was my idea when I tried to get a playable mine. And if the mine should explode by magnet, it would detonate immediately - or can input a time delay - which I guess also is not possible.

I think the option you mentioned that the mine travels lets say 1m and takes 15min to make the distance woulb de great. So, maybe anyone else can manage to reduce the min. arming distance.

Quote:
Would TMB ground mines be easier to mod? 1) There is no cable. 2) If you can make them hit the bottom and stop but not detonate (maybe possible with magnetic or acoustic detonators?) there is no problem with drift and minelaying in very shallow water/harbours becomes an option.
Thats the other option which should be tried. Keep the arming distance, set the speed to value that the mine needs about 15mins to travel and arms after
completing the distance, sinks to ground, KEEPS functional and detonates by magnet.
Its not perfect, but you even could lay functional mines. And If you know it travels
a 300m metres distance you have to make a measurement on your chart so you know where it drops down. no problem.
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Old 01-12-09, 06:01 PM   #5
TorpedoMo
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Nice to hear dietrich

What you mean with drift speed? The speed the mine travels the arming distance?

Read a post today about a working mining mod in SH4.

Another thing I got is that the game don't counts sunk ships by a player mine.
So if we have a mining mod for SH3, you have to stay at place to see what ships your mines sink.

Anyway. First I hope it is someday at least possible.

I you need any help I'm glad to assist you.

Cheers
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Old 01-12-09, 06:36 PM   #6
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What distance do torpedoes eject to when fired?

Seems liek the arming distance can be dropped to near zero, mine speed 0.001, and the laying sub will simply need to have steerageway to escape.
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Old 01-13-09, 07:29 AM   #7
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The TMB:

Here is another though... set the max range of the "torpedo" to 400m

"Fire" from the tubes with a miniscule velocity (you use o.6 kn).

The torpedoe runs out of "steam" after 400m, after about 15+ minutes of travel, fully armed and then sinks at the normal sink rate to the bottom (witch is probably about 25m max for a ground mine).

The torpedoe then sits on the bottom until it is detonated by a passing ship.

Or does the torpedo just explode (even with an influence fuse) or disappear when it hits the seabed?

Still hoping!

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Old 01-13-09, 11:44 AM   #8
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At the max range, they sink, then (in SH4, anyway) detonate.

In my SH4 experiments with mines I set the max range very very far, and the speed to 0.001, removed the wake effects, etc.
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Old 01-13-09, 01:45 PM   #9
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Open the torpedo sim file with s3d and change the arming distance from 300m to whatever you like. Set it to 5m and it will be armed by the ejection alone.

open the dat, find the torpedo. open the sim, find amun_AcousticTorpedo that has the "parent ID" that matches the fish in the dat you want.

Open that up. IN the property tree, right click the top and "expand all."

select arming distance, and change it below.
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Old 01-13-09, 05:31 PM   #10
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Wow, that sounds great!

Now we need to know how to make the torpedo stay at the spot after the arming distance and keeps armed so he can detonate.

Currently he sinks, but what happens when he hits the seabed?
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Old 01-13-09, 05:48 PM   #11
Weiss Pinguin
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I normal torpedoes detonate when they hit the bottom. :hmm:
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Old 01-13-09, 05:53 PM   #12
tater
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Quote:
Originally Posted by TorpedoMo
Wow, that sounds great!

Now we need to know how to make the torpedo stay at the spot after the arming distance and keeps armed so he can detonate.

Currently he sinks, but what happens when he hits the seabed?
Huh? Again, I can only speak for SH4, but set the range of the fish at something it will never reach, like 99,999 meters, and a speed of 0.001. It will simply hang there at the set-depth (moving at 0.001 knots (0.0018 kph) ). I set mine to have a magnetic pistol with a radius of a couple meters so the front of the torpedo did not need to hit the target.

Last edited by tater; 01-13-09 at 10:37 PM.
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Old 11-21-08, 03:41 PM   #13
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This looks veary good. This was one of the big things this game was missing.
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Last edited by Task Force; 11-21-08 at 03:42 PM.
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Old 12-16-08, 10:13 AM   #14
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Excelent progress. Good luck getting the rest done.
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Old 12-16-08, 02:06 PM   #15
={FH}=Paddy
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in Wolf Pack by Gordon Williamson on page 78 there are descriptions of German mines and their opperating depths - The SM(Schachtmine)A is quoted as "...it could be used in waters up to 250meters depth".

also in Subs and Submariners by Arch Whitehouse, a reference is made that, "...German moored mines could be laid at any depth up to six hundered feet and more".
(Six hundered feet being aprox 180m)


haven't read the below link but....?
http://en.wikipedia.org/wiki/Naval_mine


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