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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
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i was going to say, is there a type XB ready?
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#2 |
Helmsman
![]() Join Date: Sep 2008
Posts: 108
Downloads: 115
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You had any success in proceeding this mod?
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#3 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 39
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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! Regards Vermin |
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#4 | ||
Helmsman
![]() Join Date: Sep 2008
Posts: 108
Downloads: 115
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Hey!
Quote:
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:
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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#5 |
Helmsman
![]() Join Date: Sep 2008
Posts: 108
Downloads: 115
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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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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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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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#7 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 39
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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! Regards Vermin |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 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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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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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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#10 |
Helmsman
![]() Join Date: Sep 2008
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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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#11 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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I normal torpedoes detonate when they hit the bottom. :hmm:
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#12 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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![]() Quote:
![]() Last edited by tater; 01-13-09 at 10:37 PM. |
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#13 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
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This looks veary good.
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Task Force industries "Taking control of the world, one mind at a time" Last edited by Task Force; 11-21-08 at 03:42 PM. |
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#14 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
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Excelent progress. Good luck getting the rest done.
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#15 |
Electrician's Mate
![]() Join Date: Sep 2008
Location: Dublin - Ireland - 53° 15′ 54.36″ N, 6° 6′ 49.32″ W
Posts: 136
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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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