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#1 |
Seaman
![]() Join Date: Dec 2012
Posts: 39
Downloads: 55
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Not sure if this is the right sub-forum or not, hopefully someone can answer me or direct towards someone that can answer me. Im trying to add the Mk-48 torps that most of the nuclear sub mods have included with them, but I want them in a regular ww2 instead of on a Typhoon/Ohio/What have you. I have s3d and I found the /Data/Library/Torpedoes.* files so I was digging around but I couldn't figure out a way to add them to my list of available torpedoes. How can I get these sweet things on my Type-VII? Would be too much fun to find a convoy and fire a salvo from 100m down at sound contacts.
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#2 | |
Silent Hunter
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![]() Quote:
![]() what you are attempting is not possible. there is no way to create wire-guided, acoustical torpedoes in silent hunter. the closest you can get is the German Type 5 or Type 7, i forget. that was an acoustic torpedo but it was slow and unreliable. The US counterpart is a Type 27. if you want to create new and additional torpedoes, you not only have to modify the Torpedos_us.sim, zon, et al you also have to create the torpedo graphics, then add that new model as a possible selection to the set of boats on which you wish to use plus about six other things i cannot remember. yes, it is a ginormous PITA. i apologize if i seem to be a harry-hair-shirt, but i started down a similar path a year or two ago and gave up. i was going to compromise and just fiddle with the acoustical settings of the existing fish but there are no acoustical settings. the performance envelope is hard-coded within SH4. don't yell at me...yell at Ubi. you can try downloading Rockin Robbins slightly-sub-nuclear-torpedo mod and see what you can see from what he did. https://www.subsim.com/radioroom/downloa...o=file&id=1210 good luck. ![]()
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Need to read the original post again, he says he already has MK 48s from some mod, so it's obviously possible to create them.
If I was doing it I would edit the MK 27 "cutie" to increase the speed, range, and explosive power, but if you already have MK 48s no need for that. You probably need to look around in the \UPCData folders for upgrade availability, and the submarine\subtype.upc to change the accepted torpedo types. Already got the torpedoes, just some plain text editing to add them to upgrade packs and reset the availability dates. |
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#4 | |
Seaman
![]() Join Date: Dec 2012
Posts: 39
Downloads: 55
Uploads: 0
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![]() Quote:
Ty I'll start there, really all i should need to do is make them available to my sub since the models and everything are already there. I fully understand that "accurate acoustic torpedoes" aren't possible within the framework of the game but if I'm putting them on a Type VIIB in 1939 then accuracy is not really what im going for. I didn't look at the the subnuclear torps file because it gives me a CTD immediately so I don't want to take notes from that mod but I did compare and contrast stock OM settings for torps + Websters improved. All I can find so far is damage dealt in hp and blast radius, but I know I'm getting closer. I'll check out the UPC files and hopefully have what I'm looking for within a few days. ![]() ty for pointing me in a direction mate o7 |
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#5 |
Seaman
![]() Join Date: Dec 2012
Posts: 39
Downloads: 55
Uploads: 0
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I dug around a bit in the 575 Seawolf mod files and found out it's already a modified cutie so I added it in to my ammunition.upc
Unfortunately I can't seem to find the location of the file detailing what sub can load what torps so I may have to try out these t5s and their homing capability. It might work from the onset if I was doing a Pacific campaign but I'm running a pretty heavily modded game centered around OM so there's a few hitches. For example: [UserPlayerUnit 1.Compartment 4.WeaponSlot 1] ID= TorpMountB1 NameDisplayable=Torpedo Tube 1 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS,T11Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= TorpTube01 ExternalDamageZoneTypeID3D= 58 Not the most helpful information silent hunter, but it's good to know that the torpedo tube accepts torpedo tubes haha |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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The relevant part of that is the line;
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS,T11Torpedo Whatever a T11 torpedo is, I don't have 1.5 so no Das Boot, no cold war mods either. Just now playing around with 1.4, I edited 3 files; \UPCUnitsData\Ammunition.upc \UPCUnitsData\Weapons.upc \Submarine\NSS_s18\NSS_S18.upc In the ammunition.upc, did a search for Mk27Torpedo, changed the availability to; AmmunitionIntervalOptions1= 1941-01-01, 1946-12-31, 500 That means the cutie is available at career start. Next the weapons.upc, [Weapon 8] ID= TorpedoTube21inUS line reads; AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo Changed to; AmmoTypesAccepted= Mk27Torpedo, Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk10Torpedo That makes the cutie the default loadout at career start. The Mark 14 is the default for all but the S class, which defaults to the Mark 10 since in real life the 14 was too long for the S class tubes. So last the NSS_S18.upc ; EDIT, REPLACE Mk10Torpedo REPLACE WITH Mk27Torpedo REPLACE ALL Save, exit, try it out in game. That works, starts a career in 1941 with default cuties in all slots on the S-18 class sub. Should be able to do something similar with the U-boat and the Mark 48. |
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