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Old 02-26-07, 10:54 PM   #31
zaunkonigII
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So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?
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Old 02-26-07, 10:57 PM   #32
Mush Martin
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Quote:
Originally Posted by zaunkonigII
So if you set Depth (in the TDC, right?) to, say, 8, so after it runs 8 meters under the surface it'll explode 8 meters from hull?
Ja das is correct.

but with normal torp it would be no effect

I havent tried an ubertorp set for too deep

it might help my launch angles when using black swans
as AA projectiles.
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Old 02-26-07, 11:06 PM   #33
zaunkonigII
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Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).
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Old 02-26-07, 11:18 PM   #34
Mush Martin
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Quote:
Originally Posted by zaunkonigII
Hehe, maybe I'll try an UberShell next time :rotfl: . But too bad, me XXI's got no deck guns, and I'm afraid boosting the 20mm AP shells (yes, i've done that) also boosts the 20mm AP guns of AI ships (does it?). So, i'll settle for me Semi-Uber-Torp in my sig. It's kinda fun that way, its got the challenge of finding the right spot to hit, but also decreases the frustration of a miss (it turns on a dime, and leaves ALL DDs in the dust).
I bet you I could get a deckgun to fire on a type XXI
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Old 02-26-07, 11:26 PM   #35
GSpector
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"Originally Posted by Mush Martin
Use mini tweaker

impule to 999999

and then

radius and effect to 99999

I got two black swans into orbit and out of the game."


This is what I see in Mini-Tweaker:

type =

depth =

max_dive_angle =

max_turn_angle =

impulse =

straight_run =

speed =

range =


I don't see radius or effect
:hmm:
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Old 02-26-07, 11:48 PM   #36
zaunkonigII
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Default Mini-Tweaker Ubertorp 101

File: Torpedo.sim

Type = System value. Don't change.

Depth = Default depth for torpedo.

Max_Dive_Angle = What it says, in degrees.

Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.

Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.

Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.

Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)

Range = Duh. In meters.

-------

File: Torpedo.zon

MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.

MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion. I usually set mine to <100.

Hope this helps.
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Old 02-26-07, 11:56 PM   #37
Mush Martin
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Default My bad

sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM
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Old 02-27-07, 12:04 AM   #38
zaunkonigII
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Quote:
Originally Posted by Mush Martin
sorry dood thanks z2 I now forgive you for all your previous transgressions.
(one) your gaining my favour by covering my ommisions.
my wife is fond of saying "oh just get over yourself"
thanks.
MM
No prob, and apologies for all my transgressions . Really.
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Old 03-01-07, 06:44 PM   #39
robbierob2005
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I tried to make some nuclear Torpedos myself









I shot this smaller ship right to the moon

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Old 03-01-07, 08:42 PM   #40
Mush Martin
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Default How did it go

Nice hit :rotfl:

lifes better without event camera.

whats doing the re entry thing in the last shot a freighter?

I got great break up scenes of a destroyer breaking in the spin
at the top of the arc and come into the water like a bad day at
the space program.

(sadly those screenies are now deleted)

MM
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Old 03-01-07, 08:54 PM   #41
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:hmm: :hmm: :hmm:

Be afraid...be very afraid!

LOL
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No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
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Old 03-01-07, 08:58 PM   #42
Mush Martin
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Actually with my boat and these torps im not easily intimidated
shall we say.
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Old 08-23-08, 11:45 PM   #43
deerbolt
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Default torpedoes

i have done what is outlined below using SH3 Mini Tweaker and them tweakfiles

File: Torpedo.sim

Type = System value. Don't change.

Depth = Default depth for torpedo.

Max_Dive_Angle = What it says, in degrees.

Max_Turn_Angle = What it says, in degrees. Maximum is in 180, so if you want to make a torp that turns on a dime, use 180.

Impulse = The amount of force applied to target (not damage). Huge amounts makes merchants really fly up into the air.

Straight_Run = Used by homing torps. Since homing torps lock on to acoustic sources, the torp must run this distance before the guidance system sets in. Set it too low and you'll risk your torp turning back and sending you to Davy Jones' locker.

Speed = Duh. In knots. Note that setting a value more that 40 for homing torps may make them miss a lot (observation only)

Range = Duh. In meters.

-------

File: Torpedo.zon

MinEff and MaxEff = Defines the minimum and maximum DAMAGE the torp can inflict at one time.

MinRadius and MaxRadius = Defines the minimum and maximum Area of Effect, in other words, the blast zone. Set it too large and you'll be caught in the explosion.

my question is this?

do the settings you altar in them 2 files get automatically inputted into the originals in C:\Program Files\Ubisoft\SilentHunterIII\data\Library. and if not how do i change them manually

thanks for any replies
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Old 08-24-08, 01:05 AM   #44
USS Sea Tiger
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Default torpedo models

Is there only one 3d model for torpedos and differing skins or is there a different 3d model for each type torpedo?
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Old 08-24-08, 07:37 AM   #45
Dietrich
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From what I can tell, there is one per torpedo type. However, I've been struggling with this for converting a torpedo to a mine, and can't get it to work at all.

Ref: http://www.subsim.com/radioroom/showthread.php?t=140078

I'd be very curious to know if you manage to change the 3D model of a torpedo at all!
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