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#31 |
Bosun
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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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BTW, hacked 8k impulse, 8k range, 40 knot, 179 degree turn rate Zaunkonig II is killer. ![]() |
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#32 | |
Eternal Patrol
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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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#33 |
Bosun
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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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BTW, hacked 8k impulse, 8k range, 40 knot, 179 degree turn rate Zaunkonig II is killer. ![]() |
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#34 | |
Eternal Patrol
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#35 |
Seasoned Skipper
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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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#36 |
Bosun
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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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BTW, hacked 8k impulse, 8k range, 40 knot, 179 degree turn rate Zaunkonig II is killer. ![]() |
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#37 |
Eternal Patrol
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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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#38 | |
Bosun
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BTW, hacked 8k impulse, 8k range, 40 knot, 179 degree turn rate Zaunkonig II is killer. ![]() |
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#39 |
Watch Officer
![]() Join Date: Jun 2006
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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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#40 |
Eternal Patrol
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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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#41 |
Ocean Warrior
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:hmm: :hmm: :hmm:
Be afraid...be very afraid! ![]() LOL
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#43 |
Swabbie
![]() Join Date: Jul 2008
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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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#44 |
XO
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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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#45 |
Sparky
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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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