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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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![]() Quote:
![]() Last edited by tater; 01-13-09 at 10:37 PM. |
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#32 |
Helmsman
![]() Join Date: Apr 2005
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Thanks for taking the time to answer my suggestions, I'm sure you have considred them all before! Since my modding is limited to changing the odd text file I have endless appreciation for what you are trying to do!
If Tater's ideas can be used we will have a real winner! You really have to admire the general helpfulness of the subsinm community. ![]() ![]() Couldn't resist this! |
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#33 |
Navy Seal
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Location: New Mexico, USA
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Dietrich, the file in SH4 HAS THE SAME PARENT ID as your screenshot.
I changed the arming distance to 10m, here's the file. If it crashes it crashes, if it doesn't... Actually, look at it first to make sure it has not added any new fish, so that all the IDs point to the right parents in the dat. http://files.filefront.com/Torpedora.../fileinfo.html |
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#34 |
Navy Seal
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Location: New Mexico, USA
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Hey, the arming distance in under the Pistol information, I don't see that in your SS.
Does SH3 have any fish with magnetic pistols? |
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#35 |
Machinist's Mate
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Location: Germany, about 200km upwards the Weser from bunker "Valentin"
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It does have magnetic pistols. This is why your torpedos detonate on halfway to the target in storm...
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__________________
Fette Beute und immer eine Handbreit Wasser unter dem Kiel! |
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#36 |
Navy Seal
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Location: New Mexico, USA
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Yes, but are the values in the sim, or is it somehow hard-coded.
The fact that the SH4 sim has the same ID certainly says that the german stuff was simply dropped in from SH3, though. |
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#37 |
Helmsman
![]() Join Date: Sep 2008
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You Guys had any succes in changing the torpedo.sim?
I will try also tomorrow, got me tater's torpedofile. There must be a way... |
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#38 |
Navy Seal
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I changed it and linked the file, but I don't own sh3, so I have no way of testing.
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#39 |
Helmsman
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Using tater's torpedo.sim sh chrashes at start. No way....
And the few values changable in the SHIII torpedo.sim are much too less to "imitate" a mine. Another idea was to use a torpedo whith a search pattern. After reaching the arming distance, the torp moves on with the minimum speed and follows the pattern which we could (can we?) definite as a really small square. I don't know I you can add more "legs", but if you could let the torp move endless in a square by maximum the total range. For the long range the torps needs a very long time with the min. speed, so the "mine" stays effective but don't moves from the spot. |
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#40 |
Navy Seal
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Ah, was worth a shot
![]() Again, I don't have sh3, so I had no idea, I threw it at the wall to see if it would stick ![]() |
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#41 | |
Rear Admiral
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Location: Swindon, England
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I think legs for those are adjustable - are via TDC so must be in a file somewhere IIRC the steam ones have a range of 12 km At a real slow speed would take a real long time to go 12km Would give the mine a fairly long life Not sure how long though |
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#42 |
Navy Seal
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Location: New Mexico, USA
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The trick is not so much the time they persist, it's getting them to arm. You can set the fish to swim VERY slowly.
Frankly, arming fast is only a concern if you care about getting credit for the kill, and in RL, you simply would not (how would they know?). The goal is really being forced to have to do a thankless mission, unsuited to the true nature of your warship ![]() |
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