SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-13-09, 05:53 PM   #31
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Quote:
Originally Posted by TorpedoMo
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?
Huh? Again, I can only speak for SH4, but set the range of the fish at something it will never reach, like 99,999 meters, and a speed of 0.001. It will simply hang there at the set-depth (moving at 0.001 knots (0.0018 kph) ). I set mine to have a magnetic pistol with a radius of a couple meters so the front of the torpedo did not need to hit the target.

Last edited by tater; 01-13-09 at 10:37 PM.
tater is offline   Reply With Quote
Old 01-13-09, 10:17 PM   #32
Vermin
Helmsman
 
Join Date: Apr 2005
Posts: 106
Downloads: 39
Uploads: 0
Default

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!
Vermin is offline   Reply With Quote
Old 01-14-09, 11:51 AM   #33
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

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
tater is offline   Reply With Quote
Old 01-14-09, 11:57 AM   #34
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

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?
tater is offline   Reply With Quote
Old 01-14-09, 12:19 PM   #35
Awful Smutje
Machinist's Mate
 
Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
Default

It does have magnetic pistols. This is why your torpedos detonate on halfway to the target in storm...
__________________
Fette Beute und immer eine Handbreit Wasser unter dem Kiel!
Awful Smutje is offline   Reply With Quote
Old 01-14-09, 12:39 PM   #36
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

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.
tater is offline   Reply With Quote
Old 01-16-09, 08:06 PM   #37
TorpedoMo
Helmsman
 
Join Date: Sep 2008
Posts: 108
Downloads: 117
Uploads: 0
Default

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...
TorpedoMo is offline   Reply With Quote
Old 01-16-09, 11:19 PM   #38
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I changed it and linked the file, but I don't own sh3, so I have no way of testing.
tater is offline   Reply With Quote
Old 01-19-09, 04:26 PM   #39
TorpedoMo
Helmsman
 
Join Date: Sep 2008
Posts: 108
Downloads: 117
Uploads: 0
Default

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.
TorpedoMo is offline   Reply With Quote
Old 01-19-09, 04:57 PM   #40
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

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
tater is offline   Reply With Quote
Old 01-19-09, 05:31 PM   #41
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Quote:
Originally Posted by TorpedoMo
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.
You mean like the FAT ladder torps ?
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
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 01-19-09, 07:24 PM   #42
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

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
tater is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:16 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.