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Old 04-19-10, 07:47 AM   #16
keltos01
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There were some common ids on different nodes

fixed that,

fixed the zon file too (all the calculations are in an excell file with the mod, they are based on the stock hit points of the mk 14 used as baseline)

mk VIII TNT
min 96,1
max 144,2
AP 80,1
max turn angle = 35

mk VIII TorPex
min 225
max 337,5
Ap 187,5
max turn angle = 35

mk IV
min 107,5
max 161,4
AP 89,6
max turn angle = 10

the max turn angle should really be set to 0 but since I know they could turn them up to 70 degrees at the end of the war with the mark 3 computer, and they had mark 1 computer during the war, I set them to a low value but one that doesn't require to turn the boat all the way towards the heading the torpedo should take to hit the target.

keltos
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Last edited by keltos01; 04-19-10 at 08:04 AM.
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Old 04-19-10, 08:55 AM   #17
keltos01
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an afterthought : when I made the torpedo mark IV I set in the ammunition.upc :

[Ammunition 19]
ID=MkIVTorpedo
NameDisplayable= Mark IV
Type= AmmoTorpedo
Subtype=Mk10TorpUS maybe this should become Subtype=MKIVTorpUS too ? or is it one of those "hardcoded" things ? that's why I didn't change it yet
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1925-06-01, 1946-12-31, 0
Volume= 1
PackSize=1
Info=MkIVTorpInfo
Notes=MkIVTorpNotes

tubes :

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 53cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo, MkIVTorpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun
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Last edited by keltos01; 04-19-10 at 11:00 AM.
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Old 04-19-10, 11:39 AM   #18
keltos01
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the new mark IV I added causes CTDs...

guess we really can't add torpedoes to the number of torpedoes available ingame

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Old 04-20-10, 02:07 AM   #19
keltos01
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There were some common ids on different nodes

fixed that,

fixed the zon file too (all the calculations are in an excell file with the mod, they are based on the stock hit points of the mk 14 used as baseline)

mk VIII TNT
min 96,1
max 144,2
AP 80,1
max turn angle = 35

mk VIII TorPex
min 225
max 337,5
Ap 187,5
max turn angle = 35

mk 14 US torpex
min 180
max 270
AP 150
max turn angle = 135

This mod gives you both british torpedoes mark VIII TNT and mark VIII** Torpex and the US mk14 II torpex torpedoes that was missing from the game, while retaining the original mk14 too, it'll be available mid-1942.

d/l :
http://www.mediafire.com/file/nyrimlwrzmr/British mark VIII and VIII US mk14 torpex.7z

if you want the british torpedoes with 15 degrees gyro angle instead of 0 :

http://www.mediafire.com/file/tnzdal...rpedoes_US.sim

slip it in the library folder of mod

test and report please

keltos
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Last edited by keltos01; 04-20-10 at 11:19 AM.
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Old 05-01-10, 12:41 AM   #20
rditto48801
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Wait, are you saying you have managed to not only add new torpedoes, but to also get them working in game?

Was the previous problem you had due to the early part of the ammo file under the heading Torpedoes?

Quote:
; Torpedoes
;
; Subtype=Mk10TorpUS
; Subtype=Mk14TorpUS
; Subtype=Mk16TorpUS
; Subtype=Mk18TorpUS
; Subtype=Mk23TorpUS
; Subtype=Mk27TorpUS
Is it basically possible to now make new Subtypes for torpedoes?

For example, a new torpedo with something like Subtype=NewTorpUS, and the early part of the file have the same thing added at the bottom of the list of the other Torpedoes Subtypes, and as a torpedo that a torpedo tube will accept?

My modding experience is limited (and almost non-existent with SH4), but the subject does make me curious, so I feel the need to ask.
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Old 05-01-10, 02:19 AM   #21
keltos01
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[QUOTE=rditto48801;1379055]Wait, are you saying you have managed to not only add new torpedoes, but to also get them working in game?
they are transformed stock types, i couldn't add more torpedoes yet.. they cause CTD, we guess the number of available torps is hard coded.

Was the previous problem you had due to the early part of the ammo file under the heading Torpedoes?

Is it basically possible to now make new Subtypes for torpedoes?
No, but you can always try, nothing better than a new set of eyes !

For example, a new torpedo with something like Subtype=NewTorpUS, and the early part of the file have the same thing added at the bottom of the list of the other Torpedoes Subtypes, and as a torpedo that a torpedo tube will accept?
tried that, didnt work
I added a new torpedo in the .dat with new ids (a clone of anexisting type re ided)
added it to the .sim and linked to the .dat
added it to the .zon
and linked to the .dat

added it to weapons.upc, localization.upc, ammunition.upc

to no avail : so far they show up in the loading screen and CTD when you try to play
My modding experience is limited (and almost non-existent with SH4), but the subject does make me curious, so I feel the need to ask.
no problem !

you can only modify existing torpedoes to fit your needs (.sim, .zon even a new 3d model like the Kaiten, but I couldn't create a new one, nor an 11th tube yet...)

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Old 12-24-10, 08:13 AM   #22
keltos01
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bump
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Old 12-25-10, 03:23 AM   #23
keltos01
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http://www.navweaps.com/Weapons/WTBR_PreWWII.htm

As they were used exensivelly I think I might just add the mark IV torpedo to the mod,

it will of course replace one of the existing ones :

Date Of Design About 1912
Date In Service About 1916
Explosive Charge 515 lbs. (234 kg) TNT
World War II Submarines, only:
6,000 yards (5,500 m) / 40 knots
9,500 yards (8,700 m) / 35 knots


http://www.navweaps.com/Weapons/WTBR_PreWWII.htm



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