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#16 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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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 Last edited by keltos01; 04-19-10 at 08:04 AM. |
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#17 |
Silent Hunter
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Location: Milan Italy
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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 Last edited by keltos01; 04-19-10 at 11:00 AM. |
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#18 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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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 ![]() keltos |
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#19 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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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 Last edited by keltos01; 04-20-10 at 11:19 AM. |
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#20 | |
Mate
![]() Join Date: Apr 2009
Location: In the middle of a giant mitten.
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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:
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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Darn the speed, full torpedoes ahead! Run Silent, Run Deep, Run them Ragged, Let The Prey Not Sleep. |
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#21 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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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...) keltos |
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#22 |
Silent Hunter
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Location: Milan Italy
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bump
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#23 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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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 keltos |
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