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Old 02-14-11, 11:21 AM   #1
Sailor Steve
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Why? Two minutes to reload is as unrealistic as you can get.
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Old 02-14-11, 01:00 PM   #2
Tessa
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Quote:
Originally Posted by Sailor Steve View Post
Why? Two minutes to reload is as unrealistic as you can get.
Guess if you don't have the realistic reload times you could get it down to 2 minutes; though the XXI's reload extremely fast. Seems like it was only 2 or 3 minutes max per tube with the realistic load times setting on. Irl they were able to reload much faster (nothing like 2 minutes though) on the XXI's as long as they didn't take damage to the hydrolics, if those were damaged or hit you're sol with their brilliant idea to put them outside the pressure hull.
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Old 02-14-11, 01:32 PM   #3
Tinman764
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Hey, I hope you don't mind me asking about your original question - maybe I'm misunderstanding what you mean.
You play in a realistic fashion where you impose limitations on yourself to not move external stores during bad weather - that I totally understand, I don't do it myself but for highly realistic play that's one of the things most people do. So what I think I'm misunderstanding is - having made this self-imposed limitation, why do you then want to bypass it by making the game think your external stores are actually internal?
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Old 02-14-11, 03:20 PM   #4
Jimbuna
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The closest I've ever come to realistic loading times was to lower the torpedo room crew numbers sufficiently to prevent any loading operation at all then add one 'green' member....now check your loading times.
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Old 02-14-11, 04:06 PM   #5
gazpode_l
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Quote:
Originally Posted by Tinman764 View Post
Hey, I hope you don't mind me asking about your original question - maybe I'm misunderstanding what you mean.
You play in a realistic fashion where you impose limitations on yourself to not move external stores during bad weather - that I totally understand, I don't do it myself but for highly realistic play that's one of the things most people do. So what I think I'm misunderstanding is - having made this self-imposed limitation, why do you then want to bypass it by making the game think your external stores are actually internal?
Yes exactly correct...thing was I never got to use those external re-loads due to the "realistic" limitations (as you correctly stated) of the bad weather..(Which seems to blight most of my patrols)

I was thinking at one stage "what's the point in carrying them in the first place If I never get to use them"

Perhaps I will when I get to summer...Should be into June during my next patrol..
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Old 02-15-11, 06:58 AM   #6
Snestorm
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Why not do it my way? No external reloads carried.
Not all boats carried them.

It generaly takes my guys 22 minutes per tube to reload.

It should take about 15 minutes IF the torpedoes are pre-hung.
I prefer to leave them on, and under, the deck for the safety of both the boat and crew so, 22 minutes is as close to realistic time as I can get.

No reloading until all enemy units are safely disengaged.
And like Steve, all reloading is done at 50 meters or deeper.
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Old 02-15-11, 08:06 AM   #7
Mittelwaechter
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The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly.
Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me.

I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot.

If you want to do so, modify Basic.cfg, add two new slots:

[SUBMARINE_AMMO2]; VIIB
Type=1
Version=0
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2 <-3
AftResIntern=1<-2
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=3
SNK_MASK=NSS_Uboattype7_SNK_mask

Now define the loadout for those new slots, they show up in the loadout screen:

Year0=1939
ForeTube00=0 ;T1
ForeTube01=0
ForeTube02=0
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtra00=0
ForeResExtra01=0
ForeResExtra02=0
AftTubes00=0
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
Z01_00=3 ; VIIB/1
M01_00=1
A01_00=8
SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=2500

The lines read [x for year][y for tube]=[z for torpedo type]

The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot.

The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6)

The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen.

0 = G7a/T1
1 = G7e/T2 first version
2 = G7aFAT
3 = G7e/T3 second version
4 = ??? - not sure right now - G7eFAT iirc
5 = Falke
6 =

well the rest is lost somewhere in the endless emptiness of my brain...

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Old 02-15-11, 08:15 AM   #8
Mittelwaechter
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The only realistic reason to mod additional internal slots is to have space to reload the initially loaded torpedos, as long as you didn't have fired one.
I used to have only three tubes loaded to simulate the electrics to be maintained. I did even simulate the change of pistols by reloading the tubes accordingly.
Well, I did it to ramp up realism, but today I prefer to let my crew manage it for me.

I didn't find a way to have an empty slot while operating the loadout screen in base. I simply shot two eels into the harbour walls at the beginning of my sortie to have a forward and a backward empty internal slot.

If you want to do so, modify Basic.cfg, add two new slots:

[SUBMARINE_AMMO2]; VIIB
Type=1
Version=0
ForeTubes=4
AftTubes=1
ForeResIntern=4
ForeResExtern=1
ForeResExtra=2 <-3
AftResIntern=1<-2
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=3
SNK_MASK=NSS_Uboattype7_SNK_mask

Now define the loadout for those new slots, they show up in the loadout screen:

Year0=1939
ForeTube00=0 ;T1
ForeTube01=0
ForeTube02=0
ForeTube03=2
ForeResIntern00=2
ForeResIntern01=2
ForeResIntern02=0
ForeResIntern03=0
ForeResExtern00=0
ForeResExtra00=0
ForeResExtra01=0
ForeResExtra02=0
AftTubes00=0
AftResIntern00=2
AftResIntern01=2
AftResExtern00=0
Z01_00=3 ; VIIB/1
M01_00=1
A01_00=8
SuperCharger_00=1260; GWX V2.1: was -1, so this boat now has GW turbos by default
Snorkel_00=-1
Batteries_00=1265
AftBatteries_00=1265
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=2500

The lines read [x for year][y for tube]=[z for torpedo type]

The first position (x) indicates the year starting with 0 for 1939 and adds up for every next year ( 1942 would be the fourth year of war indicated by '3') - change the lines in the corresponding blocks for your type of U-Boot.

The second position (y) indicates the tube/slot - again starting with 0 for tube/slot 1 ( '5' would indicate tube/slot 6)

The third position (z) indicates the type of torpedo to be loaded in the base's loadout screen.

0 = G7a/T1
1 = G7aFAT
2 = G7e/T2 first version
3 = G7e/T3 second version
4 = ??? - not sure right now - G7eFAT iirc
5 = Falke
6 =

well the rest is lost somewhere in the endless emptiness of my brain...

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