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#1 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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IIRC Sergbutto or Rubini made a mine laying mod for SH3 some years back that used stern tubes.
I might have it in my burned cd files. Will post if I can find it. Check their two sites or pm them. ![]() |
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#2 |
XO
![]() Join Date: Oct 2006
Posts: 425
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I have had a little success.
No, not in makin gthe mine torps, but in torps as mines. I set their speed to.25, set to magnetic (contact is a joke and never worked yet) a depth greater than my own hull (so they shoot out the bottom center mine chutes) , and let them go one at a time. I reset the magnetic mine range as suggested, and thay them about 12000 yards in front of a convoy. the results were interesting, 1 damaged 1 sunk in a 18 mine string. Last edited by USS Sea Tiger; 08-25-08 at 04:01 AM. Reason: spelling |
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#3 |
Planesman
![]() Join Date: May 2007
Location: united kingdom
Posts: 182
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During world war 2 i think this is true but there was a u-boat that could lay mines out of like down facing torpedo tubes.I think they held about 5 mines in one tube it would be good if we could have that u-boat on the game to let the mines out that way
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U-168 Arctic wolf ..- | | | | | .- .-. -.-. - .. -.-. | .-- --- .-.. ..-. | --- -. | - .... . | .--. .-. --- .-- .-.. http://www.scoutnet.nl/~inter/morse/morseform.html Commander Of The Vladimir Lenin Akula-Typhoon Class Ballistic Missile Submarine |
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#4 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
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#5 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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Will it go "BOOM" if anything hits it ?
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#6 |
Dominant Wolf
![]() Join Date: Nov 2006
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Best of luck, Mr Dietrich.
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#7 |
Stowaway
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1st off?
Create a new dat, sim, and zone file to work with. Call it test.dat or whatever. Make sure it's cloned properly and delete the stuff you don't need. Then rename EVERYTHING! Even the TGA files!! That way you do not mess with standard SH3 stuff. DO NOT USE the PROPPELER stuff! That's why you see rotation!!! You should use the main body of the SH_Torp and delete all the other stuff. (in the new files of course!!) NEVER use a prop object unless you delete the prop in the sim file!! Unless you want it to rotate. |
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#8 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
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i was going to say, is there a type XB ready?
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#9 |
Helmsman
![]() Join Date: Sep 2008
Posts: 108
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You had any success in proceeding this mod?
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#10 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
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So if you set the arming distance to "0", will it detonate as soon as it is laid?
What about if the arming distance is say 1m but the the mine moves so slowly it still takes 10-15 minutes to get there? Otherwise, can the arming distance be reduced to the absolute minimum so with a 10-15 minute arming period, the speed of the mine can still be set as close to 0 as possible? For single player especially, I would not mind waiting a bit longer for the mines to arm. Would TMB ground mines be easier to mod? 1) There is no cable. 2) If you can make them hit the bottom and stop but not detonate (maybe possible with magnetic or acoustic detonators?) there is no problem with drift and minelaying in very shallow water/harbours becomes an option. Just thoughts. Great work so far and I look forward to whatever comes out! Regards Vermin |
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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What distance do torpedoes eject to when fired?
Seems liek the arming distance can be dropped to near zero, mine speed 0.001, and the laying sub will simply need to have steerageway to escape. |
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#12 |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
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The TMB:
Here is another though... set the max range of the "torpedo" to 400m "Fire" from the tubes with a miniscule velocity (you use o.6 kn). The torpedoe runs out of "steam" after 400m, after about 15+ minutes of travel, fully armed and then sinks at the normal sink rate to the bottom (witch is probably about 25m max for a ground mine). The torpedoe then sits on the bottom until it is detonated by a passing ship. Or does the torpedo just explode (even with an influence fuse) or disappear when it hits the seabed? Still hoping! Regards Vermin |
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#13 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
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This looks veary good.
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Task Force industries "Taking control of the world, one mind at a time" Last edited by Task Force; 11-21-08 at 03:42 PM. |
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#14 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
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Excelent progress. Good luck getting the rest done.
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