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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Apr 2007
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Make sure your looking at the right thing - my mk14 has a stock speed of 31 and 46. Second - when you make changes - and this is not said to be insulting - but you did SAVE after right? I just tried this and set my slow speed to 250 knots - my gato was at 36 knots and the torp was set to slow - if it didnt take I would pass the torp, if it did - it would SCOOT - and scoot it did.
I say what I did about saving because I have forgotten it more than once and then used horrible english because of it. I tested it and it does work...
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#17 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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#18 |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
Downloads: 14
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#19 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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![]() ![]() hardly a wwII torpedo... did you guys see, in a config somewhere, that theere was already a slot for a "missile submarine" ? so next you'll get the cold war game, AND the torpedo pictured above, which was sold to china btw.... more info : http://www.military.com/soldiertech/...hkval,,00.html |
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#20 | |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
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Well it's an interesting weapon, but Russia and China aren't the only ones working or using such a torpedo.
http://64.233.169.104/search?q=cache...lnk&cd=1&gl=us http://www.stratmag.com/issueMay-15/page02.htm Quote:
Couple the above with this sonar: http://www.fas.org/irp/program/collect/lfa.htm And you would have an effective anti-submarine deterrent force. Personally, I'd keep the very quiet submarines we have today and just use the active sonar system above to locate any threat submarines, by the time you got your 688I or Seawolf lined up for the shot on him, he wouldn't have time to react to your subsonic wire guided torpedoes. Heck, why even wait for a submarine to get on station, just use your carriers ASW aircraft to drop homing torpedos all over the enemy contact shown by the above LFAS system. But one big problem is the noise you make after you fire your extremely noisy torpedo. Every asset of the enemy will now be bearing down on your location to destroy your very subsonic submarine after only one attack, which by the way will be a short ranged attack because of the limitations of the Shkval technology. At any rate, it is interesting technology, but no matter how good it sounds, there will be a counter for any technology. |
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#21 |
Medic
![]() Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
Downloads: 5
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I made a 60kt homing torpedo once and modded my sub to run 40kts submerged. It was much fun outrunning destroyers and sending a nice present back at them when they were chasing me. .......Until I missed and the torpedo started it's search pattern and homed in on me.
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#22 |
Swabbie
![]() Join Date: Mar 2008
Posts: 5
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Unfortunately, I have no idea how to attach a file. All I see is stuff for links. Anyway, yes, I'm sure I saved my changes. I know I always save because the S3editor that I use puts a * next to the filename when you've made a change and it annoys the hell out of me so I click the disk to save it so the * goes away.
I just found something kind o' interesting. If I lower the speed to 2 knots and then test it, the torpedo goes 2 knots. I can speed the sub up and run into my own torpedo ![]() Last edited by ruddy shaft; 04-02-08 at 11:36 PM. |
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#23 | |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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It happend to me in sh3...while acting as K-19 in 1944 with a "soviet" XXI..
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"Memento Audere Semper"
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#24 | |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
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Well I got 122kts to work for torp speed. I know tha number works and 88kts for the longer range of the mrk14's. |
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#25 |
Swabbie
![]() Join Date: Mar 2008
Posts: 5
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So has everyone
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#26 |
Mate
![]() Join Date: Apr 2005
Posts: 53
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What mods and that do you have installed?
And what did you mod the Torpedoes_US.sim file with? This is what my file looks like in S3d ![]() That is all I changed too. I will say changeing the depth to -1.8 does not make them fly. lol Last edited by manitoba1073; 04-04-08 at 03:07 AM. |
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#27 | |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
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#28 |
Swabbie
![]() Join Date: Mar 2008
Posts: 5
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I have no mods installed. I'm on a fresh installation with the 1.4 patch installed.
I don't know how to put images on here, but my editor looks the same as yours with slightly different speeds. For the 0 category under "speeds", my speed is 110 kts with 10000 range. For the 1 category, my speed is 70 kts with 16000 for range. My sub is loaded with Mk14s so I am editing the #6 amun_torpedo. Unfortunately, I save the file, go in game, and nothing changes...unless I change the speeds to slower than the default as I said in a previous post. i haven't changed anything else in the file like dive angle or depth or any of that. Only speed and range. |
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#29 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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