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Old 08-11-07, 11:04 PM   #31
tater
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cc.

BTW, is it possible to add a new torpedo or would I have to sacrifice an old one?

I think we desperately need a mine torpedo.

In the PTO, the US torps were awful, and they were also in short supply. So the boats were not sinking ships fast enough for the admirals, and at the same time the skippers would be chewed out for wasting fish! Many of the minelaying (torpedo tube launched mines) missions were simply because they had plenty of mines, but not enough fish.

What I really want to do is to make a torpedo that acts like a mine. Set depth, and maybe it swims out at 0.01 knots. Arming distance just far enough that a sub moving away from firing point at 1 knot is safe. At that slow speed, it's effectively stationary. Depth setting is obviously what we have in TDC.

I know ships would have to be in visual range to detonate them, but that's fine, in RL subs only got credit for mine sinkings that were confirmed, pretty rare til after the war records could be looked at.

Then I'd add a renown price for mk10 and mk14 fish, and have mines be free. If you can't afford mines, the rule would be to mine the nearest harbor to the patrol zone

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Old 08-14-07, 08:31 AM   #32
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Are you aware of the mine mod by CB.. for SH3? Asked just in case.

There is no problem to add a new torpedo model/unite-wise. However, there might be a problem to make it available for the player to use it on his sub. I did not look into the UPC section of SH4 yet, therefore can't tell.
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Old 08-14-07, 08:38 AM   #33
tater
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no, I'm not. never had sh3.

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Old 08-15-07, 01:14 AM   #34
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You can edit angle of any node by altering data by hex editor. I made it for many times in my Sink them All mod for SH3. I am planning to do the same thing for SH4/ as soon as will find out some spare time.
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Old 09-10-07, 09:02 PM   #35
tater
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Might have to update this for some of the RN ships pointing to guns not in SH4. Not that I've ever seen any in game, but it bugs me

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Old 09-11-07, 05:19 PM   #36
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Quote:
Originally Posted by tater
cc.

BTW, is it possible to add a new torpedo or would I have to sacrifice an old one?

I think we desperately need a mine torpedo.

In the PTO, the US torps were awful, and they were also in short supply. So the boats were not sinking ships fast enough for the admirals, and at the same time the skippers would be chewed out for wasting fish! Many of the minelaying (torpedo tube launched mines) missions were simply because they had plenty of mines, but not enough fish.

What I really want to do is to make a torpedo that acts like a mine. Set depth, and maybe it swims out at 0.01 knots. Arming distance just far enough that a sub moving away from firing point at 1 knot is safe. At that slow speed, it's effectively stationary. Depth setting is obviously what we have in TDC.

I know ships would have to be in visual range to detonate them, but that's fine, in RL subs only got credit for mine sinkings that were confirmed, pretty rare til after the war records could be looked at.

Then I'd add a renown price for mk10 and mk14 fish, and have mines be free. If you can't afford mines, the rule would be to mine the nearest harbor to the patrol zone

tater




Creating Submarine Mines in SH4

Submarine mines are the original idea of “CB” from SH3. His SH3Mines mod is the bases of this "how to" guide for making mines in SH4.
  • Using S3D open the Torpedoes_US.sim file
  • Open the 9:Properties file. This file is the Mk16 Torpedo that is currently not used in game play.
  • Note the screen shots below. Make the following changes that are marked by the red arrows.





  • Go to UCPData\UPCUnitsData\Ammunition.upc , find line 128 and make the following changes to the Mk16Torp:
Ammunition 10]
ID=Mk16Torpedo
NameDisplayable= Mines
Type= AmmoTorpedo
Subtype=Mk16TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1941-01-01, 1975-01-01, 0
Volume= 1
PackSize=1

  • go to data/Menus. Edit the menu.txt file. Goto to line 2524 and make the following change:
5372=Mines |Range: 0 yards at 0 knots|Propulsion: None|Notes: Naval Mine load in aft tubes only
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Old 09-11-07, 05:28 PM   #37
tater
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I actually already did that independantly myself, though I used the cutie. (I also set the speed to 0.001 instead of 0.1). I used a 10m det range as a test, but since reduced it to 2 or 3 m I think. I also mucked around with the zon file since I used the cutie and wanted more of a warhead.

The problem is that I want to change the 3d model, too. I suppose if the type 16 isn;t used that makes more sense, though.

Will have another look.
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Old 09-11-07, 06:15 PM   #38
lurker_hlb3
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Quote:
Originally Posted by tater
I actually already did that independantly myself, though I used the cutie. (I also set the speed to 0.001 instead of 0.1). I used a 10m det range as a test, but since reduced it to 2 or 3 m I think. I also mucked around with the zon file since I used the cutie and wanted more of a warhead.

The problem is that I want to change the 3d model, too. I suppose if the type 16 isn;t used that makes more sense, though.

Will have another look.

Here my .zon file info

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Old 09-11-07, 07:18 PM   #39
tater
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My zon is a lot less powerful than yours. The Mark 10 Mod 3 (magnetic) version had a 420lb TNT warhead. The Mk14 had 643lbs of torpex, so it's safe to say the mk10 mine was less than 1/2 the explosive force than the mk14 fish. It should be slightly less powerful than a mk 10 fish.

Also, I was thinking of changing the Volume and PackSize since:

Quote:
Conventional submarines were also used as minelayers. In 1943, they could carry eleven Mark 10 or Mark 12 mines in place of three torpedoes and many mini-minefields were laid as a result, some quite effectively.
11 mines for 3 fish. 3.66 mines per fish.
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Old 09-12-07, 12:13 AM   #40
lurker_hlb3
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Quote:
Originally Posted by tater
My zon is a lot less powerful than yours. The Mark 10 Mod 3 (magnetic) version had a 420lb TNT warhead. The Mk14 had 643lbs of torpex, so it's safe to say the mk10 mine was less than 1/2 the explosive force than the mk14 fish. It should be slightly less powerful than a mk 10 fish.

Also, I was thinking of changing the Volume and PackSize since:

Quote:
Conventional submarines were also used as minelayers. In 1943, they could carry eleven Mark 10 or Mark 12 mines in place of three torpedoes and many mini-minefields were laid as a result, some quite effectively.
11 mines for 3 fish. 3.66 mines per fish.
.zon was just for test runs ( big bang to make sure it worked ) will tone it down when I release RSRDC. good idea about "volume & size"
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Old 09-12-07, 12:18 AM   #41
tater
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I messed with volume and size and I got a BSOD, not the usual CTD.

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Old 09-12-07, 12:26 AM   #42
lurker_hlb3
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Looking at http://www.navweaps.com/Weapons/WAMUS_Mines.htm

It appears that the MK12's were used more than the MK10

"US submarines planted a total of 576 Mark 12 mines and 82 Mark 10 mines in 36 fields."

and with a "
Weighed 1,445 lbs. (655 kg) with a 1,100 lbs. (499 kg) TNT charge or 1,595 lbs. (723 kg) with a 1,250 lbs. (567 kg) Torpex charge" that about double of a MK14. So I plan to use "double" the MK14 settings on my final version
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Old 09-12-07, 12:28 AM   #43
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Quote:
Originally Posted by tater
I messed with volume and size and I got a BSOD, not the usual CTD.

tater
bummer
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Old 09-12-07, 12:40 AM   #44
tater
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I tried one with the volume AND pack size altered, and one with just the volume altered, both crashed.

I was reading the same page, dunno how I missed that about the mk12, lol.

My thought was to make the mines cost 0, and up the cost of mk10 and mk14 fish to soem small value. If you've been wasting fish, and not making sinkings, you have to take mines on a mining mission

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