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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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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 ![]() tater |
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#32 |
Pacific Aces Dev Team
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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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#33 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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no, I'm not. never had sh3.
tater |
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#34 |
Commander
![]() Join Date: Mar 2006
Location: St.Petersburg, Russia
Posts: 474
Downloads: 166
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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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#35 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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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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#36 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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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.
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ID=Mk16Torpedo NameDisplayable= Mines Type= AmmoTorpedo Subtype=Mk16TorpUS AmmunitionIntervalOptionCurrent= NULL, NULL, 0 AmmunitionIntervalOptions1= 1941-01-01, 1975-01-01, 0 Volume= 1 PackSize=1
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#37 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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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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#38 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
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Here my .zon file info ![]() |
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#39 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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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:
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#40 | ||
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
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#41 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I messed with volume and size and I got a BSOD, not the usual CTD.
tater |
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#42 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
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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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#43 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#44 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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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 ![]() tater |
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