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Old 07-30-08, 12:46 PM   #1
Dietrich
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Default Mines and minelaying with your U-boat

I've been doing some work on the Type-VIID and XB boats, trying to work out ways of getting mines to work from a human controlled U-boat. From what I can tell from previous threads, there seem to be two lines of thoughts on this.

One is to re-work the BOLD decoy system to create mines. This is interesting in that it doesn't use up torpedo slots. However, I am unable to find any information about this, nor anyone who has attempted it. Does anyone have any ideas on this?

The second way, is to replace one of the torpedo types with a naval mine. Ideally, one would replace either the T-XI or T-VII, as they were not used historically (and I'm trying to keep things historical, as far as possible).

However, I do know that there is at least one mod which does something similar... namely to convert a T-II torpedo into a mine.

It is available from here... http://www.ebort2.co.uk/

However, I've had found mixed reports. Some claim that the mines don't work, some say they don't go off, some say that ships deftly avoid them.

I've trying to get this mod to work with my own GWX 2.1 installation, and have had little success. I can certainly install the files and get the game running. I can even launch the torpedoes and they come out of the tubes and then sit there stationary (like a mine should). However, they still look like torpedoes.

I've also tried running into them with my U-boat, but they fail to detonate (probably because they have not run the minumum 350m to arm). While these things are probably expected, I am puzzled by the torpedo model being used, rather than the mine model.

On inspection with Silent 3ditor, I can see this...



According to this, every torpedo except T-I, FAT-II and LUT-I should be mines.

I've double checked all the files and I am convinced I've installed everything correctly.

Has anyone else managed to get mines to work?

Any help or suggestions for my problem?

Many thanks!
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Old 07-30-08, 09:25 PM   #2
Vader 1
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I think (key word) the problem might lie in the proxisiminal value of the torpedo you are using. ie the games gives a value to the "space" around the object invade this area and boom.The trick might lie in modding the "space" to reflect a much larger magnetic area. ps I have no hex experience to prove this but did extensive research in SH2 to recreate what you are trying and at the end was limited by the "space" around the object..

Good luck

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Old 08-05-08, 04:28 AM   #3
Tomi_099
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..Dietrich...Dietrich....Dietrich...Dietrich..Diet rich..

Dietrich...Dietrich..Dietrich..Dietrich..!!!!
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Old 08-05-08, 04:43 AM   #4
Tomi_099
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Ideee !!!!

BOLD decoy system to create mines mit DivingDuck Dedris verbinden (auftauchen der Schwimmenden Minenen ) und dan fehlt nur die EXPlosion bei berührung
…………………..

BOLD decoy system to create mines with DivingDuck Dedris connect ( with (look) the swimming Minenen ) and then only the explosion is missing during contact:hmm:

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Old 08-05-08, 10:54 AM   #5
Wolfehunter
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If you do use the bolt try altering Bolt 5 last one in the line of advancements. You only get it in the end of the war so its no biggy to loose that one.

Tomi is right. It was his idea to get this going.

Goodluck Dietrich and thanks you for trying it.
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Old 08-06-08, 11:53 AM   #6
Wolfehunter
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Hmmm I have to go looking for it. I forgot where it was.. Maybe in sensor or guns.... Not sure yet.:hmm:

Update its sensor.dat file.
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