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Old 08-03-17, 09:26 AM   #46
yubba
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I can't take credit for the deck guns,, they were set up that way originally and how I managed to get the twin 40 on the back has gotten lost in the fog of years of working on other mods,, but I can tell you how too get the single 40 off the bow if you want too. you go into the library folder and find the single 40 files and cut and paste them into a new folder wa la no more single 40

Last edited by yubba; 08-03-17 at 02:14 PM.
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Old 08-03-17, 10:11 AM   #47
yubba
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Quote:
Originally Posted by propbeanie View Post
I'm not on my computer right now, but will be about 12N Eastern, and I'll copy what I did for the Manila start. As for the torpedoes, I forgot about you guys mentioning the German torps before, and I made my torp room with the incorrect gear... Back to the drawing board for that...
I didn't change the torps they are the Mk14s
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Old 08-03-17, 11:11 AM   #48
propbeanie
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Well then, I've goofed something up with the torps. I have nothing in my "stores" or "bunker" for loading any torps, even though they are drawn on the deck... - I'll have to go back through my edits.

Just like I'll have to look a bit closer at what I did to make the game crash trying to use Brisbane. It is NOT the order of the boats, like I thought yesterday evening. The PT109 is listed fifth in CareerStart 1, but is listed as boat 9, and it works fine like that. Brisbane should also, but I've got something wrong in the CareerStart and / or Flotilla (I'm guessing the former), since the game crashes now when choosing Brisbane. Doesn't matter which boat is selected...

Anyway bubblehead1980 (Bubbles is a good nickname, btw ), here's some snippets of the two files:

;+++++++++++++++++++++++++++++++++++++++++++++++++ +++

CareerStart.upc
---------------

[CareerStart 1]
ID= Beginning
NameDisplayable= 1941
StartTimeInterval=1941-12-08, 1942-02-01
BackgroundPic= 1941.tga ; picture that is displayed on the background when this option is selected
CareerStartBriefingText= The war has just started, and we're being beaten.
RenownOptions= 1000, 2000, 5000

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Pearl Harbor
IDLinkFlotilla= PearlHarborCommand ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 ; enumeration of ID(s) that point to submarine upc file
FlotillaBriefingText=
FlotillaCommonality= 1 ; to be used when a random choice is assigned

[CareerStart 1.Flotilla 2]
ID= C1Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2NSSPT109, 2
FlotillaBriefingText=
FlotillaCommonality= 2 ; to be used when a random choice is assigned

;================================================= ====

Flotillas.upc
-------------

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109
NameDisplayable= Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, NULL
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= BrisbaneCommand

;+++++++++++++++++++++++++++++++++++++++++++++++++ ++


There should be no problem with it working in just about any mod. All mods, as far as I know, use Type=200 for the subs, so there you go! The "calls" for the boat are the same as what yubba has on Page 1 here in this thread. I've made no changes to the boat's names or any of the files, other than the UPC stuff for equipment, which did me absolutely no good, since I still don't have torps - BUT - I do have a "crew" page now with people showing on it, and all stations are manned... The rear gunner is actually quite good at sinking Sampans...







First assignment is to insert supplies. The boat is still up there in the harbor, but we're on our way, torpedo-less, but with a bear of a rear gunner!...
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Old 08-03-17, 11:58 AM   #49
yubba
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sounds like you'll have to start over with the boat,,, and go to that torpedo thread of mine and copy that file page,, again
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Old 08-03-17, 12:13 PM   #50
yubba
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Default this makes torps work

It works you have torps almost 8 years to get this to you copy this page it is long,,...Tested ,loaded not fired,,this came off my boat confident it should fire,, the main part it did not crash,, so delete the the data inside the upc and copy and paste this.. to load torps go to battle stations hit auto load a couple of times you'll see torps move from stores to tubes and then time compress to speed things up



;************************************************* ***********
;
; SUBMARINE TYPE DEFINITION
;
;************************************************* ***********

;------------------------------------------------------------
; Crew Evolutions
;------------------------------------------------------------
;Evolution= Normal
;Evolution= Battle_Stations

[UserPlayerUnit 1]
ID=NSS_PT_109
NameDisplayable=NSS_PT_109 MTB
UnitName= SS-PT-109
Type=NSS_PT_109
UpgradeClass=1
UnitInterval= 1938-01-01, 1945-12-31
ExternalClassName=SSPT109
Nationality=American
CrewRanks=12
Evolution= Normal
Damage= 0
TextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_T01.tga
LightmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_O01.tga
NormalmapTextureName=Data/Submarine/NSS_PT_109/NSS_PT_109_N01.tga
MenuSilhouetteTextureName= NSS_PT_109.tga
MaxPettyOfficers=20
MaxOfficers=3

;[UserPlayerUnit 1.UnitPartSlot 1]
;ID=NSS_PT_109ConningSlot
;NameDisplayable=Conning Tower Mount
;Type=NULL
;AcceptedTypes=NSS_PT_109ConningTower
;IDLinkUnitPartIntervalDefault1= NULL, NULL, NSS_PT_109_Turm01
;ExternalNodeName3D= Z01



;------------------------------------------------------------
; STATUS OF EQUIPMENTS & WEAPONS
;------------------------------------------------------------
; Functional
; Damaged
; Disabled
; Destroyed

;------------------------------------------------------------
; COMPARTMENTS STRUCTURE
;------------------------------------------------------------


; Compartments Functional Types
;
; FunctionalType= BowTorpedoRoom
; FunctionalType= SternTorpedoRoom
; FunctionalType= PropulsionRoom
; FunctionalType= SensorsRoom
; FunctionalType= CommandRoom
; FunctionalType= DamageControlRoom
; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom?
; FunctionalType= ArtilleryRoom
; FunctionalType= FlakRoom


[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= PTEnginesRoom
NameDisplayable= Engine Room
Type=NULL
FunctionalType= PropulsionRoom
MechanicalCoef= 0.6 ;0..1
ElectricsCoef= 0.4 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 2]
CompartmentType= 1
StatusActive= Yes
ID= PTCommandRoom
NameDisplayable= Control Room
Type=NULL
FunctionalType= CommandRoom
MechanicalCoef= 0.4 ;0..1
ElectricsCoef= 0.2 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.4 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 3]
CompartmentType= 1
StatusActive= Yes
ID= PTAttackCenter
NameDisplayable= Radar Room
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0
ElectricsCoef= 0.5 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0.5 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 4]
CompartmentType= 2
StatusActive= No
ID= PTRepairRoom
NameDisplayable= Damage Control Room
Type=Damage Control
FunctionalType= DamageControlRoom
MechanicalCoef= 0.4 ;0..1
ElectricsCoef= 0.4 ;0..1
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 3
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 1, 0, 1, 1, No Damage, 0, 0, NULL, 0, 0, 0

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= PTConnWatch
NameDisplayable= Deck Watch
Type=NULL
FunctionalType= ObservationRoom
MechanicalCoef= 0.2 ;0..1
ElectricsCoef= 0.2 ;0..1
GunsCoef= 0.2 ;0..1
WatchmanCoef= 1.0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.3
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 6]
CompartmentType= 1
StatusActive= Yes
ID= PorpoiseBowTorpedo
NameDisplayable= Forward Torpedo Room
Type=NULL
FunctionalType= BowTorpedoRoom
MechanicalCoef= 0.5 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 6
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=0.1
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 199
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor Leak, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Large hole, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Wall breached, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 7]
CompartmentType= 2
StatusActive= No
ID= PTStarboardAA
NameDisplayable= Starboard AA Gun
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.2
ElectricsCoef= 0
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.5
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1

[UserPlayerUnit 1.Compartment 8]
CompartmentType= 2
StatusActive= No
ID= PTPortAA
NameDisplayable= Port AA Gun
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.2
ElectricsCoef= 0
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.5
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 9]
CompartmentType= 2
StatusActive= No
ID= PTGunBow
NameDisplayable= Fore Gun Deck
Type=NULL
FunctionalType= ArtilleryRoom
MechanicalCoef= 0.5
ElectricsCoef= 0.5
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.7
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


[UserPlayerUnit 1.Compartment 10]
CompartmentType= 2
StatusActive= No
ID= PTConnGunB
NameDisplayable= Aft Gun Deck
Type=NULL
FunctionalType= ArtilleryRoom
MechanicalCoef= 0.5
ElectricsCoef= 0.5
GunsCoef= 0.2 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 0
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.7
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1


;------------------------------------------------------------
; CREWMEMBER SLOTS
;
;
;Type= Officer ;for Officers slots, which should be located in the Command Room and give bonus to the entire unit
;Type= Leader ;for Leaders slots, which give bonus to the compartment
;Type= Crewman ;for crewmember slots, which work and get poor pay
;
;IDLinkCrewMember= NULL ; this means the person will be generated
;
;------------------------------------------------------------


; ******** ENGINE ROOM *********


[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 1]
ID=CrewMemberSlot_EngineW1L
NameDisplayable= Engine Rooms 1st Section Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 2]
ID=CrewMemberSlot_EngineW2L
NameDisplayable= Engine Rooms 2nd Section Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 3]
ID=CrewMemberSlot_EngineW3L
NameDisplayable= Engine Rooms 3rd Section Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= CPOEng
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** COMMAND ROOM *********

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_CommandW1L
NameDisplayable= 1st Section Officer On The Deck
Type= Officer
WatchIndex= 1
IDLinkCrewMember= HOFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= SO_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_CommandW2L
NameDisplayable= 2nd Section Officer On The Deck
Type= Officer
WatchIndex= 2
IDLinkCrewMember= OFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NA_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 3]
ID=CrewMemberSlot_CommandW3L
NameDisplayable= 3rd Section Officer On The Deck
Type= Officer
WatchIndex= 3
IDLinkCrewMember= OFFComm
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** Attack Center *******

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 1]
ID=CrewMemberSlot_AttackW1L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 1
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= SON
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 2]
ID=CrewMemberSlot_AttackW2L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 2
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= RAD
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 3]
ID=CrewMemberSlot_AttackW3L
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 3
IDLinkCrewMember= HPOSensor
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL




; ******** DAMAGE CONTROL *********


[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 1]
ID=CrewMemberSlot_DamageL1
NameDisplayable= Damage Control Team Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT1_dummy
BattleStationsCrewMemberSlot3D= RT1_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 2]
ID=CrewMemberSlot_DamageC1
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT2_dummy
BattleStationsCrewMemberSlot3D= RT2_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 3]
ID=CrewMemberSlot_DamageC2
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= RT3_dummy
BattleStationsCrewMemberSlot3D= RT3_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 4]
ID=CrewMemberSlot_DamageC3
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL





; ******** DECK WATCH *********


[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1]
ID=CrewMemberSlot_WatchW1L
NameDisplayable= Deck Watch 1st Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= CPOWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_03_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2]
ID=CrewMemberSlot_WatchW2L
NameDisplayable= Deck Watch 2nd Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_01_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 3]
ID=CrewMemberSlot_WatchW3L
NameDisplayable= Deck Watch 3rd Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POWatch
WatchCrewMemberSlot3D= WCS_03_dummy
BattleStationsCrewMemberSlot3D= WCS_02_dummy
WatchAccessoriesForAdding3DObjects= Binoclu_WCS
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= Binoclu_WCS
BattleAccessoriesForSubtracting3DObjects= NULL


; ******** BOW TORPEDO *********


[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1]
ID=CrewMemberSlot_BowTorpW1L
NameDisplayable= Fore Torpedo 1st Section Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= HPOTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 2]
ID=CrewMemberSlot_BowTorpW2L
NameDisplayable= Fore Torpedo 2nd Section Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= HPOTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 3]
ID=CrewMemberSlot_BowTorpW3L
NameDisplayable= Fore Torpedo 3rd Section Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 4]
ID=CrewMemberSlot_BowTorpW1C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 5]
ID=CrewMemberSlot_BowTorpW2C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 6]
ID=CrewMemberSlot_BowTorpW3C1
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= POTorp
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 7]
ID=CrewMemberSlot_BowTorpW1C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 8]
ID=CrewMemberSlot_BowTorpW2C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 9]
ID=CrewMemberSlot_BowTorpW3C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



; ******** FLAK *********

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL1
NameDisplayable= AA Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM1@slot_A01
BattleStationsCrewMemberSlot3D= WM1@slot_A01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL



[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_FlakL2
NameDisplayable= AA Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM1@slot_A02
BattleStationsCrewMemberSlot3D= WM1@slot_A02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

;Deck Guns


[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
ID=CrewMemberSlot_DGunL
NameDisplayable= Deck Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= CPOGuns
WatchCrewMemberSlot3D= WM1@slot_M02
BattleStationsCrewMemberSlot3D= WM1@slot_M02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 2]
ID=CrewMemberSlot_DGunC1
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM2@slot_M02
BattleStationsCrewMemberSlot3D= WM2@slot_M02
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 10.CrewMemberSlot 1]
ID=CrewMemberSlot_DGun2L
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= CPOGuns
WatchCrewMemberSlot3D= WM1@slot_M01
BattleStationsCrewMemberSlot3D= WM1@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 10.CrewMemberSlot 2]
ID=CrewMemberSlot_DGun2C1
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NR
WatchCrewMemberSlot3D= WM2@slot_M01
BattleStationsCrewMemberSlot3D= WM2@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL




;************************************************* ***********
;
; COMPARTMENT EQUIPMENT & WEAPS
;
;************************************************* ***********


;------------------------------------------------------------
; ENGINES ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 1]
ID= EqSlotEnginesWall
NameDisplayable= Engine Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 2]
ID= EqSlot12
NameDisplayable= Rudder Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RudderTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 3]
ID= EqSlot13
NameDisplayable= Propeller Shaft
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PropellerShaft
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 4]
ID= EqSlotDEPF
NameDisplayable= Engine
Type=NULL
AcceptedTypes=GatoDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, GatoDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; CONTROL ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Control Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
[UserPlayerUnit 1.Compartment 2.EquipmentSlot 2]
ID= RadioAppMount
NameDisplayable= Radio Apparatus
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, BasicRadio
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; Attack Room
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Control Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; Damage Control Room
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Bow Quarters Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1


;------------------------------------------------------------
; DECK WATCH
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 1]
ID= RadioAntenna
NameDisplayable= Radio Antenna
Type=NULL
AcceptedTypes= Radio
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RadioAntenna
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 2]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1



;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 6.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

[UserPlayerUnit 1.Compartment 6.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube 2
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FLU_anim01
ExternalDamageZoneTypeID3D= 131

[UserPlayerUnit 1.Compartment 6.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable= Torpedo Tube 3
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 132

[UserPlayerUnit 1.Compartment 6.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable= Torpedo Tube 4
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_P1_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 133

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Forward Torpedo Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Bulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 199



[UserPlayerUnit 1.Compartment 6.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 4


;------------------------------------------------------------
; FLAK GUNS
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 7.WeaponSlot 1]
ID= PTStarboardAAMount
NameDisplayable= Starboard AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 8.WeaponSlot 1]
ID= PTPortAAMount
NameDisplayable= Port AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A02
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1


;------------------------------------------------------------
; DECK GUNS
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID= SternDeckGun
NameDisplayable= Aft Deck Gun Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable= No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M02
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 10.WeaponSlot 1]
ID= BowDeckGun
NameDisplayable= Fore Deck Gun Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable= No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1


[UserPlayerUnit 1.Compartment 3.Bunker 1] ; Deck Gun and Flak guns ammo
ID=GunsAmmoBunker
Capacity=10
IDLinkAmmunitionIntervalDefault1= NULL, NULL, NULL, 0
;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********

[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgPortAAGun
NameDisplayable= Aft Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USLightAA, USHeavyAA
UserCustomizable=Yes
IDLinkUpgradePackSlots= PTPortAAMount
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin

[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgStarboardAAGun
NameDisplayable= Aft Anti-Aircraft Gun
Type=NULL
AcceptedTypes=USLightAA, USHeavyAA
UserCustomizable=Yes
IDLinkUpgradePackSlots= PTStarboardAAMount
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmTwin
[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgDeckGun
NameDisplayable= Deck Gun
Type=NULL
AcceptedTypes=USDeckGunAdv2
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack4in50calDGTwin

;************************************************* ***********
;
; FunctionalSubsystem
;
;************************************************* ***********
;
;Weapons and Equipments Subsystems:
; FunctionalType= PropulsionSurface
; FunctionalType= PropulsionUnderwater
; FunctionalType= PropulsionSilent
; FunctionalType= SteeringHorizontal
; FunctionalType= SteeringVertical
; FunctionalType= SensorHydrophone
; FunctionalType= SensorSonar
; FunctionalType= SensorRWR
; FunctionalType= SensorRadio
; FunctionalType= SensorRadar
; FunctionalType= SensorMAD
; FunctionalType= SensorPeriscope
; FunctionalType= SensorEyeball
; FunctionalType= SensorDF
; FunctionalType= WeaponDecoy
; FunctionalType= WeaponTorpedo
; FunctionalType= WeaponMainCannon
; FunctionalType= WeaponSecondaryCannon
; FunctionalType= WeaponFlak
; FunctionalType= ResourceCompressedAir
; FunctionalType= ResourceFuel
; FunctionalType= ResourceElectricity
;
;Human Resources:
; FunctionalType= CrewMembersGrouping
;
; IDs taken directly into account by programming (DO NOT CHANGE THEM!):
; ID= CrewWatch1
; ID= CrewWatch2
; ID= CrewWatch3
; ID= CrewFlak
; ID= CrewDeckGun
; ID= CrewDamage


[UserPlayerUnit 1.FunctionalSubsystem 1]
ID= Propulsion
NameDisplayable= Propulsion
FunctionalType= PropulsionSurface
IDLinkFunctionalSubsystemSlots= EqSlot13, 0, EqSlotEEPF, 1, EqSlotDEPF, 1

[UserPlayerUnit 1.FunctionalSubsystem 2]
ID= SteeringControls
NameDisplayable= Steering Control Systems
FunctionalType= SteeringHorizontal
IDLinkFunctionalSubsystemSlots= EqSlot12, 0, EqSlot36, 1

[UserPlayerUnit 1.FunctionalSubsystem 3]
ID= Radio
NameDisplayable= Radio
FunctionalType= SensorRadio
IDLinkFunctionalSubsystemSlots= RadioAppMount, 1, RadioAntenna, 0

[UserPlayerUnit 1.FunctionalSubsystem 4]
ID= CrewWatch1
NameDisplayable= 1st Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW1L, 0,CrewMemberSlot_EngineW1C1, 0,CrewMemberSlot_EngineW1C2, 0,CrewMemberSlot_EngineW1C3, 0,CrewMemberSlot_CommandW1L, 0,CrewMemberSlot_CommandW1C1, 0,CrewMemberSlot_CommandW1C2, 0,CrewMemberSlot_CommandW1C3, 0,CrewMemberSlot_AttackW1L, 0,CrewMemberSlot_AttackW1C1, 0,CrewMemberSlot_BowTorpW1L, 0,CrewMemberSlot_BowTorpW1C1, 0,CrewMemberSlot_BowTorpW1C2, 0,CrewMemberSlot_WatchW1L, 0,CrewMemberSlot_WatchW1C1, 0,CrewMemberSlot_WatchW1C2, 0,CrewMemberSlot_WatchW1C3, 0

[UserPlayerUnit 1.FunctionalSubsystem 5]
ID= CrewWatch2
NameDisplayable= 2nd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW2L, 0,CrewMemberSlot_EngineW2C1, 0,CrewMemberSlot_EngineW2C2, 0,CrewMemberSlot_EngineW2C3, 0,CrewMemberSlot_CommandW2L, 0,CrewMemberSlot_CommandW2C1, 0,CrewMemberSlot_CommandW2C2, 0,CrewMemberSlot_CommandW2C3, 0,CrewMemberSlot_AttackW2L, 0,CrewMemberSlot_AttackW2C1, 0,CrewMemberSlot_BowTorpW2L, 0,CrewMemberSlot_BowTorpW2C1, 0,CrewMemberSlot_BowTorpW2C2, 0,CrewMemberSlot_WatchW2L, 0,CrewMemberSlot_WatchW2C1, 0,CrewMemberSlot_WatchW2C2, 0,CrewMemberSlot_WatchW2C3, 0

[UserPlayerUnit 1.FunctionalSubsystem 6]
ID= CrewWatch3
NameDisplayable= 3rd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_EngineW3L, 0,CrewMemberSlot_EngineW3C1, 0,CrewMemberSlot_EngineW3C2, 0,CrewMemberSlot_EngineW3C3, 0,CrewMemberSlot_CommandW3L, 0,CrewMemberSlot_CommandW3C1, 0,CrewMemberSlot_CommandW3C2, 0,CrewMemberSlot_CommandW3C3, 0,CrewMemberSlot_AttackW3L, 0,CrewMemberSlot_AttackW3C1, 0,CrewMemberSlot_BowTorpW3L, 0,CrewMemberSlot_BowTorpW3C1, 0,CrewMemberSlot_BowTorpW3C2, 0,CrewMemberSlot_WatchW3L, 0,CrewMemberSlot_WatchW3C1, 0,CrewMemberSlot_WatchW3C2, 0,CrewMemberSlot_WatchW3C3, 0


[UserPlayerUnit 1.FunctionalSubsystem 7]
ID= CrewDamage
NameDisplayable= Damage Repair Team
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DamageL1, 0,CrewMemberSlot_DamageC1, 0,CrewMemberSlot_DamageC2, 0,CrewMemberSlot_DamageC3, 0

UserPlayerUnit 1.FunctionalSubsystem 7]
ID= DeckGun1
NameDisplayable= Bow Deck Gun
FunctionalType= WeaponMainCannon
IDLinkFunctionalSubsystemSlots= BowDeckGun, 1

[UserPlayerUnit 1.FunctionalSubsystem 8]
ID= DeckGun2
NameDisplayable= Stern Deck Gun
FunctionalType= WeaponMainCannon
IDLinkFunctionalSubsystemSlots= SternDeckGun, 1


[UserPlayerUnit 1.FunctionalSubsystem 9]
ID= CrewDeckGun
NameDisplayable= Deck Gun
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DGunL, 0, CrewMemberSlot_DGun2L, 0

[UserPlayerUnit 1.FunctionalSubsystem 10]
ID= FlakGun1
NameDisplayable= Starboard AA Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= PTStarboardAAMount, 1

[UserPlayerUnit 1.FunctionalSubsystem 11]
ID= FlakGun2
NameDisplayable= Port AA Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= PTPortAAMount, 1

[UserPlayerUnit 1.FunctionalSubsystem 12]
ID= CrewFlak
NameDisplayable= Flak Guns
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_FlakL1, 1, CrewMemberSlot_FlakL2, 1


[UserPlayerUnit 1.FunctionalSubsystem 13]
ID= TorpedoTube1
NameDisplayable= Torpedo Tube 1
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB1, 1

[UserPlayerUnit 1.FunctionalSubsystem 14]
ID= TorpedoTube2
NameDisplayable= Torpedo Tube 2
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB2, 1

[UserPlayerUnit 1.FunctionalSubsystem 15]
ID= TorpedoTube3
NameDisplayable= Torpedo Tube 3
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB3, 1

[UserPlayerUnit 1.FunctionalSubsystem 16]
ID= TorpedoTube4
NameDisplayable= Torpedo Tube 4
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountB4, 1



;************ The End ************
yubba is offline   Reply With Quote
Old 08-03-17, 01:24 PM   #51
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 6,922
Downloads: 550
Uploads: 42


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Quote:
Originally Posted by yubba View Post
I can't take credit for the deck guns,, they were set up that way originally and how I managed to get the twin 40 on the back has gotten lost in the fog of years of working on other mods,, but I can tell you how get the single 40 off the bow if you want too. you go into the library folder and find the single 40 files and cut and paste them into a new folder wa la no more single 40

Thanks. Oh no Ill keep the bow mounted 40. Those 40's are going to be important in the campaign. Like in real life, a lot of targets wont be torpedo worthy or too shallow to hit with torpedoes, such as the daihatsus etc.

Made a single mission for testing and got into an intense gunfight with some small craft near kolombangara.40 MM on bow is needed.
I added twin 20 MM's to the AI elco boat so their firepower is no so limited. May add a 40 MM and get AI torpedoes to work. PT's often worked together so need to get that worked out for campaign.


One issue, I have no crew on deck unless at GQ. know how to fix this?
Bubblehead1980 is offline   Reply With Quote
Old 08-03-17, 02:24 PM   #52
yubba
Admiral
 
Join Date: Sep 2009
Location: in a neighborhood near you
Posts: 2,478
Downloads: 293
Uploads: 2
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Quote:
Originally Posted by Bubblehead1980 View Post
Thanks. Oh no Ill keep the bow mounted 40. Those 40's are going to be important in the campaign. Like in real life, a lot of targets wont be torpedo worthy or too shallow to hit with torpedoes, such as the daihatsus etc.

Made a single mission for testing and got into an intense gunfight with some small craft near kolombangara.40 MM on bow is needed.
I added twin 20 MM's to the AI elco boat so their firepower is no so limited. May add a 40 MM and get AI torpedoes to work. PT's often worked together so need to get that worked out for campaign.


One issue, I have no crew on deck unless at GQ. know how to fix this?
Deck crew, I tried and failed,, tried to edit upc file,, that twin 40 will do in a Destroyer
yubba is offline   Reply With Quote
Old 08-03-17, 03:43 PM   #53
propbeanie
CTD - it's not just a job
 
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Join Date: May 2016
Location: One hour from Music City USA!
Posts: 9,735
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I'll give the upc file another go tonight yubba. Thanks for that. I also have to look at the equipment file again and make sure I didn't do a typo there. I'm almost certain that's what the issue is with getting Brisbane going...

+++++++++++++++++++++++++++++++++

Edit:



a-Eeeeegh.... "Caw-FEe!" ... It helps, if the file you have edited, actually resides in the mod that you've activated... - what I edited late last night is in the work folder, a whole hard drive away from the game and the MODS folder...

PS: I sure do wish these vidz would display a little smaller...
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Last edited by propbeanie; 08-03-17 at 03:57 PM. Reason: Pete the Puma
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Old 08-03-17, 05:02 PM   #54
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Quote:
Originally Posted by propbeanie View Post
Well then, I've goofed something up with the torps. I have nothing in my "stores" or "bunker" for loading any torps, even though they are drawn on the deck... - I'll have to go back through my edits.

Just like I'll have to look a bit closer at what I did to make the game crash trying to use Brisbane. It is NOT the order of the boats, like I thought yesterday evening. The PT109 is listed fifth in CareerStart 1, but is listed as boat 9, and it works fine like that. Brisbane should also, but I've got something wrong in the CareerStart and / or Flotilla (I'm guessing the former), since the game crashes now when choosing Brisbane. Doesn't matter which boat is selected...

Anyway bubblehead1980 (Bubbles is a good nickname, btw ), here's some snippets of the two files:

;+++++++++++++++++++++++++++++++++++++++++++++++++ +++

CareerStart.upc
---------------

[CareerStart 1]
ID= Beginning
NameDisplayable= 1941
StartTimeInterval=1941-12-08, 1942-02-01
BackgroundPic= 1941.tga ; picture that is displayed on the background when this option is selected
CareerStartBriefingText= The war has just started, and we're being beaten.
RenownOptions= 1000, 2000, 5000

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Pearl Harbor
IDLinkFlotilla= PearlHarborCommand ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 ; enumeration of ID(s) that point to submarine upc file
FlotillaBriefingText=
FlotillaCommonality= 1 ; to be used when a random choice is assigned

[CareerStart 1.Flotilla 2]
ID= C1Flotilla2
NameDisplayable= Manila
IDLinkFlotilla= FremantleCommand
IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2NSSPT109, 2
FlotillaBriefingText=
FlotillaCommonality= 2 ; to be used when a random choice is assigned

;================================================= ====

Flotillas.upc
-------------

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109
NameDisplayable= Elco PT_109 MTB
AvailabilityInterval= 1938-01-01, NULL
IDLinkUserPlayerUnitType= NSS_PT_109
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= BrisbaneCommand

;+++++++++++++++++++++++++++++++++++++++++++++++++ ++


There should be no problem with it working in just about any mod. All mods, as far as I know, use Type=200 for the subs, so there you go! The "calls" for the boat are the same as what yubba has on Page 1 here in this thread. I've made no changes to the boat's names or any of the files, other than the UPC stuff for equipment, which did me absolutely no good, since I still don't have torps - BUT - I do have a "crew" page now with people showing on it, and all stations are manned... The rear gunner is actually quite good at sinking Sampans...







First assignment is to insert supplies. The boat is still up there in the harbor, but we're on our way, torpedo-less, but with a bear of a rear gunner!...

Propbeanie. You are my hero lol. I just got the career to start up in Manila in 1941 with the PT.

However, I have no torpedoes either.Thats weird, torpedoes show up in single mission but not career mode. Ugh this sim drives me crazy sometimes. Edit: Saw yubba fix for torpedoes, working now. Making adjustments to my torp mod for PT's will release this evening.

Any ideas on how to fix the no crew on deck when not at GQ? thinking OOD and one lookout in the steering station would work. Gunners of course man guns when GQ is called.

Last edited by Bubblehead1980; 08-03-17 at 05:32 PM.
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Old 08-03-17, 05:42 PM   #55
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Originally Posted by propbeanie View Post
I'll give the upc file another go tonight yubba. Thanks for that. I also have to look at the equipment file again and make sure I didn't do a typo there. I'm almost certain that's what the issue is with getting Brisbane going...

+++++++++++++++++++++++++++++++++



PS: I sure do wish these vidz would display a little smaller...

I'd delete that boat and re-install it ,, and swap out that upc file that I posted and you should have torps,, that's all I've done for the Bismarck PT though I don't have a guy on the rear gun ,,, it is real finnicky my boat that I took the upc file from god only knows what I did else where,, I just checked it a while back and the torps loaded mk14s
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Old 08-03-17, 08:52 PM   #56
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I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...

In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations..,

Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast...

What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... Excellent job yubba getting it going in the campaign!
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Old 08-03-17, 11:15 PM   #57
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Originally Posted by propbeanie View Post
I've got Brisbane going also bubblehead1980, and it was a "typo" from when I copied the boat from Flotilla 2, I forgot to change my ID to F3...

In the meantime, I was going to make a movie of me sinking some ships in the campaign near the Solomon's... I guess I'm going to have to give my gunners a pay raise. Two airplanes downed and three ships sunk, and the closest I got to a ship was just now, at about 4700 yards... Can't get close enough to shoot the torpedoes, that they haven't already sunk it on me... Next one, I don't think I'll put them at Battle Stations..,

Steering is a bit slow, but if you anticipate what you want to do, you can still dodge the bomb drops from planes. They did almost get me the first time... Thank goodness for Ahead Flank and the engines coming up fast, even though in real life, I don't think they were ~that~ responsive or fast...

What-duh-yuh think Bubblehead1980? You going to include it in the update you're working on? It def needs some artwork, different guns, etc., and it will have all that submarine nomenclature, besides having to have some slightly different missions, but it sure is fun!... Excellent job yubba getting it going in the campaign!


Will you share the entry for Brisbane?

I played two test missions in campaign out of Manila/Cavite in Dec 41 earlier and it was a blast. Made one attack in daylight(just to test things out) and got about 7,000 yards out before escorts of Lingayen invasion force spotted me and shells started dropping.A few landed close and escorts were set to Elite or Vet but plowing in at flank speed and giving 5-10 degrees of rudder back and forth makes PT a tough target to hit, esp at distance. I let 4 mark 8's loose from 6,000 yards, 3 hit a transport, which later sunk.I would like to alter the commands if possible to make the < > keys give rudder in 5 degree increments port or starboard, would be easier to steer during the run in and evasion then clicking the rudder dial.

Night attack I went in for gun attack on some landing craft(turned US LC into IJN LC as a stop gap until have an actual japanese LC) a tug, some sampans and their escort(small subchaser and IJN PT boat) it was pretty intense.I see a campaign where player orders may be to depart, patrol, return, rearm etc, then after few nights in a row, barring damage etc, return and end patrol. Going to do some reading on PT operations esp in solomons because lets face it, that is where majority of the action will be.

One Issue is going to have to adjust the range/fuel load to work in campaign, esp in Solomons since due to air traffic(friendly and enemy, remember friendly fire incident near Kolombangara mentioned in Bruce Gambles book about VMF-214. Young 2nd Lt on dawn CAP strafed a PT returning from night action, killed and injured several. They opened fire on him, hitting him, plane crashed into Kolombangara. Later found his body and buried him there, brought over on a PT boat) so can depart in evening, make it to action area, battle and return to base as the boats typically did. Requires some high speed runs and burns fuel quickly. Playing with unlimited fuel kind of hampers gameplay I feel.

Overall boat is great but I agree, need to fine tune some things on the boat to work for TMO RSRD campaign.Set it up so gun load outs is appropriate for time periods, upgrades etc as subs do in campaign. Surface radar, get some crew topside when not at GQ, two gunners slots for the 40 MM. Perhaps have deck watch and gunners in helmets and kapoks(if there is a model for kapok) when at GQ. The searchlight could be replaced since we cant use it.

Since Pt's usually operated in pairs and groups in some cases, having AI torpedoes work on them is needed. I already changed up the .eqp file on the AI elco to have twin 20 MM guns and later 40 mm.


I was thinking I would include this in my upgrade but decided it'll be best do it seperately since to make a decent PT mod, will have to change some things moving away from sub warfare. I'm in final stages of first release now. Going to fix a few things, then take a break, do some work on PT mod and actually play some patrols.

Huge part of the PT mod, the traffic is there, ill add some more small traffic, esp once the daihatsu LC is available.

PT mod is going to be a lot of fun.

Here is a mod for surface vessels torpedoes for PT's, DD etc. http://www.subsim.com/radioroom/show...19#post2504619



Update: Found myself awake early and morning run ruined by rain so fooled around with PT mod a bit. Testing to see which sensors settings etc work best for the mod. Also edited the .zon file, its armor level was set to 100, it was not vulnerable to enemy fire I found. I am going to need to edit the file for enemy guns, esp the autos like 25 MM, been wanting to anyways, they are way too effective.

Something is up with the damage system on PT. While testing I was hit by my own Mark 9 torpedo(set shallow and ran over it, stopped it slammed into my stern lol) and while it caused fire and damage and PT to sink soon after, the damage control system showed minor hull damage but no equipment damage etc.

I'm still getting a CTD when I try to start a career at Brisbane, not sure what am doing wrong. lol but it does work out of Manila in Dec 1941. I have updated the roster to include all Motor Torpedo Boat Squadron 3's boats that defended Luzon in 1941/42 with proper DOD dates. Also included PT-103-110 which join in mid 42, the 109 is removed from roster on Aug 2 1943 per history.. Will add others are campaign comes together.

Last edited by Bubblehead1980; 08-04-17 at 06:26 AM.
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Old 08-04-17, 09:09 AM   #58
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I copied my Manila entry to Brisbane, and changed the Flotilla designation:

[Flotilla 2.UserPlayerUnitType 9]
ID= F2NSSPT109

Becomes:[Flotilla 3.UserPlayerUnitType 9]
ID= F3NSSPT109

I have no idea what your ...UnitType number would be, but be sure and change the Objective assignments similarly... juss sayin'... - similarly, the "F" number depends upon what Flotilla you have Brisbane numbered as...

The guns are definitely too strong. Some of the boats had a single-barrel 20mm up front and a single-barrel 40 in the rear, at the most, didn't they? I don't think they would have been able to move very well through the water configured like they are now - but they can sure tear up a merchant from over 5k out...

The "crew" that are available in the game, for the most part, won't work, since they'd "walk" a distance that is longer than the boat, so they'd have to be "posed" folks, maybe two standing doing the binocular and shading of the eyes movements. Maybe have one or two others sitting somewhere?... One thing about battle stations, is that the torpedoes were not always remotely fired, but were instead manually fired out of their tubes by a man standing by the back of a tube, detonating a the black powder launching charge. So they would have to have a person standing at the tube for that (after watching some of the vids, they apparently only did that when the remote wouldn't work - or did it depend upon the boat and time period??)...

Found some links that I'm sure others have already posted:
http://pt-king.gdinc.com/Torpedo.html
Not a very impressive weapon

http://mathscinotes.com/2013/06/aimi...rom-a-pt-boat/
They've got a link for a History channel show on the PT boat. They show push-button and manual lever launches. it's a rather over-dramaticized and romanticized story, but they do show a lot of the different armaments employed, and somewhat how they came into being. Like the Sherman tank in Europe, Necessity was the Mother of Invention...


No sound on this one, but they show the later-used "roll-off" launch of a torpedo, and then the PT boat going faster than the torp, while tracking it...
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Last edited by propbeanie; 08-04-17 at 10:12 AM. Reason: numbers... it's all theory anyway - and more
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Old 08-04-17, 09:43 AM   #59
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Is there any way to get the Ai Pts drive-able ???? I tried it's way beyond me.
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Old 08-04-17, 10:16 AM   #60
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I'm not 100% certain, but I think that's what Digital_Trucker started with for the PT-109 mod. Are you wanting to start "fresh" on one of your own? s7rikeback has a recent write-up somewhere around here about taking an AI vessel and making it "driveable". There are a couple other write-ups similar to that one, and I think ETR3(SS) has one on subs... ?? I'll see if I can find those.
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