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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: May 2006
Posts: 38
Downloads: 32
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Torpedo Mod
Guys,
I tried searching but could not find it, is there a mod or a way to enchance the torpedo strenght ? I want to go on a fun cruise and really blow a ship to pieces ![]() Thanks in advance. |
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#2 |
Planesman
![]() Join Date: Mar 2009
Location: Sutton in Ashfield, Nottinghamshire
Posts: 184
Downloads: 3
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Search for and download "Silent 3ditor" and then you can alter the torpedo.zon file quite easily to change the explosive power of the torpedos. you can also change their range and speed etc in torpedo.sim
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#3 |
Seaman
![]() Join Date: May 2006
Posts: 38
Downloads: 32
Uploads: 0
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thanks for the tool, however i cant seem to find the files ?!?
![]() @edit: Found them, just looked over them.. anyway someone can explain to me what it all means ?!? |
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#4 | |
Planesman
![]() Join Date: Mar 2009
Location: Sutton in Ashfield, Nottinghamshire
Posts: 184
Downloads: 3
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![]() Quote:
first you've got a tree for each torpedo type 3 acoustic, 2 fa, 2 lu and 4 standard, these are numbered 2 to 22 2 is the falke 4 in the Zaunkönig 6 is the Zaunkönig II 8 is the steam fat (pattern running 10 is the electric fat 12 is steam Lut (pattern running, more adjustable) 14 is electric Lut 16 is the g7a (basic steam torp) 18 is the g7e (T2 basic electric torp at the start of the war) 20 is the g7e (T3 improved electric torp) 22 is not used in the game as far as I know. If you open these trees you'll see the torpedo type default depth max dive angle available speeds (can be added or removed, max of 3) max turn angle then the bit you're interested in mostly "detonating" impulse is the amount of explosive force the warehead has, the bigger this number the more force is applied to the target upon detonation, it's quite possible to send a ship into orbit with a high number! the other numbers are for effects and best left alone on the acoustic torps you'll see "straight run" this is how far the torpedo travels before it begins to home, too long and it passes the target before seeking, too short and it hears you and you sink yourself. Now for Torpedo.zon The torpedo types follow the same numbers as before, so 2 is falke etc open it up and you'll see: min ef (lowest damage the warhead can cause) max ef (highest damage) AP = armour penetration I believe min radius (obvious) max radius (also obvious) with these settings it's possible to create the imfamous "nuclear torpedo" fire at the central ship of a convoy from long range and BOOM. If you dig around you can also find settings files for your torpedo's guns, enemy guns, your submarine's speed, max depth, dive times, armour etc etc
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![]() http://www.flickr.com/photos/halfpenny/sets/ http://www.youtube.com/user/Thunderf00t Home of "why people laugh at creationists" http://www.youtube.com/user/FFreeThinker http://www.youtube.com/user/ExtantDodo |
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#5 |
Seaman
![]() Join Date: May 2006
Posts: 38
Downloads: 32
Uploads: 0
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#6 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
Posts: 365
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Time to have some fun with some Wunderwaffen!
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#7 |
Planesman
![]() Join Date: Mar 2009
Location: Sutton in Ashfield, Nottinghamshire
Posts: 184
Downloads: 3
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well you can easily make your deck guns and flak guns fire 16 inch shells without a firing arch, so they're like a ray gun. the possibilities are endless, just be sure to back up your files before you tinker so when you're done cheating your way towards winning the battle of the atlantic, you can go back to losing it in a historically accurate fashion.
__________________
![]() http://www.flickr.com/photos/halfpenny/sets/ http://www.youtube.com/user/Thunderf00t Home of "why people laugh at creationists" http://www.youtube.com/user/FFreeThinker http://www.youtube.com/user/ExtantDodo |
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