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Old 03-13-06, 06:19 PM   #1
HEMISENT
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Default Looking for torpedo door & schnorkel files

Anyone know where the files are that control the speed/rate of torpedo doors and the schnorkel?
Also looking for the file that controls length of time to dive?
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Old 03-13-06, 08:15 PM   #2
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I have no idea about the files, but it is interesting about the speed/time it takes to open torpedo doors.

It might be more realistic if it took longer. I'm guessing they were opened manually, at least with early-war subs.
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Old 03-13-06, 08:55 PM   #3
Der Teddy Bar
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Default Re: Looking for torpedo door & schnorkel files

Quote:
Originally Posted by HEMISENT
Anyone know where the files are that control the speed/rate of torpedo doors and the schnorkel?
Also looking for the file that controls length of time to dive?
TimeTravellers Mini Twealer's Sensors_sim has the values for time taken to raise the Snorkel it is ext_time. Currently set to 10.

On the door, well the UBoatName_sim only has the time to eject, which is from fire to launch. The auto_open Torpedo which is 1, is for if when I fire does the torpedo door auto open.

A nice semi hardcore option.
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Old 03-13-06, 09:23 PM   #4
HEMISENT
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Default Re: Looking for torpedo door & schnorkel files

Quote:
Originally Posted by Der Teddy Bar

TimeTravellers Mini Twealer's Sensors_sim has the values for time taken to raise the Snorkel it is ext_time. Currently set to 10.

On the door, well the UBoatName_sim only has the time to eject, which is from fire to launch. The auto_open Torpedo which is 1, is for if when I fire does the torpedo door auto open.

A nice semi hardcore option.
Thanks Tedy
1. I found the one that controls time to close the doors-that doesn't help as I need a way to increase door/bow cap times to 2 - 3 minutes each
2. I'll check out the Schnorkel file you listed.
3. I found a way to change dive times - I'm currently editing them.
Looking for interesting and varied components/systems for use in a sabotage mod I'm putting together using Commander's Random function.

If you have any ideas I'm open to suggestions.
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Old 03-13-06, 09:48 PM   #5
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@ Hemisent, I just finished reading an account about an attempt at U-boat sabotage which involved someone placing a thick copper wire around a valve-seat which caused a fairly serious and persistent leak until it was discovered early in the patrol and removed.

Simple but effective.
Had the chief engineer been poorly trained, this would have never been found.
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Old 03-13-06, 10:04 PM   #6
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Quote:
Originally Posted by Kpt. Lehmann
@ Hemisent, I just finished reading an account about an attempt at U-boat sabotage which involved someone placing a thick copper wire around a valve-seat which caused a fairly serious and persistent leak until it was discovered early in the patrol and removed.

Simple but effective.
Had the chief engineer been poorly trained, this would have never been found.
Yep, I've been reading about stuff like that for quite awhile now.
I guess after the Normandy invasion the resistance began to step up sabotage on the boats. Pretty much all the dock yard labor were locals and they had access to the boats so why not try and mess them up.

I'm trying to come up with a balance of some minor annoyances that should not hamper continuing the mission, some major complications that will be noticed within hours and need immediate RTB and some things that will become apparent only after the boat is at sea and a safe return may be a real challenge. So far I've got a number of things tested and ready to put together but I need a few more ideas. A jammed Schnorkel is one of them and bow caps that won't open or close or take forever is another.
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Old 03-14-06, 07:31 AM   #7
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The potential for this MOD sounds great! It sounds like you could possibly model the early war "finicky" engines that caused many RTBs. Would it also be posible to model DC damage to primary systems, causing an RTB?
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