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Author
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Topic: Workable Torpedo Alpha 1 release!
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ArgonV Pilot
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posted 09-18- 03:12 PM
Well folks, I'm happy with it enough to release it! Be sure to read the readme file for the installation procedure and Tip/Pointers on how to release it successfully.I must give thanks to Jedi, for it was his dam buster bomb idea that inspired me to do this. And I must give thanks to Nat for he fixed the spinning plane problem and provided me with the torpedo model. Last but not least I must give thanks to Aladar who tested the early stages of the torpedo for me. Enjoy and PLEASE give me feedback.  You can find it under the Fixes/Small Projects section of my page. ------------------ -=Make sims, not hype=- Visit My Site! http://ArgonV.tripod.com/My_Page.html IP: Logged |
Aladar Pilot
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posted 09-18- 04:16 PM
Hey Argon, for some reason the torpedo blows up pn impact with water again, I just checked the loasout, and everything is in order.IP: Logged |
ArgonV Pilot
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posted 09-18- 04:28 PM
Say wha? Works fine for me. Try doing another run and make sure you go 200-205 at 35-40 feet level. It will explode if the angle is off. I'll do a another install of SDOE and see if that clears up anything. Maybe there's something I missed.Sample of Beaufighter loadout: (ordHardpoint (ordName 'TorpedoMount ordClass 'Bomb ordModel 'gerTorp ordWeight 2000 ordWarhead 0 ordNumber 1 ordRippleDelay 200)) [This message has been edited by ArgonV (edited 09-18-2000).] IP: Logged |
Nat Pilot
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posted 09-18- 05:32 PM
the version I twealed worked fine, I've not got the release version yet though.More than glad to have been able to help ::bowing slihtly:: ~Nat~
------------------ 7./JG3 "Naturlich" If you can't out run em.. <B>OUT GUN EM!</B> <B>Nats FS-SDOE Site</B> IP: Logged |
Aladar Pilot
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posted 09-18- 06:13 PM
Figured it out, I dropped it at a wierd angle, wow this thing really is like a real torp.IP: Logged |
ArgonV Pilot
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posted 09-18- 06:18 PM
Whew.... you had me scared there for a min. Aladar. LoL Yeah it mimics a real torpedo with a few flaws. One of which Nat has made known to me..............IP: Logged |
ArgonV Pilot
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posted 09-18- 10:14 PM
Any input guys? (Besides you Nat... But go ahead anyhows Thanks for testing BTW!) Does this thing work for yall? Of course practice makes perfect. But I would like to know what people think and have discovered with it. IP: Logged |
Eyes Pilot
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posted 09-19- 04:08 AM
ArgonV here is a tough one for you... Can the AI make torpedo runs? If not how are we mission builders make missions with the new and great weapon like this torpedo ? Also how many torpedos do you need to sink a ship ? PS Thanks for this great weapon, all that contributed...------------------ Your Eyes in the Sky IP: Logged |
ArgonV Pilot
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posted 09-19- 06:40 AM
The only way I can see AI making torpedo runs is if you set them to bomb at a really low altitude... Ive never tried it however.Now as to how many torpedoes you need.... depends on the ship. Some sink in with 1, some sink with 2, others like the Scharnhorst sink with 5-6. I know the Akagi sinks with 2. IP: Logged |
Condor Pilot
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posted 09-19- 11:02 AM
ArgonV,Great work on the torpedo. It is a great addition to sdoe. For us loadout.ppf challenged folks, can you please post a section of the loadout with all the changes to allow the torpedo to work. Thanks, Condor out ------------------
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spin Pilot
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posted 09-19- 11:39 AM
I second that requestIP: Logged |
ArgonV Pilot
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posted 09-19- 02:10 PM
Thanks! No problem. At the start of the weapons loadouts, there are a bunch of loadout options in quotes. Example: (ordLoadouts "Guns" "HeavyBombing" "Blanks") To this list add "Torpedo" as an option. Now to make a whole new Torpedo loadout, copy a bomb loadout and paste it at the bottom. Make sure to include the 3 ending braces. Now at the start of this copied bomb loadout.... look for something like this: (ordLoadHeavyBombing HeavyBombing is the name of the load option. Delete the HeavyBombing part and add Torpedo so it reads like this now: (ordLoadTorpedo Then, in that now new Torpedo loadout, look for a line that reads: ordName '(Whatever the bomb mount is) After that, delete everything behind it and paste this: ordClass 'Bomb ordModel 'gerTorp ordWeight 2000 ordWarhead 0 ordNumber 1 ordRippleDelay 200)) Then save and exit. Now open up a mission in the mission editor and select the Torpedo loadout. If youve tried all of this and still cant get it to work, e-mail me the loadout.ppf file and I'll be more than happy to fix it up for ya.  ------------------ -=Make sims, not hype=- Visit My Site! http://ArgonV.tripod.com/My_Page.html IP: Logged |
Eyes Pilot
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posted 09-20- 01:20 PM
A thing to note for the torpedo... Some of them were , err whats the word, "bad", never exploded after hitting the target ( duds maybe? lol sorry if i spelled it wrong...) Wondering if you can model this, giving it a random character... Just an idea...------------------ Your Eyes in the Sky IP: Logged |
ArgonV Pilot
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posted 09-20- 02:23 PM
Eyes. The reason why some of the torpedos in WWII were duds was because 1. They had a faulty triggering mechanism 2. They didnt have enough time to arm and 3. They hit at the wrong angle.Right now with the v1 and v2 torpedos (v2 to be released soon after it is smoothed and more people have inputed their thoughts on it) number 2 and number 3 reasons work. If my torpedo hits at a wrong angle it wont detonate and if it doesnt have enough room to arm (actually, it doesnt really arm, the obHits has to lower.... but it acts like it didnt have enough time to arm) it wont detonate. And if your drop it at too high a speed and a wrong angle, it will blow up on impact.  [This message has been edited by ArgonV (edited 09-20-2000).] IP: Logged |
Eyes Pilot
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posted 09-20- 05:49 PM
Sorry, browser didnt show my lats message and Argov's reply ! Rgr that Argov ! Sounds good to me, just had a thought and wanted to share it with you guys... ------------------ Your Eyes in the Sky[This message has been edited by Eyes (edited 09-20-2000).] IP: Logged |
ArgonV Pilot
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posted 09-20- 05:58 PM
Yup, that's what I said above."If my torpedo hits at a wrong angle it wont detonate and if it doesnt have enough room to arm (actually, it doesnt really arm, the obHits has to lower.... but it acts like it didnt have enough time to arm) it wont detonate." Those torpedos that did not explode were duds because of these factors: 1. They had a faulty triggering mechanism 2. They didnt have enough time to arm and 3. They hit at the wrong angle. "Dud" is the correct word. A dud basicly means something that didnt work for whatever reason. Also with my torpedo, if you drop it at the wrong angle it will sometimes just go under and not explode. This is a VERY rare occasion with the v2 torpedo. Ive only had it happen to me 3 times so far. P.S. Have you played with the released version of the torpedo? If so and you have not experienced a dud torpedo yet, you are one darned good shot.  [This message has been edited by ArgonV (edited 09-20-2000).] IP: Logged |