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_486_Col_Wolf
September 18th, 2014, 18:31
OK, I'm stumped. Does anyone know how to make a torpedo that has a range of 4000 Yds at 30 Kts? The stock torpedoes last about 41 seconds at 30 Kts giving them a range of only 1000 Yds.

Shessi
September 19th, 2014, 00:34
Hi 486,
I've just had a trawl through my DP info, gunstations, weapons etc and I think that torpedo running distance is hard coded into the game.

Just going through the standard US Mk13 torpedo DP, the only thing that might affect the range is weight, in this case 19000 oz's, and since you've played with that setting and got nothing, then that's out.

Something I thought of is in the weapon gunstation info the setting no 6 after the =, is 'time alive'. Now bullets/cannon shells usually have a couple of seconds of being 'live' in CFS2, other weapons have a 0, including torpedoes. I wonder if you did put a figure in there, the sim may use that figure?

For example, say a US Mk13 torp at 33 knts and has a range of 6000 yards. This is 38mph and takes 1 min to travel 1114 yards, therefore it takes 5.4 mins to travel the max range of 6000 yards. Soooo, 5.4 x 60it takes 324 sim seconds to travel that distance. Maybe try putting time in seconds here to get your range??

And I don't know if this will work but, change the weapon characteristics for a bullet/cannon shell, and decrease the muzzle velocity and rate of fire etc, and increase the weight and damage power to meet the torpedo's?

Cheers

Shessi

_486_Col_Wolf
September 19th, 2014, 12:40
Shessi,

I tried the "time alive" setting in the DP file as you mentioned but it had no effect on the range. The MK10 torpedo I am using is from VN's Gato sub download and is installed in the Aircraft folder and has it's own DP file. It is similar to the V1 buzzbomb available here. I tried mounting a stock torpedo in the sub and had the same results. You may be right, torpedo life may be hard coded into the game. However, if you mount 12 stock torpedos in place of the MK10 the sub tilts down and sinks so you can only mount one. You can mount 12 of the MK10s from the aircraft folder and the sub is fine so there's another mystery I have to unravel LOL. :banghead:

I'll try the cannon/bullet idea when I have more time, I'm swamped this weekend with my hunny-do list but I'll get back on with any results as soon as I can.

Blood_Hawk23
September 20th, 2014, 20:50
Col_Wolf,

take a look at this

Weapon_type=9 (torpedo) - MK13, seems to be for lighter torps.
Weapon_type=10 (torpedo) - Type91, seems to be for heavier torps.

see if there is a difference in the distance of the torp.

here is the full list. can anyone fill in the blanks?

Weapon_type=1 (small bomb) - 30lb, 100lb, 250lb, 30kg, 60kg all uses the small FX.
Weapon_type=2 (medium bomb) - 500lb, 250kg uses the medium FX.
Weapon_type=3 (large bomb) - 1000lbm 2000lb, 800kg uses the large FX.
Weapon_type=4 (large bomb, same as above)
Weapon_type=5 (rocket)
Weapon_type=6 (rocket)
Weapon_type=7 (rocket)
Weapon_type=8 (timed rocket) - 8 seconds
Weapon_type=9 (torpedo) - MK13, seems to be for lighter torps.
Weapon_type=10 (torpedo) - Type91, seems to be for heavier torps.
Weapon_type=11 (???)
Weapon_type=12 (???)
Weapon_type=13 (???)
Weapon_type=14 (???)
Weapon_type=15 (Tank) - Jap 330litre, Jap 200litre, corsair/hellcat/lightning tanks, most picked.
Weapon_type=16 (Tank) - US 200 gallon.
Weapon_type=17 (Tank) - US 150 gallon.
Weapon_type=18 (???)
Weapon_type=19 (???)
Weapon_type=20 (Pylons, Pods, Parts) Used for rocket pods, various pylons and SID pilot.
Weapon_type=??? Not sure how far it goes.
==========================================
All weapons are....
unit_family=4
category=37

_486_Col_Wolf
September 21st, 2014, 17:57
BH,

There is no difference in range on either the type 9 or 10 torpedo. They each last about 41 seconds at roughly 30 kts. When get some time to really sit down and work this problem I may try turning a cannon into a torpedo to see the effect.

Blood_Hawk23
September 22nd, 2014, 13:56
BH,

There is no difference in range on either the type 9 or 10 torpedo. They each last about 41 seconds at roughly 30 kts. When get some time to really sit down and work this problem I may try turning a cannon into a torpedo to see the effect.


I haven't tested this myself and it might not work but, have you tried this...

[MISC_DATA]
unit_family=4
category=37
min_speed=55
cruise_speed=74
max_speed=81
max_weight=1583
weapon_type=9

I don't know if it will do anything.

[GUNSTATIONS]
; Torpedo
gunstation.0=5,62,32,0,0.85,0,0,0,0,0,1d1*15000,0, 0,0,0,0,0,0,0,0,0,55838

That will put it at 51 mph or 44 knt max speed (81 km/h)

those are the correct weights for the G7a Torpedo. give it a try.

_486_Col_Wolf
September 22nd, 2014, 15:07
Thanks BH. I'll try it out ASAP and let you know what I find.

_486_Col_Wolf
September 22nd, 2014, 15:24
OK, tried it out but no change in the range. It seems once you label a weapon type 9 or 10 (torpedo) it only lasts for 41 seconds. The TIme alive doesn't have an effect either. None of the stock torpedos have a number in the time alive slot making me think that the 41 seconds is hard wired in the game code.