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[MOD] Torpedoes for German Aircraft


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Posted

Fyi : A new  vid  for soon to be released  CloD Desert Wings demonstrating their fully integrated version of Torpedo attack.Hopefully we'll get similar options as well..

 

  • Sad 1
Posted (edited)

That is an interesting teaser/trailer.  However up until this particular video I was considering getting CLoD and Tobruk but not now, and here's why;

 

1. Although there is a plethora of planes, many of which I would like to see in GB, they all fall a little short in their rendering.  to my eyes they look like improved versions of 1946 pIanes lacking the the little details I have grown accustomed to.  I happen think GB planes look a good deal better in all aspects.

 

2.  The sea looks OK but more like the 1946 ocean that the waters of GB.  Plain, a little too blue and the water action looks more appropriate for a Great Lake than the Mediterranean Sea.

 

3. The ships (and there are plenty of them) look OK but when sailing through the water look more like 2D cuouts than what we get in GB.  Hardly any bow splash and very little wake, and they sail flat as a board.  The torpedo wakes look very
'1946"-ish.  I'd like to see more wave action and how ships react to that.

 

4. Although the cockpits again look OK they too just look like an improvement on 1946 standards.  I personally think the GB cockpits are outstanding.  I know a lot has been said that CLoD planes are well rendered but these look, well, a little so-so in my opinion.

 

For now I am happy with the Torpedo Mod we have and can only hope that it is incorporated at some time into the 'official' version of the game.

 

While we sometimes seem to always be on the Dev's for more and better but it's obvious to me we already have "more and better" for the genre.
But what the eff do I know?  It's just my reaction to some leaked Beta footage.  Maybe the final product will look nicer but for right now, even with all it's foibles, shortcomings and lack of content I think Great Battles is a superior sim in every aspect.  I can only hope that a lot of the content the Community wants gets added before my brain becomes too addled to play.

 

2 Kopecks from me.

Edited by Beebop
  • Like 1
  • Confused 1
  • Upvote 3
DerNeueMensch
Posted
On 7/27/2020 at 10:46 PM, Beebop said:

That is an interesting teaser/trailer.  However up until this particular video I was considering getting CLoD and Tobruk but not now, and here's why;

 

1. Although there is a plethora of planes, many of which I would like to see in GB, they all fall a little short in their rendering.  to my eyes they look like improved versions of 1946 pIanes lacking the the little details I have grown accustomed to.  I happen think GB planes look a good deal better in all aspects.

 

2.  The sea looks OK but more like the 1946 ocean that the waters of GB.  Plain, a little too blue and the water action looks more appropriate for a Great Lake than the Mediterranean Sea.

 

3. The ships (and there are plenty of them) look OK but when sailing through the water look more like 2D cuouts than what we get in GB.  Hardly any bow splash and very little wake, and they sail flat as a board.  The torpedo wakes look very
'1946"-ish.  I'd like to see more wave action and how ships react to that.

 

4. Although the cockpits again look OK they too just look like an improvement on 1946 standards.  I personally think the GB cockpits are outstanding.  I know a lot has been said that CLoD planes are well rendered but these look, well, a little so-so in my opinion.

 

For now I am happy with the Torpedo Mod we have and can only hope that it is incorporated at some time into the 'official' version of the game.

 

While we sometimes seem to always be on the Dev's for more and better but it's obvious to me we already have "more and better" for the genre.
But what the eff do I know?  It's just my reaction to some leaked Beta footage.  Maybe the final product will look nicer but for right now, even with all it's foibles, shortcomings and lack of content I think Great Battles is a superior sim in every aspect.  I can only hope that a lot of the content the Community wants gets added before my brain becomes too addled to play.

 

2 Kopecks from me.

2.That's interesting. I've always thought, that the ocean in CLOD looks more realistic than GB or DCS in fact.

 

the fact, that it's a desert map, a lot of water, a lot of italian planes and torpedoes are the main selling point for me. Boy, am I fed up with the same old types of landscape we have...

Posted

Great job! Another missing part of this game that has not been addressed (like drop tanks) - yet crap like inaccurate "physiology" keeps finding time on the calendar! :rolleyes:

  • Confused 1
Posted
3 hours ago, JG7_X-Man said:

Great job! Another missing part of this game that has not been addressed (like drop tanks) - yet crap like inaccurate "physiology" keeps finding time on the calendar! :rolleyes:

 

Wa....?:)

Posted

CloD had a very impressive atmospheric scattering model for its time. One of the first examples of Eric Brunetons work being used in a commercial title. Now that stuff is commonplace but still absent from BoX....

  • 2 months later...
Posted (edited)

I found this:

 

SOURCE:  http://www.navweaps.com/Weapons/WTGER_WWII.php

 

45 cm (17.7") F5b

 
Ship Class Used On Aircraft
Date Of Design 1935
Date In Service 1941
Weight 1,598 - 1,790 lbs. (725 - 812 kg)
Overall Length 15 ft 9 in - 16 ft 11.5 in (4.804 -5.160 m)
Explosive Charge 397 - 551 lbs. (180 - 250 kg) Hexanite
Range / Speed 2,200 yards (2,000 m) / 40 knots
6,560 yards (6,000 m) / 24 knots
Power Decahydronaphthalene (Decalin) Wet-Heater

The F5b was in service from late 1941 to the end of the war with relatively minor changes. To control flight in the air a wooden K3 tail was used that broke off when entering the water. This was replaced in 1944 with L2 which was similar but had ailerons operated via a heavy gyro. The L2 tail permitted increased dropping speeds and heights, the maximums actually achieved were 183 knots and 390 feet (120 m). The differences in weights and lengths in the table above are due to the different warheads.

WTGER_F5B_pic.jpg.9554fb7493b354d3514eda84817b38d8.jpg

 

Exposition of Navy Museum, Gdynia. Photograph copyrighted by Michal Kopacz.

 

 

 

 

 

WTGER_He111_F5B_pic.thumb.jpg.db90644b6b1f96e11c17656437e6b355.jpg

Heinkel He-111 H-6 torpedo bomber of KG 26, equipped with two F5B torpedoes. These appear to be practice units, as the pistols are not installed.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

AND I FOUND THIS PDF :   https://weaponsandwarfare.com/2020/04/25/germany-wwii-aerial-torpedoes/

 

 

 

 

 

 

=O)

Edited by VA_SOLIDKREATE
  • 1 month later...
porks46porksf1sr
Posted

Thank you for this lovely mod, please could you give us some pointers on how to drop these? we are flying at approx 120mph at 50-75 meters and drop them but they seem to tip to the left when dropped so they are very hard to aim, is this by design as the air catches them or are they catching the mechanism? Thank you.

  • 6 months later...
Posted (edited)

In the following you tube video (check it below) that depicts some bailouts in the IL2 Great Battles sim,

one clearly sees twice a plane with torpedoes.

Once a He 111 with two torpedoes (clearly its with BOK as there is a destroyer attacked, and later a JU 88 with two torpedoes. 

But in my absolutely complete version of IL2 with all campaigns, collector items etc. it seems I have no way in looking at the possible loads for the these planes to have torpedoes. Any explanation?

 

Insane Bailouts V6 | IL-2 Sturmovik Great Battles Flight Simulator - YouTube

 

Edited by IckyATLAS
Posted

Not tried it myself, so no idea whether it still works with the current version.

Posted

It seems that this post was deleted or something as it was in general discussion. Maybe the title and the topic was not in the right forum so I post it here in free subject.

 

I stumbled on these two videos that depict a He 111 and a Ju 88 with twin torpedoes and fully functioning at least for the He 111.

 

https://1drv.ms/v/s!AggNwB5PZgtYkFb9paeyxoSkHgOE?e=5XRV5M

 

https://1drv.ms/v/s!AggNwB5PZgtYkFczALMNQNZufJGP?e=H66DZq

 

These are from IL2 Great Battles and the He 111 is of BOK (destroyer at sea) the otherJU 88  is either BOS or BOM.

 

But how is that possible we do not have these ordnance available at least in my sim. Any of you do have access to the torpedoes.

If yes how?

 

Posted

Your thread is still there. And answered.

 

 

Posted (edited)
6 hours ago, AndyJWest said:

Your thread is still there. And answered.

 

 

 

OOPS sorry for that. Thanks to highlight it.

In fact it was moved from General to Mods. It was such a long time I am not using mods anymore that it didn't ring a bell to go and check there.

 

Edited by IckyATLAS
  • 1 month later...
SquashmanMikeEH
Posted (edited)

Since the 4.603 update this brilliant torpedo mod does not seem to work properly.

After dropping, the screen freezes as the torpedo hits the water and message on screen says

 

                      Object undefined

 

                      LuaScripts/WorldObjects/Emitters/WaterSpray1_1.txt

 

 

then the torpedo disappears!!!

 

Has anyone else found this or Is it just me?

 

Edited by SquashmanMikeEH
Posted
7 minutes ago, SquashmanMikeEH said:

Since the 4.603 update this brilliant torpedo mod does not seem to work properly.

After dropping, the screen freezes as the torpedo hits the water and message on screen says "No water splash" then the torpedo disappears!!!

 

Has anyone else found this or Is it just me?

 

I also found that issue when using the mod not long after it was first released. The torpedo mod model replaces the 1000kg bomb so in the first few missions I ran with the mod enabled, any other German aircraft in the mission that were meant to be carrying 1000kg bombs and were carrying out attacks designed for the bomb eg. Stukas divebombing ships, attacked incorrectly for the actual load they were carrying ie. a torpedo. When their torpedo hit the water after been dropped vertically and from height my screen froze for a very short time and I got the message you did. I got around the issue by making sure that when using the torpedo mod, no other German aircraft on different sorties within the mission were using the 1000kg bomb.    

SquashmanMikeEH
Posted (edited)
4 hours ago, SidtheGit said:

 

I also found that issue when using the mod not long after it was first released. The torpedo mod model replaces the 1000kg bomb so in the first few missions I ran with the mod enabled, any other German aircraft in the mission that were meant to be carrying 1000kg bombs and were carrying out attacks designed for the bomb eg. Stukas divebombing ships, attacked incorrectly for the actual load they were carrying ie. a torpedo. When their torpedo hit the water after been dropped vertically and from height my screen froze for a very short time and I got the message you did. I got around the issue by making sure that when using the torpedo mod, no other German aircraft on different sorties within the mission were using the 1000kg bomb.    

 

This problem only happened since the 4.603 update (New water and splash effects???) 

 

I made a test mission with only one aircraft, the Ju88 with two torpedoes  -

The torpedo drops fine, but the freeze happens when it hits the water and a warning message shows on screen. 

 

                      Object undefined

 

                      LuaScripts/WorldObjects/Emitters/WaterSpray1_1.txt

 

Cannot find this file in IL-2 Great Battles/LuaScripts/worldobjects/

 

After the warning message is cancelled, the game continues at x2 speed briefly, then returns to normal speed!!!

 

Anyone any ideas?

 

 

Edited by SquashmanMikeEH
Typo
Posted

Not sure if the effect is correct now but if you disable the mod, open the mod's folder and drill down to data/luascripts/worldobjects/ballistics/bombs and find the file bomb_ger_sc1000.txt 

Edit this and find the lines:

 

OnDropLandScript = "LuaScripts/WorldObjects/Emitters/DustBlow1_1.txt"
OnDropWaterScript = "LuaScripts/WorldObjects/Emitters/WaterSpray1_1.txt"
Hit="LuaScripts/WorldObjects/Explosions/Bombs/he_322mm_232kg_101kg_water.txt"
 

change to be:

OnDropLandScript = "LuaScripts/WorldObjects/Emitters/DustBlow1.txt"
OnDropWaterScript = "LuaScripts/WorldObjects/Emitters/WaterSpray1.txt"
Hit="LuaScripts/WorldObjects/Explosions/Bombs/he_322mm_232kg_101kg_water.txt"
 

save and then re-enable the mod and see if the problem goes away. 

 

Seems like they changed some file names. Last line's file seems ok as far as I can tell.

 

Note that the effect may also have changed so it may not look the same as before. No idea about that part

  • Thanks 2
Posted (edited)

I don't have an Emitters folder in LuaScripts/WorldObjects/, just a ballistics folder, ballistics/bombs/bomb ger sc1000.txt.

 

It worked find before the update.

Re-downloaded from OP.  Same structure, no Emitters folder, just ballistics.

 

SOLVED!  Engaged brain and shifted into "read" mode.  See below.

Edited by Beebop
Posted (edited)

No the mod is using stock emitter files and so this stuff is buried in scripts.gtp. The text file in the mod is pointing at files DustBlow1_1.txt and WaterSpray1_1.txt

I ungtp'd scripts.gtp and could not find these files but could find DustBlow1.txt and WaterSpray1.txt so guess they got renamed. 

This is why I suggested the edits to the mod text file I did

Edited by Stonehouse
Posted

Sorry.  My bad.  i didn't read carefully your instructions. :fool:

 

So after following your instructions, editied the text file indicated and.......they work!

The only caveat is there is no  foam trail from the torp.  You drop, you see nothing on the surface but, if properly aimed...It's A Hit!

 

spacer.png

 

Sunk with a torpedo equipped Bf-110E2.

 

Well done finding the "culprits.  ?

  • Upvote 1
Posted

No probs. For what it is worth there are some other effects files there which might be worth trying. I did wonder if there is a small boat wake effect which perhaps could be used for the torp but haven't seen it. Other effects I did see while looking before below. You could try them and see if they work any better by just doing the same edit process as before but change the effect text file referenced. First three sound like explosion effects so may not be much good.

 

image.png.8436c623eaf35525b157e9305a742fe7.png

Actually just thought to look at the ship definitions and far as I can tell by uneducated guessing it looks like the wake is part of the definition not an effect - which I guess makes sense as it would be different for different size ships. DCS does it a similar way.

  • Thanks 1
Posted

I would hazard a guess that "dustblow" would be the wake (read engine exhaust) and "waterspray" would be the bow wave with one or more of the four being the V shape.

It's Bedtime for this Bonzo but I will play around with it tomorrow.

 

Thanks for the tips :thank_you: and pointing me in (hopefully) the right direction.  Will share any results.  Stay tuned.

Posted (edited)

Going by the parameter OnDropLandScript I reckon dustblow1 etc are puffs/bursts whatever of dust effect that get generated by the weapon being dropped onto a point of land but that is just a guess. Probably waterspray is the same but for dropping on water. Looking at the bomb_ger_sc1000.txt I can see an EngineThrust=2500 so guessing again that bombs and rockets share a common format for their definition and that is why the mod torp moves through the water. There is a splash section so possibly you could fiddle with that and get different size splashes when the weapon hits the water. It might do something for a wake.

 

In ship definitions there is a section like

MaxWaveTime = 4        // ïåðèîä
WavePointSize = 1    // àìïëèòóäà
MaxWave = 7000     

and further down

EngineExhaustArg = 63200
BackTrailArg = 63222
FrontTrailArg = 63221
PropSprayArg=63233

 

So guessing possibly the first section could be something to do with wake but also might be something to do with how the ship reacts to waves. Guessing the last bit is to tie an animation/effect to the model and activate it. No idea whether you could add the section to the bomb_ger_sc1000.txt and get it to work. Plus the actual graphical model might need to have the arguments defined. Don't know really. 

 

I don't think there any torps on the IL2Ms or Ju88s in IL2 like in IL2 1946 so guessing you might have to live with the lack of wake until they come along. Perhaps the dev team might think about it for BoN for Luftwaffe aircraft and E Boats and U Boats. The last two were definitely a threat to Allied shipping supplying the invasion zone at night at least.

 

<edit> had a last minute thought that perhaps using a rocket definition would get a trail but problem there is HE111s don't carry rockets in the game and this mod "cheats" by substituting it's own definition for a German 1000kg bomb to allow the HE111 to end up with a torp.

Edited by Stonehouse
SR603-Flowbee
Posted (edited)

dummkopf.thumb.jpg.a398bb625ffade3aa1069e5c73154f11.jpg

 

A few minutes later having changed file..

besser.thumb.jpg.4a3ea2c55764132f173274ef22d00906.jpg

 

Thanks for making the mod and thanks working on the fix. :yahoo:

Edited by SR603-Flowbee
Posted

All credit to Lizlemon. I'm just a helpful bystander.

  • Upvote 1
Posted

I was going to send a message to LizLemon about the files used for the trail but find that LizLemon no longer receives messages.  ?

I guess it's muddle on through until that EUREKA! moment or just living with no trail.

Thanks again Stonehouse for "fixing" the torps.

=gRiJ=Roman-
Posted

It's high time that the torpedoes are implemented by the Devs. IMHO they should have been since Kuban.

Posted

IIRC the statement from the Dev's was that torpedoes were not used in Kuban at the time the theatre is set for.  According to what I remember they stated there was little naval action.

If I am correct, or even close to correct, then why did they model so much ocean?

Posted (edited)

Alas my fav sport, torpedoes dropping with this mod, crashes the 4.603 game in a few phases, even causes windows to hang.

Maybe it's my installation, and i wonder if someone else is having the same problems.

 

As soon as you drop the torpedoes, f.i. with my joystick button, or B, the game staggers, and crashes.

With Juri_S' default mission, he111 - gelendzhik bomb dropping, (pulled out of the default missions.gtp game 4.603, first download below) all behaves well.

 

OK bombing mission from Juri_S game 4.603:

https://www.mediafire.com/file/5n9yx6g3i1kdv2f/he-111_-_gelendzhik.zip/file

 

Same mission, with as only change 2x1000 set, and addressing torpedoes:

https://www.mediafire.com/file/ywxouebs0v8f7f9/Attack_on_Gelendzhik_He111_torp_v1.zip/file

 

I had no such problems with 4.602, maybe it's the new ship wake update?

 

Edited by jollyjack
Posted (edited)

JJ, have you tried Stonehouse's edits to the current torp mod file?  It worked for me.

No torp trails but otherwise it works. 

I just made a copy of the original file, (habit.  not really necessary as the original mod is broken), made the edits and minused out the original.

At this time I have removed the original and all is well.

 

Just before posting this I rechecked and the mod does work.  In fact I saw entrance splashes off the He-111.

 

Edited by Beebop
  • Thanks 1
Posted (edited)

Thanks, missed that ...The torp trails i will miss .... you can check where you have gone wrong.

Thinking out loud, isn't there a wake setting for partly submerged U-boats that could be used?

Edited by jollyjack
Posted (edited)

I don't think it's a matter of anyone "going wrong".  I think it was a change in the wake and Stonehouse, nor I, have been able at this time to determine where those files are or how to apply them.

I tried to message LizLemon to see if I could get the location of those files used for the original trail but LL is no longer receiving messages. ?

Edited by Beebop
Posted (edited)

 

On 8/13/2021 at 6:11 AM, Stonehouse said:

No the mod is using stock emitter files and so this stuff is buried in scripts.gtp. The text file in the mod is pointing at files DustBlow1_1.txt and WaterSpray1_1.txt

I ungtp'd scripts.gtp and could not find these files but could find DustBlow1.txt and WaterSpray1.txt so guess they got renamed. 

This is why I suggested the edits to the mod text file I did

 

Here are all the extracted emitters from the 4.602 game version scripts-gtp. From ....\luascripts\worldobjects\emitters.

Have no time now to experiment now, but maybe some one likes to mess around:

Like adding the 2 missing files to the Torpedo MOD - JSGME file from LizLemon, to correct torpedoes?

emitters.zip

Edited by jollyjack
Posted
9 hours ago, jollyjack said:

isn't there a wake setting for partly submerged U-boats that could be used?

Not any more.  Since the update the trail is gone for the periscope.  Just a splash, probably one of the "DustBlow" files.

Thanks for extracting those files JJ.

I am continuing to examine the rest of the mod files to see if I can get a clue.

 

 

Buy a Clue.jpg

Posted (edited)

I think this whole 4.603 ships wake "update" is a complete faillure !

 

Happy hunting .. the scripts might point to another now missing (or changed?) file.

I wouldn't know what and where to look for, seems quite a puzzle:

 

examples (translated from Russian, guess they work too, as text after // is not loaded):

 

-------------------------------------------------

The bmb_ger_sc1000.txt from LizLemon's mod files, ......\data\luascripts\worldobjects\ballistics\bombs

----------------------------------------

Class_name = "CTorpedo"
object_name = "NPC_TORPEDO_53-38"

////// PhysicsBody properties
VisualImage = 0, "graphics / Ammo / Torpedo_F5B.MGM", true

ImageAttr = 27 // IA_NOCLIP | IA_NOCLIP_ANIM | IA_NOMINZ | IA_NOMINPIXELS
// IA_DEFAULT = 0,
// IA_NOCLIP = 1,
// IA_NOCLIP_ANIM = 2,
// IA_NOROTINTERPOLATION = 4,
// IA_NOMINZ = 8,
// IA_NOMINPIXELS = 16,
// IA_NOPOSINTERPOLATION = 32,
// IA_CLOSEVIEWARG = 64,
// IA_ALWAYSVISIBLE = 128,
// IA_SCALEARG = 256,
// ImageAttr = Attr1 + Attr2 + ... + AttrN

CollisionBody = "graphics / Ammo / Torpedo_F5B.col"

VisualRadius = 5

VisArg = 100

NoDirecion = false
CalcWind = false
ProcessNetwork = true

Armor1 = 0.370, 73.151174, 58.377935, 0.604697
Armor2 = 0.50, 4.2761, 3.6902, 0.11043

// LimitT = True
Rebound = 0.01
Friction = 0.85
MaxDeep = 0.05
DynamicCOG = true
Ik = 2 // Suppression of lack of lability due to the inner shape of the object

Mass = 812 // massa bomb
Mkr = 0.8 // value of the value of the pass, after which the increase in Cx starts before the point M = 1, change the value of the value
Mmax = 1.2 // value of the value of the pass, before which the value of Cx is set;
Cx_0 = 0.15 // value of the resistance ratio when (M <= Mkr), depends on the size of the body but not from the size
Cx_max = 0.3 // the value of the resistance at (M = 1), depends on the shape of the body, but not from the size
Cx_1 = 0.4 // value of the resistance ratio when (M> = Mmax), depends on the size of the body but not from the size
R = 0.2665 // Radius bomb
PrioritySpeed = 28
EngineThrust = 2500
LiveTime = 120
CruiseDepth = 1.0
kPitchByDepth = 1.0 // -performance for adjusting the pitch angle
maxPitch = 30.0 // -maximum pitch
maxDepthRudderAngle = 65.0 // -maximum deviation of the root
maxRudderAngle = 20.0 // -Maximum Rudder Angle

RNDWindFactor = 0.1 // coyoff-t of the side quest
RNDWindChangeTimer = 100.0 // Timer for a side change

debug = false

Cp = -0.1f, 0.0f, 0.0f

[splash]
pos = 0.0, 0.0, 0.0
splashArg = 63226
SplashTotalTime = 1.0
SplashAttackTime = 0.1
SplashKoeff = 30
startArgValue = 0.5

splashDiffHeight = 2.0
// time = splashStackCount * splashstacktime
splashStackCount = 50
splashstacktime = 0.1
[end]

BackTrailArg = 63235

floathook = 0, 0.2, 0, 103, false // x, y, z, Arg, 3D water

OnDropLandScript = "LuaScripts / WorldObjects / Emitters / DustBlow1_1.txt"
OnDropWaterScript = "LuaScripts / WorldObjects / Emitters / WaterSpray1_1.txt"
Hit = "LuaScripts / WorldObjects / Explosions / Bombs / he_322mm_232kg_101kg_water.txt"

DebugInfo = false

 

-----------------------------------------------------------------------------

 

It seems LizLemon changed and left out quite a bit:

 

IMO it points to the two waterspray and dust files talked about above,

or that the LuaScripts / WorldObjects / Explosions / Bombs / he_322mm_232kg_101kg_water.txt has changed in 4.603 ?.

BTW This line "DebugInfo = false"  seems important, no game error popups?

 

-----------------------------------------------------------------------------

 

The original bmb_ger_sc1000.txt from 4.602:

 

Class_name = "CBallistics"
object_name = "BOMB_GER_SC1000"

////// PhysicsBody properties
VisualImage = 0, "graphics / Ammo / Bomb_SC1000.mgm", false

VisualRadius = 5

VisArg = 100

NoDirecion = false
CalcWind = true
ProcessNetwork = true

Armor = -1.370, 241.773614, 193.1934036, 0.3094457
Armor = -1.50, 14.14127, 11.35318, 0.56509

DefaultStartSpeed = 0 // default initial speed, set in 300 if the engine is quick
MaxDistance = 20000 // certain distance, further that object is deleted
Mass = 1090 // mass bomb
Mkr = 0.8 // value of the value of the pass, after which the increase in Cx starts before the point M = 1, change the value of the value
Mmax = 1.2 // value of the value of the pass, before which the value of Cx is set;
Cx_0 = 0.2 // value of the resistance ratio when (M <= Mkr), depends on the body shape but not from the size
Cx_max = 0.5 // the value of the resistance at (M = 1), depends on the shape of the body but not the size
Cx_1 = 0.6 // value of the resistance ratio when (M> = Mmax), depends on the body shape but not in size
R = 0.33 // Radius bomb
KPhi = 0.01 // parameters of the speed of the decrease in the angle of the attack
KPhiAcc = 0.0 // parameters of increasing the decrease in the angle of the attack
KJ = 7 // parameters of the same scale and decrease of the angle of ataki
LiveTime = 70 // When the object is out
TimeToDestroy = 0,

Spin = -1.5,1.5 // Rocket rotation angular speed random limits
Deviation = 1 // Deviation of the thrust
EngineThrust = 0 // Engine power
EngineDuration = 1000.0,1000.1 // Engine work time random limits. In bomb - it's spinning time.

RNDWindFactor = 0.05 // coyoff-t of the side quest
RNDWindChangeTimer = 100.0 // Timer for a side change

FuseArmDelay = 1 // Delay before launching the fuse. If <= 0, the standard shutter mechanism works (mascot BOS-744). If not, a fixed value.
HitDefaultDelay = 2 // Delay Before Call After Bomb Fall
ExplosionExternalControl = true // Command from GUI call delay

debug = false

// Chipsetting settings, the default is less than a bombshell. Low speed and fast stabilizer reduce the speed of the copy.
VelDecK = 0.9 // Rate drop rate at zero angle to the surface, 0..1
VelDecKRnd = 0.1 // Random to one another (equal to the side of the decrease, the value will give the lower end of the output *) -
VelDirKRnd = 5.0 // RANDOM OF CHANGING THE LOCATION DIRECTION ON THE LOCALIZATION, Normal Distribution, Grade
VelPitchKRnd = 0.15 // Optimization of the pitch of the pitch by vertical, + - [0..1] * rnd * ÓÃÎË, [0..1]
VelAngMax = 20.0 // The maximum corner to the surface for the width of the flange, although this is very fast = just 0
VelAngMaxRnd = 4.0 // Random to one side (equal to the other side of the decrease, the value sets the end of the end of the tone *) -
VelXMin = 45.0 // Minimum continuous speed for the speed of the network, m / s
VelXMinRnd = 15.0 // Random on the other side (equal to the side of the decrease, the value will give the value 0, rnd of the line) /
OrientDev = 10.0 // maximal deviation of the orientation from the direction of the speed vector after the speed, release

// bombs fall effect

HitDummyEffect = ""
HitMiscEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitWaterEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_water.txt"
HitGroundEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_ground.txt"
HitArmorEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitBuildingEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitMetalEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitForestEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"

// explode from the detection of the bombs

HitDummy = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitMisc = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitWater = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_water.txt"
HitGround = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_ground.txt"
HitArmor = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitBuilding = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_building.txt"
HitMetal = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitForest = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"

----------------------------------

 

And the original bmb_ger_sc1000.txt from 4.603:


Class_name = "CBallistics"
object_name = "BOMB_GER_SC1000"

////// PhysicsBody properties
VisualImage = 0, "graphics / Ammo / Bomb_SC1000.mgm", false

VisualRadius = 5

VisArg = 100

NoDirecion = false
CalcWind = true
ProcessNetwork = true

Armor = -1.370, 241.773614, 193.1934036, 0.3094457
Armor = -1.50, 14.14127, 11.35318, 0.56509

DefaultStartSpeed = 0 // default initial speed, set in 300 if the engine is quick
MaxDistance = 20000 // certain distance, further that object is deleted
Mass = 1090 // mass bomb
Mkr = 0.8 // value of the value of the pass, after which the increase in Cx starts before the point M = 1, change the value of the value
Mmax = 1.2 // value of the value of the pass, before which the value of Cx is set;
Cx_0 = 0.2 // value of the resistance ratio when (M <= Mkr), depends on the body shape but not from the size
Cx_max = 0.5 // the value of the resistance at (M = 1), depends on the shape of the body but not the size
Cx_1 = 0.6 // value of the resistance ratio when (M> = Mmax), depends on the body shape but not in size
R = 0.33 // Radius bomb
KPhi = 0.01 // parameters of the speed of the decrease in the angle of the attack
KPhiAcc = 0.0 // parameters of increasing the decrease in the angle of the attack
KJ = 7 // parameters of the same scale and decrease of the angle of ataki
LiveTime = 70 // When the object is out
TimeToDestroy = 0,

Spin = -1.5,1.5 // Rocket rotation angular speed random limits
Deviation = 1 // Deviation of the thrust
EngineThrust = 0 // Engine power
EngineDuration = 1000.0,1000.1 // Engine work time random limits. In bomb - it's spinning time.

RNDWindFactor = 0.05 // coyoff-t of the side quest
RNDWindChangeTimer = 100.0 // Timer for a side change

FuseArmDelay = 1 // Delay before launching the fuse. If <= 0, the standard shutter mechanism works (mascot BOS-744). If not, a fixed value.
HitDefaultDelay = 2 // Delay Before Call After Bomb Fall
ExplosionExternalControl = true // Command from GUI call delay

debug = false

// Chipsetting settings, the default is less than a bombshell. Low speed and fast stabilizer reduce the speed of the copy.
VelDecK = 0.9 // Rate drop rate at zero angle to the surface, 0..1
VelDecKRnd = 0.1 // Random to one another (equal to the side of the decrease, the value will give the lower end of the output *) -
VelDirKRnd = 5.0 // RANDOM OF CHANGING THE LOCATION DIRECTION ON THE LOCALIZATION, Normal Distribution, Grade
VelPitchKRnd = 0.15 // Optimization of the pitch of the pitch by vertical, + - [0..1] * rnd * ÓÃÎË, [0..1]
VelAngMax = 20.0 // The maximum corner to the surface for the width of the flange, although this is very fast = just 0
VelAngMaxRnd = 4.0 // Random to one side (equal to the other side of the decrease, the value sets the end of the end of the tone *) -
VelXMin = 45.0 // Minimum continuous speed for the speed of the network, m / s
VelXMinRnd = 15.0 // Random on the other side (equal to the side of the decrease, the value will give the value 0, rnd of the line) /
OrientDev = 10.0 // maximal deviation of the orientation from the direction of the speed vector after the speed, release

// bombs fall effect

HitDummyEffect = ""
HitMiscEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitWaterEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_water.txt"
HitGroundEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_ground.txt"
HitArmorEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitBuildingEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitMetalEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"
HitForestEffect = "LuaScripts / WorldObjects / Explosions / Effects / hit_bomb_object.txt"

// explode from the detection of the bombs

HitDummy = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitMisc = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitWater = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_water.txt"
HitGround = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_ground.txt"
HitArmor = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitBuilding = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_building.txt"
HitMetal = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"
HitForest = "LuaScripts / WorldObjects / Explosions / Bombs / HE_660mm_1090kg_620kg_object.txt"

 

-------------------------------------------------

 

 

Edited by jollyjack
  • Haha 1
Posted (edited)

I have been experimenting a little, importing old dust ...1_1  and water ...1_1 files etc wth JSGME into 4.603, and addressing them with the mod files.

Alas it's beyond my capabilities ... for now i give up.

Edited by jollyjack
Posted (edited)

I agree and have come to the same conclusion after trying many different things.

What would help the most IMO is if LizLemon would give some guidance on how the original mod was developed, what files were used/modified to give the original torp wake.

I'm betting that since it appears that some of the files might have been renamed that even LL's help would not produce results.

Of course what would help the most is having torpedoes officially added to the game but as best as I can tell that is not in our future.  I don't believe there was a lot of torpedo action in Normandy at least in the time frame they are building.  they have already stated that there was little if any naval action in the seas around Kuban in the time frame they modeled.

 

If Stonehouse's suggestions don't work for you it could possibly be another mod.  A friend of mine had that problem.  The modifed files still caused a crash but when they removed both the dimmed nav lights mod and longer smoke trail mod they worked.  I have asked him to let me know which one, or if both of them are the culprit.  Point being if the revision still doesn't work take out all mods and if it works re-add mods one at a time until it doesn't.  That will be your culprit and then you can decide which mod you'd rather have.

 

Just sayin'.

Edited by Beebop
  • Upvote 1
Posted (edited)

I tried the LL mod without other mods ... still crashes ..

 

Then a weird thing: i un-JSGME'd the mod and still torpedoes were there.

Could even drop them, but the game crashed. This is crazy: Alt-F4 twice, and the game ran again,  and then it really crashed.

 

He111 with torpedoes, WIHOUT MOD.jpg

Edited by jollyjack
SquashmanMikeEH
Posted

I have found a copy of the game 4.501 on my old PC updated circa September 2020.

This version obviously supports the Torpedo Mod. Perhaps it will give a clue to what files have been changed.

 

I'm not sure what files to look for?

Guidance please - or I can put the files on Mediafire for download

 

Posted

It's a wise thing to keep; i have been able to restore old missions and campaigns which couldn't be re-saved any more using that version ..

after a re-save there they were loadable with the later versions as msnbin file..

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