CountZero Posted August 18, 2021 Posted August 18, 2021 (edited) 21 hours ago, Beebop said: P-38 w/Torps! ? Pe-2 w/Torps (AND WATER TRAILS) ?? (not much into LW planes but nice add for the 190. So can these be added into your original mod or will the no water trails for the 190 and P-38 be a problem? In other words can the data folder be merged into your working mod? It takes some aditional editing, they would not work if you just copy/paste files in there, so here is link for all 4 mods in one: https://www.mediafire.com/file/7jp5xxa0sp0z8ox/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+190,+P-38,+Pe-2+Stronger+Trail,+Shorter+torp.zip/file So 500-1000-1800kg bombs on axis are replaced with torpedos, (1000 long, others short), and 500kg on russian and 1000lbs on us with short torpedo. Edited August 19, 2021 by CountZero 1
Beebop Posted August 18, 2021 Posted August 18, 2021 Thanks for the short torpedoes. It looks a lot better on the Stuka not cutting through the prop arc. I feel like I'll sound unappreciative but I wonder if water trails will become available for the P-38 and if we could also get the two short torp option on the 110G-2? I really feel guilty asking that given everything you've done to improve the mod so far and make it work with the new upgrade. If not...thank you for this much.
CountZero Posted August 19, 2021 Posted August 19, 2021 10 hours ago, Beebop said: Thanks for the short torpedoes. It looks a lot better on the Stuka not cutting through the prop arc. I feel like I'll sound unappreciative but I wonder if water trails will become available for the P-38 and if we could also get the two short torp option on the 110G-2? I really feel guilty asking that given everything you've done to improve the mod so far and make it work with the new upgrade. If not...thank you for this much. No problem i added it to 2x500 option, just redownload link for mod from my previous post. If i fuiger out why shorttorp LL modified dont have tail wake ill update that also but so far no succes.
jollyjack Posted August 19, 2021 Posted August 19, 2021 (edited) I begin to think it has to do with the names used for the short version, (.......... \IL-2 Sturmovik Great Battles\MODS\Torpedo He-111, Ju88, Ju-87, Bf-110, Strong Trail, Short\data\graphics\ammo) and the addressing of or pointing them using the "_F5B_short.* " versions not being used where it should? Maybe the name in the bomb_ger_sc1000.txt file for the short version in: ( .....s\IL-2 Sturmovik Great Battles\MODS\Torpedo He111h6strongtrail\data\luascripts\worldobjects\ballistics\bombs) should be pointing to the various "_F5B_short.* " versions ? Change it to: ------------------------------- Class_name = "CTorpedo" object_name = "NPC_TORPEDO_53-38" ////// PhysicsBody properties VisualImage=0,"graphics/Ammo/Torpedo_F5B_short.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_short.col" VisualRadius=5 etc etc ............. he's not home i guess .... Edited August 19, 2021 by jollyjack
CountZero Posted August 19, 2021 Posted August 19, 2021 (edited) 59 minutes ago, jollyjack said: I begin to think it has to do with the names used for the short version, (.......... \IL-2 Sturmovik Great Battles\MODS\Torpedo He-111, Ju88, Ju-87, Bf-110, Strong Trail, Short\data\graphics\ammo) and the addressing of or pointing them using the "_F5B_short.* " versions not being used where it should? Maybe the name in the bomb_ger_sc1000.txt file for the short version in: ( .....s\IL-2 Sturmovik Great Battles\MODS\Torpedo He111h6strongtrail\data\luascripts\worldobjects\ballistics\bombs) should be pointing to the various "_F5B_short.* " versions ? Change it to: ------------------------------- Class_name = "CTorpedo" object_name = "NPC_TORPEDO_53-38" ////// PhysicsBody properties VisualImage=0,"graphics/Ammo/Torpedo_F5B_short.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_short.col" VisualRadius=5 etc etc ............. 1000 is using long version, 500kg and 1800kg is using short version, if CollisionBody= or VisualImage= is wrong, you would not see torpedo, or if its Torpedo_F5B_short insted Torpedo_F5B , you would just get short torpedo to show up insted long one, like its done in bomb_ger_sc1800.txt for example. to me it looks like part that controls where watr trail is atached is this: BackTrailArg = 63235 if on long torpedo (where trail works) i change that to other number , it will not have water trail (not even faint original) like short torpedo dont have faint original trail. And if i open and compare long torpedos mgm and shortened torpedos mgm, i can see that changes that were done to shorten torpedo effected this 63235 number in that mgm file also with other numbers, how they changed i dont know, and my atempts to modifie them in hexeditor didnt work and errors would show up if i load them in game, i think only when LL shows up he would be able to check it out as he understands this better. EDIT: i tryed one more time to edit Torpedo_F5B,mgm file in hex editor just numbers that shorten torpedo, and when i tred this time, file didnt show error when i loaded mod, and even this short torpedo show watter trail. Ill test it more and adjust lenght to fit better and post fix if all ends up working. Edited August 19, 2021 by CountZero
CountZero Posted August 19, 2021 Posted August 19, 2021 Now all should work ok on both long and short torp, i also placed short one on Pe-2 inted long one that was cuting a little in belly turret. Its same link as before: https://www.mediafire.com/file/7jp5xxa0sp0z8ox/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+190,+P-38,+Pe-2+Stronger+Trail,+Shorter+torp.zip/file SC500kg and SC1800kg bombs options on axis, 1000lbs on usa and 500kg sssr are short torpedo options. SC1000kg is long torpedo option. And now both torpedos should have working water trail. 2
Beebop Posted August 19, 2021 Posted August 19, 2021 It's so nice to have a Miracle Worker in the Community. Thanks so much! ??
SquashmanMikeEH Posted August 19, 2021 Posted August 19, 2021 Nice work CountZero - Thanks very much ?
Na-zdorovie Posted August 19, 2021 Posted August 19, 2021 ah man, this is really cool, thanks a lot, works great
Beebop Posted August 20, 2021 Posted August 20, 2021 (edited) Torpedo Color: As it is now the torpedo is grey. That's fine but somewhere in this thread (I think) I remember seeing a suggestion to recolor the torpedo. But I was wondering, in the game the torpedo that destroyers and PT boats fire and carry is green. Could that file be found and used in this mod so we could have some color for the torp? I'd try it but don't know where to look for it. JustaThot. Edited August 20, 2021 by Beebop
CountZero Posted August 20, 2021 Posted August 20, 2021 (edited) i could not fined pictures for two torpedos in game, only thing i could try is use their mgm file, shortend it, and then by default their picture would be used, i will try if that could work. But probably if some active skin maker for airplanes have time he can edit pictures from mod in no time in colors of german, usa or vvs torpedos, for me gimp dds adon wont load properly. for P-38 should look like this probably: Russian ones look like they were just one color but dont see colored pictures online: so it would be black if this is corect Edited August 20, 2021 by CountZero
CountZero Posted August 20, 2021 Posted August 20, 2021 I edited russian torpedo to use skin of black torpedo in game and its shape, so now it looks more like one on pictures, i made it medium lenght and a little tiner, and i also added IL-2 to be able to carry it in combo with Pe-2: https://www.mediafire.com/file/f1mfso0h9u95qok/Torpedo+for+Pe-2,+IL-2.zip/file ill combine it with others tomorow, i also plan to make P-38 torp a little more "fat" looking so it looks like one on pictures.
Stonehouse Posted August 21, 2021 Posted August 21, 2021 Not sure the P-38 torpedo loadout was ever operational or just something they tested. Some pics I saw in my travels, not very good and monochrome but looks like the torp in the pics was a dummy. Probably used to evaluate aerodynamic and other performance changes without using a real weapon. Quite dark in the pics so probably black. Tail vanes are more complex as well than what I recall ship or submarine launched torps but I would guess that they would be set before take off to suit the target etc to give the correct run depth and possibly spread when dropped at the proscribed distance from target. 1
Beebop Posted August 21, 2021 Posted August 21, 2021 (edited) Well there's this; "The P-38F that was used for testing, was actually an RAF Lightning Mk.II retained by the USAAF (AF221 43-2035) and had two different configurations. The one configuration was carrying two torpedoes that limited the P-38's range to 1,000 miles and gave a 16% penalty in speed performance (300 mph max.) The second configuration was with a single torpedo and a 310 gallon drop tank that extended it's range to 2,160 miles. This configuration gave a performance penalty of only 12%. The max. weight of either configuration was 1,900 pounds. It was reported that the tests were very successful and that flight characteristics were "very stable" and when the ordnance was released, the aircraft only "jumped slightly". The only reason the P-38 project was cancelled, was because the shift away from torpedo bombing at that point in the war." The range an speed penalty would make designers think twice for use in the Pacific Theatre. Range was a strong point for the P-38 in the Pacific and the light and nimble Japanese fighters, even in the hands of not very experienced pilots, would make mincemeat out of a loaded P-38 I would think. I would guess those pics are of dummy torpedoes as it's sitting a bit high(?) for the loadout. Mytwo kopecks. Still it's a C O O L loadout for the game. ? I'm having a blast (pun intended) with it. Edited August 21, 2021 by Beebop
CountZero Posted August 21, 2021 Posted August 21, 2021 (edited) Yes thuouse pics are probably from tests, I guess they would just use same torps they have for avangers so i just decided to name them Mark 13, i made them more larger shape and renamed pic so if someone does repaint them it can be used at same time with F5B. https://www.mediafire.com/file/5m6reizdcite8kn/Torpedo+for+P-38.zip/file Here is link for all together (edited rusian torps and usa ones and added IL-2s with torps): https://www.mediafire.com/file/cne8wphkkk1hly9/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110,+190,+P-38,+Pe-2,+IL-2+Stronger+Trail,+Shorter+torp.zip/file But i noticed when im using single mod i get correctly changed name and description for torpedos insted bombs, like this: but when i use mod with all torps together, i get changed picture to torpedo, but name stay 2x SC1000kg bomb, and description is for it. When i asked tm8 to check its showing up correctly for him but he dosent have all airplanes, is this working ok for you guys, on previous version (one without IL-2s) of combined mod i have this error on He-111s only , and it works correctly for other airplanes and i know everything is changed corectly as same files work when i test only He-111s mod. Edited August 21, 2021 by CountZero 1 2
Beebop Posted August 21, 2021 Posted August 21, 2021 ++ GOOD! Excellent work!!! Thankyouthankyouthankyou!!!! 1
Beebop Posted August 21, 2021 Posted August 21, 2021 (edited) Just one little tiny niggling thing..... When you choose the IL-2 and go into the 'Setup' window in the hanger, the torpedoes take on the skin of the plane, that is it looks like that skin was also applied to the torp with the panel lines markings etc. covering it. see attached However this doesn't happen with the default skin but all others, including "official" skins do that. In game the torpedo looks normal, a nice dark blue grey with dark grey explosive head. see attached This is the only plane this happens with. In all honesty it's hardly worth the trouble to fix but just in case you wanted to address it I thought I'd let you know. Somehow I think that you are the type that if something isn't 100% as you envisioned, you try and fix it if at all possible. Then again you've done so much with this mod, taking LizLemons idea, improving and and polishing it up into a multi-platform mod that works for both sides, that if you were to say "I'm done, at least for the time being", no one would complain. I certainly wouldn't. Edited August 21, 2021 by Beebop 1
CountZero Posted August 21, 2021 Posted August 21, 2021 (edited) Didnt noticed that, i check and i get same, its only on that type of torpedo, and i check if unedited will do same, and it does, so my edits to it didnt coused that. Game has 2 torpedos torpedo_53-38 and torpedo_g7a_53, and it seams only torpedo_g7a_53 have this problem as its made for ships (they dont change skins) F5B is based on torpedo_53-38 files and that one dont have this problem, but original is green skin, so for soviet torp i went with this one with this error. Only diferance i see in them that could make this error is one with error is set to use .tga skin, others use .dds . Tested that and even on dds skin it hapends on this torpedo model, so something els is making this error on torpedo_g7a_53 model. It will have to stay like that on russian torp untill someone or i edit skin from LL into black, and then i could probably change it, as i still cant fined original skins for games 2 torpedos in extracted files. Edited August 21, 2021 by CountZero 1
Beebop Posted August 21, 2021 Posted August 21, 2021 Thanks for trying. Like I said it's a small thing and in game it looks fine. To tell the truth, I really don't look at my torpedo while I'm trying to sink a ship. ? You've done stellar work here so again thanks!
Stonehouse Posted August 23, 2021 Posted August 23, 2021 You might need to revisit this after the last hot fix
CountZero Posted August 23, 2021 Posted August 23, 2021 (edited) 9 hours ago, Stonehouse said: You might need to revisit this after the last hot fix i was checking last mod for all torpedos together on latest 4.603b update, it worked , only error i see is for this russian torpedo when selecting skin, but shows correctly in game. Did you notice any more problems ? Edited August 23, 2021 by CountZero
Stonehouse Posted August 23, 2021 Posted August 23, 2021 No sorry was at work when I posted. So it was more just that they'd changed the wakes again so was an fyi that perhaps there was a need to do more changes.
CountZero Posted August 23, 2021 Posted August 23, 2021 (edited) rgr , yes i saw they make change for trails, i left edited ones in mod just in case something changes same way in future. If players wont to see original ones they can just rename "texture" folder in "Torpedo He-111, Ju88, Ju-87, Bf-110, 190, P-38, Pe-2 Stronger Trail, Shorter torp\data\graphics\" folder to "-texture" and then my changes to make stronger trails wont show up. Original look good after 4.603b fix, so no need for stronger trail like for 4.603. Edited August 23, 2021 by CountZero 1
Beebop Posted August 23, 2021 Posted August 23, 2021 (edited) ? I feel like Columbo...."Just one more thing."? When the mod is enabled and I hit a ship with a torpedo, I get an "incurs penalty for firing on friendly" message along with the standard "destroyed xxx" . With he mod disabled I don't. Scenario: Kuban Quick Mission with Ships as target. Again not a deal breaker as points aren't important to me but I thought I'd be annoying (j/k) and point it out. ? But to some..... Edited August 23, 2021 by Beebop
CountZero Posted August 23, 2021 Posted August 23, 2021 (edited) 3 hours ago, Beebop said: ? I feel like Columbo...."Just one more thing."? When the mod is enabled and I hit a ship with a torpedo, I get an "incurs penalty for firing on friendly" message along with the standard "destroyed xxx" . With he mod disabled I don't. Scenario: Kuban Quick Mission with Ships as target. Again not a deal breaker as points aren't important to me but I thought I'd be annoying (j/k) and point it out. ? But to some..... I never got that message, i just try QM kuban attack on ships and also no frendly penalty mesage shows up when torpedo hit ship. Are you using any other mods. Are you droping more then 1 torpedo at same time, maybe it happends when 2 torpedos are close to each other when one hits target. I tested and only time i get frendly fire is when 2nd torpedo is close to 1st one explosion, if i fined whats trigering this for torpdos ill change it so it like for bombs. Edited August 23, 2021 by CountZero 1
Beebop Posted August 30, 2021 Posted August 30, 2021 So I posted in the update thread about wakes and as CountZero suggested it was a mod issue. It's a very small issue, much like the torpedo taking on the plane skin in the Setup menu. So the current mod uses the old wakes but they are asymmetrical. Can that be fixed? Is it possible to somehow flip/mirror the right side wake to the left? 1
CountZero Posted August 31, 2021 Posted August 31, 2021 12 hours ago, Beebop said: So I posted in the update thread about wakes and as CountZero suggested it was a mod issue. It's a very small issue, much like the torpedo taking on the plane skin in the Setup menu. So the current mod uses the old wakes but they are asymmetrical. Can that be fixed? Is it possible to somehow flip/mirror the right side wake to the left? that would be nice but i cant edit dds pictures (its plugin on my gimp dont work correctly). but after 4.603b original trail is more visable , so you can just remove picture i added from mod, or rename its folder when mod is off. Just rename "texture" folder in "Torpedo He-111, Ju88, Ju-87, Bf-110, 190, P-38, Pe-2 Stronger Trail, Shorter torp\data\graphics\" folder to "-texture" and then my changes to make stronger trails wont show up.
CountZero Posted September 2, 2021 Posted September 2, 2021 I managed to edit that trail picture so it mirrors right side to left, i updated mods links to have this edited picture if anyone still thinks stronger trail is neccesary you can just redownload mod you use. 1
Beebop Posted September 2, 2021 Posted September 2, 2021 Your a wizard! Thanks. That stronger tail may be a bit Hollywood but I at least like it. Thanks for indulging me and those like me. ?
Swampy Posted November 2, 2021 Posted November 2, 2021 (edited) I haven't read every post in this thread, but has anyone noticed that the torpedoes turn left towards the target on dropping (while in the air)? Or that they seem to have AI-assisted aiming? I set up a test range (to test speed and distance, not aiming, and I flew down the center of the range on autopilot). It is 5 km long, 400 meters wide, with static marker ships every 1 km left and right of centerline, a start line to drop torpedoes, and an air start at 50 m altitude. I've used the P-38, Ju-88 and Stuka. The torpedoes always turn toward the left line of ships, though I haven't tried removing those ships to see if the torpedoes would then turn toward the right line of ships. The P-38 and Ju-88 always hit the left ship at 3 km, then the 4 and 5 km ships on follow-on flights. The one Stuka flight hit the 2 km ship (the 3 km ship was already sunk from a P-38 flight). So the angle off aiming seems speed dependent. Note 1: after sinking the ships at 2, 3 and 4 km, on the next flight I slammed the throttles to idle, the plane was slowing rapidly at torpedo release, and all torps just missed the 5 km ship, so this is not in-the-water magnetic aiming. Attached is my multiplayer dogfight mission, I've tried to make it like the mod itself so drop it on the main folder, it should install itself into multiplayer/dogfight folder. Launch from spawn point E (the others aren't used). If anyone would be willing to add 4 or 5 moving ships heading north near spawn point F so I can test this against moving ships it would be greatly appreciated. Self-aiming torpedoes.zip Edited November 4, 2021 by Swampy To add details.
Off_Winters Posted November 8, 2021 Posted November 8, 2021 (edited) Thanks CountZero, I had my own torpedo mod for the P38 working but at the last game update it stopped and I hadn't gotten around to fixing it. You saved me the trouble. I have a short torpedo I hex edited and repainted for my set. its a bit smaller than yours in both length and diameter. it does not sit so close to the prop and does not interfere with the flaps when lowered, and hangs pretty well off the racks. feel free to use it if you wish for any further updates you may do. to use just drop the contents of this folder into your original P38 Torp set folder and allow to overwrite (it includes your original files named for backup). regards Rob. Edited November 10, 2021 by Off_Winters 1
CountZero Posted November 9, 2021 Posted November 9, 2021 On 11/8/2021 at 2:18 PM, Off_Winters said: Thanks CountZero, I had my own torpedo mod for the P38 working but at the last game update it stopped and I hadn't gotten around to fixing it. You saved me the trouble. I have a short torpedo I hex edited and repainted for my set. its a bit smaller than yours in both length and diameter. it does not sit so close to the prop and does not interfere with the flaps when lowered, and hangs pretty well off the racks. I've attached the hex edited model and my textures here named up as per your original M13 model files, feel free to use it if you wish for any further updates you may do. to use just drop the contents of this folder into your original P38 Torp set folder and allow to overwrite (it includes your original files named for backup). regards Rob. P38_torp_set_revised_model.rar 1.32 MB · 8 downloads thaks ill check it out and add to previous mod links 1
Off_Winters Posted November 10, 2021 Posted November 10, 2021 (edited) Hi CZ, I noticed while experimenting trying to get wake trails to work with my hex edited torp model that your "ammunition.locale=eng.txt" file is an older version than current game version. File found: \data\swf\il2\ammunition this means some of the images in the menu screens will not show up for the new paratrooper and cargo loadouts and possibly other MG load outs for WWI planes that have recently been added. A suggestion if I may, Your hex edited short torpedo for the P38 if it used in the M66 2000lb bomb (slot) instead of the M65 1000lb (slot), it will hang correctly from the main pylons and will not be hit by the flaps when fully down. It also means that you wont see torpedos hanging off AI fighters wings that have 1000lb bombs on board in missions. It also limits the torpedos to a maximum of two available which is correct historically wise for the P38. and leaves you the option of carrying regular bombs from other menu options. I have a complete set of files for the P38 (using M66 loadout) that show full menu screen options with torpedo images in each section. pretty much no other aircraft is effected by this setup. I'd be happy to send them all over to you, also so you can see where the extra files are to get torpedos on the left menu list as below. regards Rob. Your short torpedo model on the P38 using the M66 bomb slot. hangs nicely and is just missed by the prop at front and missed by flaps at rear when extended. Edited November 10, 2021 by Off_Winters 2 2
CountZero Posted November 11, 2021 Posted November 11, 2021 (edited) On 11/10/2021 at 6:36 AM, Off_Winters said: Hi CZ, I noticed while experimenting trying to get wake trails to work with my hex edited torp model that your "ammunition.locale=eng.txt" file is an older version than current game version. File found: \data\swf\il2\ammunition this means some of the images in the menu screens will not show up for the new paratrooper and cargo loadouts and possibly other MG load outs for WWI planes that have recently been added. A suggestion if I may, Your hex edited short torpedo for the P38 if it used in the M66 2000lb bomb (slot) instead of the M65 1000lb (slot), it will hang correctly from the main pylons and will not be hit by the flaps when fully down. It also means that you wont see torpedos hanging off AI fighters wings that have 1000lb bombs on board in missions. It also limits the torpedos to a maximum of two available which is correct historically wise for the P38. and leaves you the option of carrying regular bombs from other menu options. I have a complete set of files for the P38 (using M66 loadout) that show full menu screen options with torpedo images in each section. pretty much no other aircraft is effected by this setup. I'd be happy to send them all over to you, also so you can see where the extra files are to get torpedos on the left menu list as below. regards Rob. Your short torpedo model on the P38 using the M66 bomb slot. hangs nicely and is just missed by the prop at front and missed by flaps at rear when extended. Yes i didnt updated it after latest game update so probably thats why it had old files. Thats good idea for 2000lbs ill change that. You can PM me ordinance pictures if you wont. Edited November 11, 2021 by CountZero
Off_Winters Posted November 11, 2021 Posted November 11, 2021 (edited) 1 hour ago, CountZero said: Yes i didnt updated it after latest game update so probably thats why it had old files. Thats good idea for 2000lbs ill change that. You can PM me ordinance pictures if you wont. G'day CZ, I have sent you a PM with link to download my version of the P38 set. it includes the updated ammunition.locale=eng.txt file (and all the other language versions of it), save you having to edit it all up again for your set. regards Rob. Edited November 11, 2021 by Off_Winters 1
CountZero Posted November 12, 2021 Posted November 12, 2021 Thanks Off_Winters, here are version 2 of previous torpedo mods with changes you send me added to them: P-38 torpedo:https://www.mediafire.com/file/etgpaysiy2jv7ul/Torpedo+for+P-38+v2.zip/file Torpedos only for axis GA and bombers: https://www.mediafire.com/file/9zv4fp22q5te7m4/Torpedo+He-111,+Ju88,+Ju-87,+Bf-110+v2.zip/file Torpedos only for 1800kg for He-111s and Ju88, so other axis bombers dont have them if you wont to use some with 500 or 1000kg bombs. https://www.mediafire.com/file/l73tu2n0hnmi3sm/Torpedo+He-111,+Ju88+(replacing+1800KG)+v2.zip/file All torpedos together in one mod: https://www.mediafire.com/file/zhdes5wh90sxij9/Torpedo+He111,Ju88,Ju87,Bf110,190,P38,Pe2,IL2+v2.zip/file Pe-2 and Il-2 only : https://www.mediafire.com/file/roegdu94saibxgx/Torpedo+for+Pe-2,+IL-2+v2.zip/file 1 3
Off_Winters Posted November 13, 2021 Posted November 13, 2021 (edited) Hi All, A little bit of information when using the torpedos. Our small online group used the torpedos in the Rhineland map today and we were unable to see the torpedo wake, or explosions. we seen the splash when the toropedo hit the water and that was it. I then tested in single player mode, and found that if I selected any of the kuban maps the torpedos worked as they should with full effects and damage etc. I then worked through all the other maps that have large bodies of water and in each occasion I seen the splash on contact and that was all. We then ran another small online multiplayer test using the Kuban map and confirmed the torpedos worked as expected. (note: set fuse to contact, otherwise you may not see wake effect, still testing this theory in MP) It maybe the water environments in maps other than Kuban have not been completed to the same level of detail as the Kuban water. Multiplayer game in Kuban map, you can see the wake just to the right of my wingtip heading towards the ship. dropped from 900 out, scored a direct hit. Edited November 13, 2021 by Off_Winters 1
CountZero Posted November 13, 2021 Posted November 13, 2021 6 hours ago, Off_Winters said: Hi All, A little bit of information when using the torpedos. Our small online group used the torpedos in the Rhineland map today and we were unable to see the torpedo wake, or explosions. we seen the splash when the toropedo hit the water and that was it. I then tested in single player mode, and found that if I selected any of the kuban maps the torpedos worked as they should with full effects and damage etc. I then worked through all the other maps that have large bodies of water and in each occasion I seen the splash on contact and that was all. We then ran another small online multiplayer test using the Kuban map and confirmed the torpedos worked as expected. (note: set fuse to contact, otherwise you may not see wake effect, still testing this theory in MP) It maybe the water environments in maps other than Kuban have not been completed to the same level of detail as the Kuban water. Multiplayer game in Kuban map, you can see the wake just to the right of my wingtip heading towards the ship. dropped from 900 out, scored a direct hit. I was testing only on Kuban map as it had QM spawns over sea, good to know if someone is planing to use that map, hope they work in bon map when it comes out next year.
CountZero Posted November 15, 2021 Posted November 15, 2021 (edited) Off_Winters send me picture for watter trail of torpedo in correct format and size so i updated version 2 mods with it, you can just redownload same links to get new picture. Also after devs fixed missing water trails in one of game updates, if you like game original water trails you can use them by for example just renaming texture folder to -texture, (...IL-2 Sturmovik Battle of Stalingrad\MODS\Torpedo for P-38 v2\data\graphics\textures ) (disable mod first before renaming folder). Edited November 15, 2021 by CountZero 1
Swampy Posted November 18, 2021 Posted November 18, 2021 (edited) From your first post in the torpedo thread, you said... "3. Data on the F5B is hard to come by, explosive power, weight, speed, ect may be wrong..." So torpedo speeds are set by you in the mod? Are you using roughly 100 kph as generic speeds? I'm measuring Russian at 35 seconds per 1 km (102.8 kph), U.S. at 36 seconds per 1 km (100 kph), and German at 38 seconds per 1 km (94.7 kph). Ten years ago in IL-2 1946 the game had the torpedo speeds set with U.S./British/Japanese at 62.2 kph and Russian/German at 80 kph. I know because I extensively tested them to build an aiming device that our squad used to great effect. While everyone else wants to see the visuals improved, I would like to see the speeds improved ? 30 kph Japanese destroyer Edited November 18, 2021 by Swampy
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now