+331Killerbee 840 Posted April 2, 2009 (edited) I've looked over the Torpedo Data in the WeaponsData.ini and have found them to be lacking. My best guess is that not many fly Anti-Ship or ASW Missions with them. After Testing them a bit, I found that they didn't release well. They tended to float after release with the present Data. So I tweaked them. So, Here's my Entries.... I'll use the Mk 46 Mod 5 for an Example. These Entries can be added to all Torpedos. [WeaponDataXXXX] TypeName=Mk46M5 Torpedo FullName=Mk46 Mod 5 Torpedo ModelName=Mk13Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=NATO,USAF,USN,UK,NORWAY SpecificStationCode= NationName=USN StartYear=1970 EndYear=2020 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1970 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=TorpedoEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=5 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x101000d7 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=0.000001 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,200.000000 ,<<<<< This is the Important Entries. Makes it Fly right. SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=TorpedoEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Now in Your MissleObject.INI, You'll want to add this..... [TorpedoEffects] GroundHitEffectName= GroundHitSoundName= WaterHitEffectName=VeryLargeBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=VeryLargeBombAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=VeryLargeBombAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType= Now You'll want to Make a Effect. Here's Mine. It uses a Stock Texture from the Game. I call it "TorpedoEffect". [EffectType001] Name=TorpedoEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=ShipWakeEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 [EmitterType001] Name=TropedoEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.150000 EmissionVolume=0.000000,0.000000,0.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=CONNECTED_HORIZONTAL_SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=6.000000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=0.00000 ParticleRandomness=0.000000 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.00000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=1.000000,1.000000,1.00000,0.400000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=1.000000,1.000000,1.00000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.0000000 ParticleSize[02].Time=0.1250000 ParticleSize[02].Value=12.000000 ParticleSize[03].Time=0.2500000 ParticleSize[03].Value=20.000000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=42.000000 BaseSizeDeviation=0.2 TextureMaterial=TorpedoMaterial [TorpedoMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Wake1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE You'll want to put it in the Effects Folder......That's it! Be sure to add the New Torpedo Data to the WeaponsData.ini. Load it in the Weapons Editor and hit "Save". Launch under 2nm. Be sure that the Ground Target is slected. (Red Box around Ship) and Sink Um'.... Semper Fi! 331KillerBee Edited April 2, 2009 by 331Killerbee Share this post Link to post Share on other sites
+331Killerbee 840 Posted April 2, 2009 (edited) One thing of note. If You have Your Weapons set to "Hard" under "Customize...", Under "Simulation Difficulty" in the "GamePlay" Section of the "Options Menu", The Torpedos will not release. The setting must be on "Easy" or "Normal" for the Torpedos to work properly. Mine are set to "Normal" during Torpedo Releases.... Edited April 2, 2009 by 331Killerbee Share this post Link to post Share on other sites