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331Killerbee

Torpedos

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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 :wink:

Edited by 331Killerbee

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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 by 331Killerbee

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