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Old 06-11-22, 11:07 AM   #4738
propbeanie
CTD - it's not just a job
 
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That is the nature of the beast known as SH4 nionios... For a time, I had switched the torpedoes around such that the game loaded the Mark 10 torpedoes upon returning to base - but then the fleet boats loaded Mark 10s. So I put if back to the Mark 14 loading first, since most of the submarines in the game are fleet boats. There are several mentions of this in the mod's (as well as the Stock game's) documentation, in that a person has to be careful with re-loads.

Theoretically, if you stop at Midway (as an example) on your way back to Pearl and you re-load torpedoes, you should get the same load-out as what you left with originally. If you leave a few torpedoes in the bunker, you should end up with a full load of Mark 10s upon return to base. However, if you empty the stores and then return to base, you will end up with a load of Mark 14s, which is very un-historical, since the S-Boat's tubes were not long enough to accommodate the Mark14's length. However, the game doesn't really care, and will shoot them just as well as the historically correct Mark 10s... go figure. Anyway, the S-Boat skipper, if they want to be "historically correct" and carry nothing but Mark 10s, should check their stores in the bunker prior to departure, and swap the Mark 14 torpedoes for Mark 10s. The swap is "free", other than the time involved. Unfortunately, there is apparently nothing that can be done about this situation, since like some of the "date" issues where the game ignores date restrictions, it also ignores torpedo tube restrictions...

Edit: ... and KM is quicker to the response!!!... lol
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Last edited by propbeanie; 06-11-22 at 11:09 AM. Reason: KM is faster still!
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