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Torpedo Reload Time

Posted: Sun Apr 15, 2018 3:42 pm
by stan23
Any way to speed up torpedo reload time. It seems horribly and unrealistically slow.
Is this info in 'units.csv'?
Thanx to all replies and greets from Virginia. (Playing 'SeaLion' by Eric ATM) :)

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 5:35 pm
by PoorOldSpike
stan23 wrote:Any way to speed up torpedo reload time. It seems horribly and unrealistically slow.
Is this info in 'units.csv'?
I wouldn't tweak it even if I knew how, because that'd make it even more unrealistic..:)
In real life after dropping a torpedo, planes have to fly all the way back to an airfield or carrier to get a reload, but in OOB they can simply hover around for a couple of turns waiting to get a "magic" reload.
I just tested a B5N2 Kate and it went like this which is probably typical for all torpedo planes in OOB-
Turn 1- Drop torpedo
Turn 2- hover around
Turn 3- hover around
Turn 4- A new torpedo has been attached by magic and you're ready to attack again.

PS- If you're low on fuel and/or if your plane had taken damage earlier, you might want to put the 2 "hovering" turns to good use by using them to start heading back to base for replenishment instead.

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 5:56 pm
by stan23
OK, I can buy that answer, but what about subs? I'm sure I'm playing wrong but they seem damn near useless.

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 6:07 pm
by GabeKnight
stan23 wrote:Any way to speed up torpedo reload time. It seems horribly and unrealistically slow.
Is this info in 'units.csv'?
Yep. The "torpedo" column. It's the same for subs and torpedo planes.
The stats look like this: "4, 2, 9". One is the reload time, one the range, and one the damage output.
stan23 wrote:OK, I can buy that answer, but what about subs? I'm sure I'm playing wrong but they seem damn near useless.
:lol: No, you're probably doing everything right, they're just really useless the way they're now... :lol:
I'm planning to do similar changes in my mod, too, but I've been incredibly lazy the last weeks, so I don't know when I'll continue the work myself... :)

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 6:49 pm
by PoorOldSpike
Personally I never tweak anything because not only could it be construed as trying to give ourselves an edge against the AI, but it means you'll be playing a different game from the rest of us vanilla OOB players, and as most community posts, screenshots and tutorials refer only to vanilla, they'll be meaningless to anybody who plays a tweaked game..:)

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 7:44 pm
by GabeKnight
PoorOldSpike wrote:Personally I never tweak anything because not only could it be construed as trying to give ourselves an edge against the AI, but it means you'll be playing a different game from the rest of us vanilla OOB players, and as most community posts, screenshots and tutorials refer only to vanilla, they'll be meaningless to anybody who plays a tweaked game..:)
Sure, but don't forget, that these "tweaks" apply to the AI units as well - supposed that one modifies all units about equally (as I tend to do in my mod). So most of the time, it's the AI numerical superiority in units that benefits from those changes even more, as the enemy subs will be able to fire more torpedoes, too!

Anyway, there's only one scenario (Kriegsmarine DLC, "Wolfpack") that truely may break balance because of the torpedo reload time changes. Everywhere else tweaking up the subs stats a bit will definitely don't make this a "different" game... one reason may be, because no-one's using subs otherwise... :wink: :lol:

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 8:28 pm
by stan23
Thanx Gabe, exactly what I was looking for. :D

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 8:29 pm
by stan23
Oh BTW, I'm glad to see I'm not the only one who thinks that about subs.

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 10:13 pm
by terminator
stan23 wrote:Oh BTW, I'm glad to see I'm not the only one who thinks that about subs.
The torpedo reload time is really to long. It slows down naval battles and of this fact makes them boring.
It is also one of main reasons for whom I use little submarines.

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 10:27 pm
by stan23
Yup, me too. I just spent an hour or so looking at the units.csv to see if I could change that, but it's way too confusing.
I use Kingsoft Spreadsheets and their is just way too many figures in each column to figure out.

Re: Torpedo Reload Time

Posted: Sun Apr 15, 2018 10:46 pm
by terminator
stan23 wrote:Yup, me too. I just spent an hour or so looking at the units.csv to see if I could change that, but it's way too confusing.
I use Kingsoft Spreadsheets and their is just way too many figures in each column to figure out.
Go there : http://www.slitherine.com/forum/viewtop ... 64&t=80442

Personnaly I use Open Office or Libre Office (Freewares). Your software is too old (2013).

Re: Torpedo Reload Time

Posted: Mon Apr 16, 2018 8:23 am
by Erik2
I use Apache Open Office since this allows you to set the csv file criteria and seeing the results of these before you open the file.