v2.0
Now there are no gun flash and firing sound, no shell trace or splash upon hitting the water surface. There are the same damaging properties and caliber as real torpedoes have and subs get realistic amount of torpedoes. It is impossible to identify the moment when torpedoes have been fired. Now in terms of look, feel and immersion, the only difference from the situation with real electric torpedoes is that you can't hear torpedoes with hydrophone. But when attacking a convoy it is anyhow difficult to identify torpedoes in the water because of quite a few ships around.

v 1.0
I succeeded to make a German sub which moves at the periscope depth and attacks Allied shipping with "virtual" torpedoes. The "virtual" torpedoes are invisible 14Inch guns. Unfortunately, I could not get rid of the flash/smoke/traces when guns are firing but it is not really noticable or understandable what is going on, especially when DDs/escorts are attacking submerged AI subs.Since it was not pissible to limit the ammo amount, the gun rotation/elevation is greatly limited and the sub can fire only directly ahead.

Instructions for use in missions/campaign:

1. The Height value in the unit section, describing the sub in MIS file, should be set to zero. The sub will not move at negative Heights. The sub can not change the depth, i.e. can not dive or surface.

2. It is essential to set the highest speed for the sub to minimize firing time at the target, since it was not possible to limit the ammo amount or firing rate for the guns.Furthermore, DDs/escorts somewhat easy detect the sub and it will not have many chances to survive at low speeds.Note! Since the game somehow subtracts 3 knots from the specified speed in the MIS file, the maximum speed should be set to 11 knots. Then the sub will have 8 knots speed, which is in accord with technical specifications.

I have enclosed a single mission to test wolfpack action.Five AI subs are attacking a convoy with four escorts. The convoy is coming from the player's right-hand side and AI subs are on the right-hand side as well. The mission is rather for observation than for playing. I usually set the speed to one third and switch to AI sub with F12. It is actually interesting to see the difference in attacing efficiency of various DDs.

Unfortunately, Devs has set too high surviving ability for subs. However, when I took it down to the realistic level, the subs were not able to get through to the convoy at all. I had to increase it a bit. Nevertheless, the outcome of the mission is very different every time. Sometimes the subs do get to the convoy, sometimes they do not.

Installation

Files are already sorted in the appropriate folders. Just copy them to the corresponding directories in your SH3 installation.

Good hunting,
sergbuto

THIS MOD CAN'T BE USED FOR COMMERCIAL PURPOSES OF ANY KIND.