I have a torpedo plane-set. The first loadout slot is supposed to be empty so that you get the unladen plane. However, in this plane-set the first slot has the torpedo loadout. There are no other slots, and this only applies to the torpedo carrying planes such as the Avenger and the B5N2 Kate.
Testing torpedo missions can be time consuming, especially if you are flying the plane with the torpedo.
Often the torpedo will sink when it is released, making the test a waste of time.
This routine in the UAW160 exe can help:
fp = fopen("Torpedo.mpf", "r");
if (fp != NULL)
{
fscanf(fp, "%d\n", &TorpMaxHeight);
fscanf(fp, "%d\n", &TorpMaxSpeed);
fclose(fp);
// MPSetAlDone = 0;
}
else
{ TorpMaxHeight = 100;
TorpMaxSpeed = 160; //153;
}
By default the torpedo will sink if it released at a height of more than 100 feet or a speed of more than 160 knots.
However, if you make a "Torpedo.mpf" file with two values of 2000, and put it in the root folder, then they will only sink if they are released at a height of more than 2000 feet or a speed of more than 2000 knots.
In the screenie the height of the AI Avenger was 98 feet and its speed was 138 mph which is 120 knots so the code for the AI torpedo run was working very well.
It was host-only multiplayer, so I can set the altitudes for all the planes to a low value. This uses less time for getting the AI plane down to the correct height on the release run.
![[Linked Image]](http://mogggy.org/Jelly/A3/torp01.png)