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-   -   trying to mod for the first time in this game (https://www.subsim.com/radioroom/showthread.php?t=236049)

stratege1401 12-27-17 03:14 PM

trying to mod for the first time in this game
 
Hello all.

I am trying to mod the futur French Barracuda Class SSN, due for 2018.

I will do it in different steps. Fist the futur weapons for the submarine class, as the DCNS F21 Artemis is already in production, and alredy sold (100 ex) to Bresil.

And after that, the sub itself.

I wonder if i understood correctly the list of files to modify :

i should aim to ..ColdWaters_Data\StreamingAssets\override

and the files list to use are:

ColdWaters_Data\StreamingAssets\override\weapons.t xt (adding F21)
ColdWaters_Data\StreamingAssets\override\language_ en\weapon\ adding F21description file
ColdWaters_Data\StreamingAssets\override\language_ en\vessel when F21 is used by a vessel
ColdWaters_Data\StreamingAssets\override\hud\uk for the F21 sprites

Do i miss something ??







( --- by the way, if i understand the F21 will carry 200Kgs of a specific shapped explosive polymere called RDX-B2221 with a density of 1.81 and a velocity of approx 7500ms-1. I am not sure the 1.5 TNT ratio used is still accurate
Looking for more data and information, i stumble upon a long experimentation, and found this extract: To within experimental error limits of the tests, RDX explosive scales as a function of the cube root of the charge weights.
sources: http://www.dtic.mil/dtic/tr/fulltext/u2/a115610.pdf

So saying the 200KG of shapped rdx polymeres is equal at 200*1.5 in TNT equivalent is by far not accurate.

Looking deeper, th f17mod2 carry 250 Kg of HBX-3 (desnsity1.65 to 1.71/7800-8000 ms-1) but this explosive is not shapped. so i guess the TNT ration of 1.5 is valid here ...

http://www.eurenco.com/wp-content/up...renco_2015.pdf my source for explosives )

Ramius 12-27-17 05:59 PM

I'm guessing you will also want to add the new unit itself.
So will have to add the vesselname.txt and the vesselname_destription.text to the relevant folders.
It will also need sonar profile image and recognition image (otherwise it shows up as blanks).
If you use new sensors on it, then those sensors will need added into the sensors.txt file and also sensor_display_names.txt file.

The new (or edited) vessel file needs to be included in the relevant mission file that you wish it to work in too.

And also added to \override\campaign\maps\norwegian_sea_traffic.txt so that it will show up in the ingame ref and sonar library.

Seems like a lot, but its not really once you get used to it :har:

stratege1401 12-27-17 07:37 PM

thank you ...


i believe coldwater engine doesnt like real numbers... when trying to make my f-21 or SSN Suffren class sticking to real numbers, the game crash ...

couls be nice to have some max set value to stick with it


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