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Old 12-27-17, 03:14 PM   #1
stratege1401
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Join Date: Aug 2014
Location: France
Posts: 30
Downloads: 16
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Default 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 )
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