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Old 03-19-14, 09:07 PM   #40
TorpX
Silent Hunter
 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Quote:
For the GATO, files that need to be edited:
SpecialAbilities.upc
UPCLocalization.tsr
CrewMembers.upc
Data\Submarine\NSS_Gato\NSS_Gato.upc
Data\Submarine\NSS_Gato\NSS_Gato.sim
I haven't touched the tsr file. That explains the difficulty.



I'm not sure I really explained what I wanted to do. My intention is to have 2 special abilities instead of one "propulsion specialist".

So there would be:
1. a "Fuel Ballast specialist" that would increase surface range. He would not be present at start. You would have to use renown to buy him. He essentially represents the FBT conversion, like having a radar upgrade, or new deck gun.

2. a "Battery specialist" that would increase submerged range. He fixes the battery issue. He would be in the crew at start, without cost.

I can't see just using the large max. ranges for all the boats at the start, because not all boats had the capability, even late in the war. The who and when of the FBT range issue is kind of muddy. I doubt we can find any hard and fast rules as to the which and when of this.



I did some more tinkering with the upc files, and was able to fix the hesitation at loading.







I appropriated the "theoretician" ability, so the game has a green icon to use. Seems to work ok.

I will study your post here, and see if I can polish this some. The important thing is that it will fix the batteries, and that the mod will load without hanging or crashing.

****

I still haven't entirely given up on increasing weather/wave effects. I looked into TMO's cfg file to see what Duci used for the waves amplitude and attenuation. He used the same values as RFB and stock. It might be good to increase these a little. As things are now, a boat can cut through the worst waves with little loss of speed. Clearly, this is not very realistic.


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