Thread: Shkval torpedo
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Old 11-11-18, 11:34 PM   #6
ScreamingElectron
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Join Date: Nov 2010
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I could add it into my mod. But as said above, the depth thing is important. As I understand it, Skval is proximity fuse, so it wouldn't have to be SUPER accurate.
The only downfall right now is that unless I modify the source files, I would be unable to add a propelled proximity weapon into the game. The devs need to add more flexibility in modding.

The primary limitation is that each weapon is stored in a different database by TYPE, instead of all in one database. Ergo, when the player launches a torpedo, it searches for the weapon name in only the Torpedo database (which also carries its own specific variables).
When/if the devs make it all in a single database, it will be much easier to allow the player to launch an unguided proximity mine that travels 150mph, and have surface vessels that use rocket mortars.

Until then, Cold Waters will just be a pretty game with **** content (in my opinion), just like DCS World without a dynamic campaign.
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