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Old 01-15-06, 10:58 AM   #31
Kazuaki Shimazaki II
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Quote:
Originally Posted by Deathblow
Will you guys stop hijacking my thread
Sorry 'bout that. Got a little carried away as soon as I heard that the guy had been on a real Russian submarine - just don't meet this kind every day, you know. Sorry.
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Old 01-15-06, 11:03 AM   #32
Kapitan
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Old 01-15-06, 01:14 PM   #33
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Quote:
Originally Posted by Kapitain
crappy harpoons TASM's are a good missile more so than the shipwreck and sunburn but it too lacks range speed and warhead to do major damage to a carrier or cruiser or even destroyer.
id rather go to sea with a gun than a pee shooter and thats what a harpoon is pee shooter
Silly Kapitain...
Example from yesterday, I was fighting a PLAN taskforce of 1 Sovermenny DDG and four other warships (one had SAMs) plus 6 LSTs. Out of 12 TASMs 2 got past their air defenses sinking two LSTs. I then fired four Harpoons, all four made it through sinking a Sovermenny and an LST. Compared to the TASM the Harpoon is much stealthier, warhead doesn’t matter if the missile gets shot down.
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Old 01-15-06, 02:48 PM   #34
LuftWolf
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If you edit weapons you have to remember that:

1) you can't change the object referenced by the interface

2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc.

3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon.
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Old 01-15-06, 02:48 PM   #35
LuftWolf
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If you edit weapons you have to remember that:

1) you can't change the object referenced by the interface

2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc.

3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon.
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Old 01-15-06, 11:38 PM   #36
Deathblow
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If anyone *does* figure out which lines of the dll. are the ones we need to modify to adjust weapons capacity and weapon selection, please feel free to PM me... as I would be very interested in modding the weaponloadout of the playables for my own use.

... as the game itself is growing quite tiresome and its pretty much the potential to modify the games as seen fit that keeps me interested...

On a side note:

I've recently read that US Subs no longer carry either the Harpoon *or* the TASM..... and if that's the case.... what are they carrying? :hmm:

http://www.globalsecurity.org/milita...ip/ssn-688.htm
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Old 01-15-06, 11:40 PM   #37
TLAM Strike
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Quote:
Originally Posted by Deathblow
On a side note:

I've recently read that US Subs no longer carry either the Harpoon *or* the TASM..... and if that's the case.... what are they carrying? :hmm:

http://www.globalsecurity.org/milita...ip/ssn-688.htm
MK 48s, TLAMs and Mines.
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