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Hello All Ye Knowledgeable Sea-Faring Mariners,
Is there any way to edit the type of submarine in the stock game V1.5 inside the QUICK MISSIONS objectives menu?
I know one can go into the "mission editor" and modify all sorts of things but I haven't figured out how to change the sub type or torpedo types.
Any guidance in this effort is much appreciated!
Thank you
Voxman
Jeff-Groves
08-13-23, 04:10 PM
[Unit 1]
Name=USS Grouper
Class=SSSalmon --------- Change this to SSBalao and you get the Balao class
Type=200
Origin=American
Load out would be it's UPC file I'd guess.
propbeanie
08-14-23, 08:40 AM
Hello All Ye Knowledgeable Sea-Faring Mariners,
Is there any way to edit the type of submarine in the stock game V1.5 inside the QUICK MISSIONS objectives menu?
I know one can go into the "mission editor" and modify all sorts of things but I haven't figured out how to change the sub type or torpedo types.
Any guidance in this effort is much appreciated!
Thank you
Voxman
[Unit 1]
Name=USS Grouper
Class=SSSalmon --------- Change this to SSBalao and you get the Balao class
Type=200
Origin=American
Load out would be it's UPC file I'd guess.
Ditto. For the hull itself, "Data \Submarine \NSS_SubName \NSS_SubName.upc" and the conning tower would be "Data \Objects \Conning_SubName_xx.upc" ("Turm_SubName_xx.upc" for German boats). Use the correct conn based upon the date. You could copy your desired files into a mini-mod with your mission file(s), then edit the guns or loadouts, and even any damage if desired (be careful with that - wouldn't want to sink yourself before you start). Activate them together and run your SingleMission. The game is somewhat weird when doing a mod like that with damage, in that you might hear some strange noises as you enter the scenario, so have your speaker volume down a pinch when starting, but not so low you miss a "vocal" prompt. When finished playing, de-activate the mod, else your submarine is always damaged... :o :arrgh!:
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