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Got it- thanks a lot for that info.
I'm assuming if I wanted to make an optics mod for the bb (without affecting standard sub play), that i would create a new node in cameras.dat - let's say BBgunview and add a reference to BBgunview in some file in the PocketBB mod directory? |
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The ship's 3d model is located in the dat file, you can extract it with the latest s3d
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Another question - shell splashes. Do you know how they are calculated in SH4? Is it based on Ammo type + Speed + Angle of Incidence?
The reason I ask is that I notice varying levels of shell splashes, even from teh same gun so it seems more than a standard setting for all ammo. The reason I ask is that I'm trying to increase the shell splash height of the 11 inchers. |
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Could you place star shells in the place of HE shells on the big guns? The AA shells work fine, I enabled them as a test.
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I think it is possible.. just swapping the Shell IDs in the gun's own folder.. But then how long their fuse lasts and so.. You might end up revealing you'r own position to the enemy if they dont fly far enough :o
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Data/UPCDataGE/UPCUnitsData/Weapons.upc: [Weapon 21] ID= 11in_Soclu NameDisplayable= 28cm Drillingsgeschütz FunctionalType= WpCannon WeaponInterval= NULL, NULL WeaponSlotType= NULL AmmoTypesAccepted= 105mmHEGer, 105mmAPGer<-- add here your wanted ammuniton AmmoTypeLoaded= NULL ;Needed as a save info on the current state of the submarine AmmoMagazineRemaining= 0 ;Not used AmmoMagazineSize= 1 LeadersSlots=1 WeaponCrewMembersSlots= 7 ExternalLinkName3D= 11in_Soclu Hitpoints= 100 ;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2 DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun |
Holy cow, now i can pimp my Deutch to be a Pocket Yamato Battleship instead :D
Thanks Xan. I'll have that Improved Radar up by tomorrow. Wait a minute.. if we know this... Can we finally have an submersible Iowa class Submarine? :lol: *Edit* Just tried and seemingly did i screw up somewhere.. i changed the changed ammunition into 16inHEUS, 16inAPUS and then changed the shell IDs in the Pocket BBs weapon sim file... I didnt really see any difference in damage. Can someone verify does this work? |
How about a playable AMERICAN BB!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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A BB would be boring, you would be invinceable without AI torpedos and they are slow. A light cruiser would be more realistic.
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Length: 541 ft 0 in (164.9 m) Beam: 52 ft 10 in (16.1 m) Draft: 20 ft 6 in (6.2 m) Speed: 33.6 knots (62 km/h) Complement: 673 officers and enlisted Armament: 16 × 5 in (125 mm) 9 × 1.1in guns (22.5mm) 8 × 21 in torpedo tubes Or then the Oakland: Length: 541 ft Beam: 53 ft Draft: 26 ft 6 in Speed: 32.5 knots Propulsion: 75,000 shp, Geared Turbines, 2 screws Complement: 802 officers and enlisted Armamament: 12x 5 in, 12 x 5 in, 8 x 40 mm, 16 x 20 mm guns, 6 x 21 in torpedo tubes I'd suggest though making the oakland, so it shouldn't be too much of a hassle with the wing turrets. and it has moar AA guns too. But to get this ship to become proper Atlanta/oakland, we have to get those dual purpose cannonade systems to work as AA guns and Anti ship guns. I just only took the info from wikipedia, i'll study tomorrow proper sites on the Atlanta/Oakland. |
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To tell you the truth I would love to be in command of this
http://img259.imageshack.us/img259/8...0008195ka3.jpg |
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