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Again (I've suggested this in the other thread), can't you reuse the 3D model of one of the other (longer) torpedo's? All you need to do is assign a different model id, remove the current one (the old model chunk) and optionally change the material parameters. Models can be assigned to multiple nodes, you don't even need to clone it...
The only thing to keep in mind is that models and materials must be ordered above the nodes that use them (meaning, the index must be lower) |
I had much better luck with the Mk. 28 tonight (still original mod). I fired at a patrol boat at 2000 yards and then again at 1500 yards. Each time I fired, I told the TDC that the target was at zero speed. From the time of each firing to the time of impact the bearing of the target had changed about 15 degrees. The torpedo definitely likes the higher frequency warship screws.
I had the detonators set to magnetic, though, and without NSM installed, the damage was probably nil. |
models assigned
skwasjer, does that mean that I could "assign" a porpoise tower the same way to my ijn sub ?
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Someone else has to answer this question, I am not really an expert in the upc/cfg department. But I think you can suffice with a couple of changes in those files, instead of needing to clone/copy/reuse the actual model(s) in the dat files.
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torp description
found it !!!!:D will release new mk28 mod later tonight.
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MK28 mod NEW
http://thumb14.webshots.net/t/58/758...4EzKKpH_th.jpg
http://thumb14.webshots.net/t/63/663...4FipAtQ_th.jpg getting there but although I can choose the torp, when in boat they're all mk14 ????? |
That is weird. Must be another ID that you missed somewhere.
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i exported a rawchunk of the mk10 3d, erased the one from the mk27, imported the mk10 chunk and gave it the id if the mk27 3d , that part worked as you can see on the loadout the mk28 has a mk10 body now
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You don't have to 'clone' the model. You can just reuse the same id. If you look at some of the other torps, they are also sharing a model. Saves the game from loading duplicate models (saves memory).
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how to get the new type ?
When I edit torpedoUS.sim with S3D I don't see the new type of torp under torpedo type, see:
http://img153.imageshack.us/img153/2...escopiewe1.jpg I'd need it to display mk28 etc in that list, do you know where the type definition come from (what file)? |
That list can be configured for S3D, BUT, it is copied from a hardcoded game list and so extending it won't do any good. I think even elanaiba said you can't add torpedo's (because the game has some hardcoded id's) and you always have to reuse/change other torpedo's.
But that shouldn't be the problem. The game just thinks it's still a Mk27 internally, but you've changed it to look and behave like a Mk28, and this should work without problem. That said, I think there's just some other problem going on. I can have a look at your mod (if you upload the latest files), but I must add I have a couple of other requests from other members pending (+ my own project)... skwas |
more torps
will upload it tonight then, thanks Skwasjer :up:
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Aye, here's a rub!
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30 meters is 98.425 feet. Sounds like you found it. :)
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