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New mk28 mod for download
I've made a mod witha new mk28 using another 3d body although the look in the torpedo loadout is still the same :
http://img160.imageshack.us/img160/1716/mkscopyis3.jpg here when fired from bow: http://img241.imageshack.us/img241/9972/mk28yi1.jpg and a mark 31.. http://img174.imageshack.us/img174/1284/mk31zf1.jpg you'll notice on the torpedo loadout screen that there are also the mk31 and mk35, but when in game they are seemingly replaced by mk28s. have to work that one out, but the wip mod is available for download as of now at : http://hosted.filefront.com/keltos01/ enjoy ! Keltos01 |
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cold war
remember that the type 201 is a replenishment sub, and 203 or 204 a missile submarine, so the devs already thought about the next game.... don't remember in what file it sits though:cry:
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He didn't bite, though :oops: BTW, has anyone tried to see if it actually works? |
max number of torp types?
[quote=skwasjer]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.
So that's why although I seem to be able to make new torpedoes with random ids to start with, only the mk28 appears, and the mk27 disappears, and the other two mk's don't appear either?:damn: I've been checking over and over again, and if the mk28 is there, given the other ones are clones they should be 2 shouldn't they? If so I'll just modify the existing torps. sucks not to be able to have as many types as we want though.. k |
Yea, it's too bad. I've tried it myself and it won't work. If I tell the game to use a type 19 (which isn't available in S3D), it will even crash. That's enough proof for me. So yea, you can only change existing torps...
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bump
thinking of making a Torpex mk14... keltos |
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