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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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Thank you sir,I forgot to ask if it can be made for 1.4.....:yep: |
lol
just stormed midway with it killed bout 6 dd's 1 BB 3 Ca's 2 elcos 2 fleet carriers, 3 or 4 armed trawlers, and 4 or 5 merchants for over 130,000 tons!!! and i'm still alive... have a screenie to prove it.... anybody wanna help with posting? |
We'd all be a lot happer
Trust me..
We'd all be a lot happier with a surface + sub sim. But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself. To get a proper surface sim, here are the mods I think are minimally required. Range to Target (Optical range finder or quick key to give you approximate Range To Trg Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash) Damage Model Reactive AI (sending ships and aircraft after you) |
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1. radar 2. air attack (esp from single engined a/c carrying torps and/or bombs) - this was especially deadly (eg. Prince of Wales / Repulse) 3. spotter planes (eg. the Pocket BB carries it - this is what the japs used instead of radar) 4. gunnery directors (collectively fired the main weapons - this is where the range finding, etc becomes important) 5. smoke screens 6. Destroyers doing torp runs 7. tankers (ability to refuel in mid-ocean) 8. Task forces (ability for you to control a task force just like the convoy commander screen in MP play) 9. land-based targets you put all these things together in some form or other (ie. in combination to that mentioned above) and you've got yourself a WORLDWIDE naval sim!! we already have the world and ocean :D |
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I'd like to see a "repeat last command" feature when dealing with repetitive editing or something that will allow you to add multiple array items at one time.
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We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!:yep:
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There is one
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It's here I posted it a couple of days ago http://www.subsim.com/radioroom/showthread.php?t=136013 |
BTW - the change for ammo to support HE should be made here
Mod folder/Data/Library/GerSubParts/AdmiralScheer_Geschutz.sim Got to the wpn_Cannon node Expand ammo_storage Under HE add the following data to the corresponding values For shell enter 0x5a10c7abc98196cc For amount enter whatever you want |
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