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-   -   Weapon Loads Limits (https://www.subsim.com/radioroom/showthread.php?t=153378)

Fleet Command CC 07-06-09 11:46 PM

Here are a few more Hex codes for different weapon loadout caps. :salute:

e0 = 224
e1 = 225
e2 = 226
e3 = 227
e4 = 228
e5 = 229
e6 = 230
e7 = 231
e8 = 232
e9 = 233

Fleet Command CC 07-06-09 11:52 PM

Here are a few more Hex codes for different weapon loadout caps. :salute:

f0 = 240
f1 = 241
f2 = 242
f3 = 243
f4 = 244
f5 = 245
f6 = 246
f7 = 247
f8 = 248
f9 = 249

Fleet Command CC 07-07-09 12:03 AM

Here are a few more Hex codes for different weapon loadout caps. :salute:

aa = 170
bb = 187
cc = 204
dd = 221
ee = 228
ff = 255

LoBlo 07-07-09 03:15 PM

Sweet! Ohio class SSGN here we come! Thanks!

Fleet Command CC 07-08-09 07:02 PM

Quote:

Originally Posted by LoBlo (Post 1130398)
Sweet! Ohio class SSGN here we come! Thanks!

Hey LoBlo.

I'm glad you found the info useful, if you find anything useful please post it on the forum for all to see. :cool:

Is the Ohio class SSGN going to be addon mod? :salute:

LoBlo 07-08-09 08:13 PM

Quote:

Originally Posted by Fleet Command CC (Post 1131011)
Is the Ohio class SSGN going to be addon mod?

Not officially no. But now its possible to anyone that has the motivation to make one. I generally kitbash platforms. For the Ohio SSGN I would probably take the SW, change the model and perform with DWEdit to fit the Ohio and then change the loadout to 155 TLAMS. Only draw back is the reload limits of the launch tubes wouldn't simulate the ability to cascade launch 155 TLAMs continuously. One could get around this by using the "quick weapon launch" in the options menu (which unfortunately I believe, lets the AI quick launch too however) or modifying the reload time of the tubes.

Fleet Command CC 07-09-09 06:43 PM

Quote:

Originally Posted by LoBlo (Post 1131057)
Not officially no. But now its possible to anyone that has the motivation to make one. I generally kitbash platforms. For the Ohio SSGN I would probably take the SW, change the model and perform with DWEdit to fit the Ohio and then change the loadout to 155 TLAMS. Only draw back is the reload limits of the launch tubes wouldn't simulate the ability to cascade launch 155 TLAMs continuously. One could get around this by using the "quick weapon launch" in the options menu (which unfortunately I believe, lets the AI quick launch too however) or modifying the reload time of the tubes.

Oh right cool niceone. :rock:

Changing the reload times would mean editing the .dll files I haven't found anything yet, but when I do I will post a thread on it.

Have you found anything by changeing the .dll files? :salute:

Nexus7 07-13-09 08:57 AM

Quote:

Originally Posted by Fleet Command CC (Post 1127999)
Have you ever wanted to change the weapon loadout amounts Limits?

No.
Quote:

Originally Posted by Fleet Command CC (Post 1127999)
For example I've always wanted 50+ capacity of missile and torpedoes on the Seawolf SSN221.

What for ? Why not 1000 ?

Fleet Command CC 07-13-09 06:29 PM

Quote:

Originally Posted by Nexus7 (Post 1133414)
No.


What for ?

Nexus7

Mainly because I wanted too, and also the 50+ missiles or torpedo's are on a real SSN-21 Seawolf.

http://www.fas.org/programs/ssp/man/...wolf.html#spec

Quote:

Originally Posted by Nexus7 (Post 1133414)
Why not 1000 ?

I did get it up to 10066329, but that is a bit over and top. :D:yeah::D :salute:

Nexus7 07-14-09 02:32 AM

Well, actually it says

50 Tomahawk cruise missiles or
50 Harpoon antiship missiles or
50 Mark 48 ADCAP torpedoes or
up to 100 mines

Fleet Command CC 07-17-09 10:34 PM

Quote:

Originally Posted by Nexus7 (Post 1133817)
Well, actually it says

50 Tomahawk cruise missiles or
50 Harpoon antiship missiles or
50 Mark 48 ADCAP torpedoes or
up to 100 mines

The number of weapons that any ship or sub carrys is never 100% accurate, they can always carry a few more than what is put out into the public eye, so that is why I said 50+. :salute:

Torpex30 07-30-09 07:50 AM

Can we also change the Harpoon cap of 4 in FFG this way, and if so how?

Fleet Command CC 08-10-09 10:06 PM

Quote:

Originally Posted by Torpex30 (Post 1142237)
Can we also change the Harpoon cap of 4 in FFG this way, and if so how?

Hello Torpex30

Yep it can be changed you just aft to find the right part to edit. :salute:

Torpex30 08-12-09 02:13 PM

So I assume we have to find the right 0004 in wpnload.dll in FFG folder and change it am I right?

martinchi 09-06-09 10:44 AM

can you send me your file of ssn21?


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