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-   -   Modeling and "tweaking" with DWedit (https://www.subsim.com/radioroom/showthread.php?t=150604)

Subcaptian 3F SSVN 04-13-09 08:25 PM

Modeling and "tweaking" with DWedit
 
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Hello all.
This is MID Subcaptian from SSVN. I was wondering if anyone ccan give a tutorial in using DWedit? Any help would be greatly appreciated.

MID Subcaptian sends,

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Molon Labe 04-13-09 11:05 PM

You and me both!

Sadly, I don't think a tutorial exists. I've been doing a lot of experimenting on sensors lately, and when I'm 100% positive I have the way it works figured out I was going to post it here and share it with anyone, but I'm not aware of anyone having done that before.

Is there something in particular you're trying to do? If you can narrow it down a bit, maybe I can give you some pointers.

Subcaptian 3F SSVN 04-14-09 11:33 AM

Well, in Michael DiMercurio's "Pheonix Sub Zero", The Destiny class sub uses a countermeasure for torpedoes called the SCM. I tried to make a towerd array for it, but it doesn't apply it to the game!

Molon Labe 04-14-09 01:29 PM

Towed arrays are sensors, so that's not going to work.

For AI platforms, DW uses a flag on the object page called "Towed Acoustics." Activating that flag is going to be your best bet.

Subcaptian 3F SSVN 04-14-09 03:19 PM

And also, I want to make the Seawolf be able to launch ASROCs.

LoBlo 04-14-09 05:11 PM

Trial and error is the best way to learn DWEdit. Most of the interface is inuitive.

Unfortunately you can't add a new weapon to the human platforms. You can however, reprogram the existing weapons. To add a AsRoc to the SW you can copy the Russian ASM-27-ASW to the Harpoon or TASM and deploy it as you wish (note that all the AI platform Harpoons or TASM will be changed too).

Molon Labe 04-14-09 05:58 PM

Quote:

Originally Posted by Subcaptian 3F SSVN (Post 1084003)
And also, I want to make the Seawolf be able to launch ASROCs.

You'll have to choose another weapon to sacrifice first. You'll need to edit the properties of this weapon to turn it into a SUBROC. I recommend you use one of the missiles, because that would be the smallest change and the least likely to cause problems. Come to think of it, it would probably have to be either the Harpoon or TASM, because you're stuck with the standard interface. You'll definitely need a weapon with a RunToEnable setting.

Once you've done that, replace the doctrine with the SUBROC doctrine. Create a new Launcher armed with a single Mk46 torpedo. Add this launcher to the weapon you're sacrificing.

You're pretty much home at that point. Adjust the specific properties of the weapon as needed (mass, length, speed, signatures, etc.) and substitute a model if you'd like. (Although it might be possible that changing the model will cause a crash). You may also be able to create a new entity for the SUBROC to replace whatever weapon you are replacing, but this might also cause a crash.

Back up your database before making any changes. I also recommend you make these changes gradually, making backups as you go. With each step, start up DW (and a Seawolf/688I mission) and make sure it doesn't crash because of the changes. Since you're messing with a playable, the risk of creating an unusable database is very high.

Subcaptian 3F SSVN 04-15-09 02:09 PM

Well, Ive done all these, and yet, it wont drop the torp. Any suggestions?

EDIT: Never mind, I got it.

Molon Labe 04-15-09 03:33 PM

Quote:

Originally Posted by Subcaptian 3F SSVN (Post 1084553)
Well, Ive done all these, and yet, it wont drop the torp. Any suggestions?

What weapon did you start with, and did it fly a ballistic path and splashdown near the designated enable range?

My best guess is that the object was not saved after the launcher was added, so the launcher isn't there, OR that the launcher doesn't have any "ammunition" in it.


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