SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Adding torpedo tubes to a Fletcher DD (https://www.subsim.com/radioroom/showthread.php?t=160950)

jokerl90 01-28-10 08:26 PM

Adding torpedo tubes to a Fletcher DD
 
First of all, I'm a complete newbie at modding.

I have downloaded two playable Fletcher DD's. Each has only one torp tube with one torp in it. I would like to add more tubes and reload stores.

Using S3d I found you can change wpn_SubTorpedoSys in the .sim file, but this alone does not work.

so here comes the questions
Is it possible to add the tubes and reloads?
Is this something I should even try given my lack of experience?
What other files need to be edited to add the tubes/reloads?

A step by step,( using little words :D) tutorial would be nice, but I'm just looking for a point in the right direction.

Many thanks for any help!

franta 01-29-10 03:18 AM

Hi! You must also rewrite the .upc file (for torpedoes in storage):

;------------------------------------------------------------
; FWD COMPARTMENTS - BOW TORPEDO
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Forward Torpedo Room Bulkhead
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, FwdBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 199

[UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=8
IDLinkAmmunitionIntervalDefault1= NULL, 1945-12-31, Mk16Torpedo, 8

Using S3D make 8 TT with Mk16 and same torpedoes in 8 places in storage.

Marka Ragnos 01-29-10 01:34 PM

Quote:

Originally Posted by jokerl90 (Post 1250465)
First of all, I'm a complete newbie at modding.

I have downloaded two playable Fletcher DD's. Each has only one torp tube with one torp in it. I would like to add more tubes and reload stores.

Using S3d I found you can change wpn_SubTorpedoSys in the .sim file, but this alone does not work.

so here comes the questions
Is it possible to add the tubes and reloads?
Is this something I should even try given my lack of experience?
What other files need to be edited to add the tubes/reloads?

A step by step,( using little words :D) tutorial would be nice, but I'm just looking for a point in the right direction.

Many thanks for any help!

In the past they tried this and the torpedo exploded inside the boat because it wasn't designed to do it.

I'm not saying it's impossible just thought i should mention it

jokerl90 01-29-10 02:50 PM

Thanks franta, will give that a try!
Yes Marka I read about that. I think it had something to do with the submarine inside the ship and the torp would hit the skin of the ship and explode. Thats one of the things I'm wondering about. The Fletcher has one torp tube (is required by the game), it works (will fire).

jokerl90 01-30-10 10:59 AM

Hey franta....it WORKED!!!!!!! Thanks again!! Awesome. Was a very easy to do.

And many thanks to Von M too!

keltos01 04-15-10 09:41 AM

how did you do it ?

I added a tube to the .dat : BRM along with its anim (works in s3d)

I added a tube in the .sim linked to the anim BRM in the .dat

I added one torp storage to the stern room in the .sim

I added the tube in the upc and linked it to the rear bunker :

chrysanthos 09-23-11 10:48 AM

i need help here:/ the first playble turret from kongo battleships is low and i cant see...how can i make the next one playble? or the rear turrets maybe...


All times are GMT -5. The time now is 09:47 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.