Some answers to some of the questions:
a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.
b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order).
c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.
d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ).
e) Anyone else reporting the model/texture problem UrPeaceKeeper reported?
"My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile."
f) The_Pharoah, what is the third torpedo you have in the loadout screen besides the ADCAP and Tomahawk? Or, are you using other mods?
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