Writing up a quick tutorial for this... I just need to test the method to see if it works right. Should have it posted within an hour or so.
EDIT:
Okay, I just tried a Basic.cfg edit in my campaign and was unable to add HE rounds to my 20mm flakzwiling mount. This might have something to do with the ammo storage values in Basic.cfg. I did, however, verify that a simple edit to GUNS_SUB.sim will
decrease the rate of fire on that particular gun (imagine a twin 20mm firing one round per second

).
Preparation:
Download a copy of Silent 3ditor (
Silent 3ditor thread) and install. Then install JSGME if you haven't already. A folder called Mods will be created by JSGME in your root SH3 install directory. Create a new directory in there to contain your modifications to the game; e.g. YourMod. Then clone the directory structure leading to the file you wish to edit; e.g. Mods\YourMod\data\Library and copy-paste the target file into the corresponding folder. This way if you make a mistake all you have to do is deactivate YourMod with JSGME, correct the errors and then reactivate YourMod for another try.
Using Silent 3ditor:
Copy GUNS_SUB.sim from SH3\data\Library and paste it into Mods\YourMod\data\Library. Fire up the Silent 3ditor and use it to open that file. You will see a number of data elements named
wpn_Cannon. These contain the data you'll want to edit. Expand
16:wpn_Cannon, click on the
17:wpn_Cannon right below that, and then expand the
obj_Turret tree.
You should see two values named
Train and
Barrel with the corresponding values <DMY_37mmM_UFlak_High_Rotation> and <37mmM_UFlak_High_Body>. We're on the right track!
18:wpn_Cannon and
20:wpn_Cannon also hold data for the other two 37mm flak mounts that are in the game.
I
think that 16:wpn_Cannon refers to the earliest available 3.7cm flak mount, and 20:wpn_Cannon refers to the final, twin-barreled, version of the 3.7cm. Assuming that you currently use the earliest version in your campaign, you'll probably want to edit 16:wpn_Cannon.
The
recoil_time value controls rate of fire. If you change that number to something smaller the ROF will increase, increase the number and ROF will decrease. Make your changes and click the Save icon to save your changes. You can still run the game with the file open in the editor, which makes modding a lot quicker.
I'm unsure how to add HE rounds to a flak gun. If you expand the
ammo_storage tree, there is an entry for HE ammunition. Expand that tree and you'll see a shell type associated with it.
However, I tried adding 100 rounds of HE ammo to the 20mm Flakzwiling through a Basic.cfg edit and still only had AP available in the game. I have no idea how to help you add HE to the 37's. However, the 37mm cannon all use AA and AP ammunition, which should be just as, or more powerful than, a high-explosive round of the same size.
REVISION:
Quote:
The recoil_time value controls rate of fire. If you change that number to something smaller the ROF will increase, lower the number and ROF will decrease.
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Should have read:
Quote:
The recoil_time value controls rate of fire. If you change that number to something smaller the ROF will increase, increase the number and ROF will decrease.
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The tutorial now reflects that change. Sorry for the mix-up.