Thread: More Questions
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Old 08-22-11, 01:38 PM   #4
XTChrisTX
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Join Date: Aug 2007
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I eventually figured it out. What I had been doing wrong was that I actually edited the wrong torpedo

I figured that out after one-hitting a battleship with a different torpedo (TIII FAT II IIRC). Either I assumed wrong or S3D mislabeled one of the torpedoes, I can't remember.

I also figured out the torpedo loading times, but am still clueless on battery charging and O2 reserves.

And now I'm trying to get a heavy flak gun onto a Type II (D variant conning tower 2 for now). I've actually managed to get one on the boat and crewed, although it resulted in one empty position and probably a phantom flak gun somewhere. I did this by putting a 37mm gun on the A01 position and adding another to the S01 position which doesn't actually exist on the boat. This results in four crew spots, three of which work, and the heavy flak gun on the deck can be traversed and elevated but not fired. That's problem one- no ammunition. The other problem is that the crew screen is seriously glitched, but I think I just have to define the guns in the Menu .cfg files. I tried actually changing the deck position to S01 in the uboat's .dat file, which resulted in a flak gun that appeared the same, but also glitched the crew screen the same and could not be crewed. The original mod gave me a "flak gun 2 destroyed" message without an actual destroyed flak gun, this one doesn't.

EDIT: Pictures!


First attempt. Note "Flak Gun 2 Destroyed" message and properly crewed gun.


Second attempt. Single crewmember prevents flak gun from working.


Glitching. Clicking or rolling over any compartment seems to do nothing- it's locked on Flak.

Last edited by XTChrisTX; 08-22-11 at 01:58 PM.
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