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Old 11-02-11, 03:16 PM   #5
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by wevbarker2011 View Post
What are you asking? Damage is a long and complicated process that I havent fully experimented with yet, just delete anything that the ship has too - so delete the origional sub's rudder because the ship has a rudder, then wire up the IDs in the .sim file to the ships rudder when you import the ship's nodes. The ship will not however have dive planes so you should leave those alone. etc.
I was curious about this and I d/l it and in the readme file you state, "The torpedo tubes are still active", as an 'issue". You only need ONE torpedo tube to make it work. Keep one torpedo tube in the .dat, the same one in the .sim and the same one in the .upc files. You can delete all the others. You can delete ALL reserve torpedoes in the bunker in the .upc. I don't even think you need the torpedo in the one tube that you will have left, but I have not tested that.
I know you need one torpedo tube, dive planes, MC01 etc. Edit: I think you might need the periscope too.
Doing a good job, but one thing I noticed in the .dat file all the "water Particles" and "Secondary bubbles", you don't need any of those. There are for the water coming from the limber holes in the sides of the sub. The only ones you need are wakes and the ship will have its own.

I had a hard time keeping the guns locked on target. Don't know why.

My ships were not Career playable but it was due to a simple mistake in the .upc file. Jmardlin fixed it and the ships went into Career with no problem. I think it was a numbering mistake, but that was a long time ago so I am not sure.

Peabody
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