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Old 06-18-08, 05:10 PM   #136
peabody
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Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by keltos01
Quote:
Originally Posted by peabody
Quote:
Originally Posted by keltos01
thanks for the mod!

the eight tubes show on the boat when playing (see below), but the torpedo loadout in base shows the screen here above, don't know how to change it so both are identical.
http://files.filefront.com/v15+Hr+MS.../fileinfo.html
Did you change the .upc files?

Peabody
I din't dare change it...
should I move the aft tubes to the fore comparment there? what do you think ?
No guts no glory. I wouldn't have found 8 tubes if I didn't experiment. There is more to it because of the functionalsubsystems.
Try a copy and paste and don't change anything, they are linked to the TorpmountS1 and S2 which are stern mounts but mine worked without changing it. If you need to change that then you may need to change the functionalsubsystem, but I don't know if you can add two bow tubes, never tried it. But we can cross that bridge when we get to it.
Because it is working I would guess the sub is using the .dat file info and they shoot forward and show as forward, but in base it must use the .upc file and that is why you have 8 at sea and 6 in base. Just guessing haven't tried it.
Another thing that may need changing is the tubes in the .sim file under wpnsubtorpedosystem or something like that (you will recognize it) there are slots for tubes and slots for forward and aft storage.
I am trying to help another on a ship right now too, it won't load and he asked for help. Still looking, lot of files and info.

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1] <-- Need to change this
ID= TorpMountS1 <----might need to change this to B7
NameDisplayable= Torpedo Tube 7
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom <---Might need to change to Bow
IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk14Torpedo
IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Gato_Door02_BRU_anim01 <--Link to whatever door you used
ExternalDamageZoneTypeID3D= 61


This is the Functional Subsystem (The one that says don't change:rotfl Just kidding it just says some IDs can't be changed.

[UserPlayerUnit 1.FunctionalSubsystem 22]
ID= TorpedoTube7
NameDisplayable= Torpedo Tube 7
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= ConningTDC, 0, TorpMountS1, 1

If we have to change it would only be the yellow part to TorpMountB7, but I'm don't know if there is a limit. And it may not need to be changed, it may just control how the tube loads and fires, not whether it is bow or stern. They put them on ships so I don't see a problem.

Peabody
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