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#1 |
Navy Seal
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Looking to up the number of decoys can carry so can test something out.Anyone know which files control how many decoys a sub can carry? Cant seem to locate right ones. Thanks in advance.
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Check the units .upc file. I believe what you're looking for would be this or something similar.
[UserPlayerUnit 1.Compartment 1.Bunker 1] ID=SterDecoyReserve Capacity=2 IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 4, SignalFlare, 4, FakeScopeHead, 4
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 | |
Navy Seal
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I saw that but not sure if that is it or not.I figured capacity would say more than two as sub carries more than 2 decoys , carries 10 by default |
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#4 | |
Navy Seal
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where in units upc is this located? I cant seem to find it. |
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#5 |
Ocean Warrior
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Data\Submarine\NSS_Porpoise UPC etc.
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#6 |
Navy Seal
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#7 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Play around with the "4's" in there too. I've never altered the decoy reserve so not sure if it will help or not as well. And anytime I use decoys ingame all I see are bubbles, not sure were this fake scope head or signal flare comes into play.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#8 | |
Navy Seal
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Think may just need look closer, I see two small canisters when deploy decoys, they then start making bubbles, which confuses the sonar. |
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#9 |
DILLIGAF
Join Date: Feb 2007
Location: florida
Posts: 2,058
Downloads: 210
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fake scope head and signal flare are there in the code to simulate the decoy as in they see a scope head above the surface even though it is not there so they are tricked into following it unless your making so much noise they are more attracted to you.
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