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#1 |
Captain
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Anyone know how to increase the weapons capacity of any of the playable subs?
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#2 |
Ocean Warrior
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They are hardcoded in the interface or executable.
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#3 |
Captain
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Oh why oh why must everthing about the GUI be hardcoded into the engine.....
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#4 |
Ocean Warrior
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To help prevent us from creating new playables.
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#5 |
Sonar Guy
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I suspect it may be as simple a matter as finding the correct offset, opening the correct file (probably the loadout dll) in a hex editor, and changing it. The "finding the correct offset" being the hard part of it.
This would, of course, show up as different interface files in multiplayer sessions. At least for how big torpedo stores you have in 688i/seawolf/akula/kilo. What weapons one can carry (and/or what the interface calls them) may be editable as well, but the number of tubes and similar is worse. Be advised: Distributing hacked interface files isn't so unlikely to raise the wages of the lawyers... (Though I wouldn't be surprised if they would be forgiving of p3/mh60 calling mk46 mk54 as part of files included with the lwami mod, I'd want to clear it with them first anyway.) |
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#6 |
Ocean Warrior
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We were told not to modify the USNI...
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#7 |
Sonar Guy
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Although I still hope that not modifing USNI data, but adding additional gameplay notes (after gameplay notes from SCS) or separate Table Of Contents entry about mod changes, maybe could be allowed as it wouldn't change any of USNI (or even SCS) data at all... :hmm:
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#8 |
Sonar Guy
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I suspect much of the problem in editing the references lies in that it could appear that the changed data came from USNI when that is in fact not the case.
Maybe an added section... LWAMI n.nn gameplay notes: ...to various places might be acceptable, not replacing or changing the "stock" text. That would also reduce the need for switching the usni ref back and forth with the database. |
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#9 |
Navy Seal
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There is nothing to stop you adding your own stuff to USNI. Thomas did the it with SCX. You'll see new entries for all the new units that SCX brought along.
I think MaHuJa is right as the data in the USNI is from the USNI so in effect they have paid USNI for the right to reproduce the material. But add your own errata or notes. Easy to do and I think would be helpful. Call it Luft/Ami Mod notes. |
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#10 |
Sonar Guy
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You are both right, we are not to modify USNI data because it's licenced by USNI. But really I never intended to change USNI data itself, only to add additional gameplay notes just like SCS did. Or if not, at least a separate table of contents entry with mod documentation. So USNI (or even SCS) text would be not touched at all. Maybe wrong words used while asking...
P.S. The only USNI data I would LOVE to change is the 50nm Maverick range ![]() ![]() |
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#11 |
Captain
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So I'm guessing that it will be a pain if I try to give the LA and SW a Squall type torpedo huh?
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#12 |
Ocean Warrior
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You can do it for non-playable submarines only. So you can add it to the launcher list for the 688i and SW, but only the AI versions of those submarines will be able to use them. You won't be able to select that weapon for yourself at the weapons loadout.
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#13 |
Navy Seal
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Now if I remember rightly in the main menu of the USNI in SCX Thomas added an extra menu item.
I think that is allowed, just not touching the USNI unit data. Fire up SCX and take a look if he did at it.... |
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#14 |
Ocean Warrior
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I believe he did that, as well as adding some other entries.
However, based on Jamie's last email to us, he made us think that touching any aspect of the USNI Ref. would cause both us and SCS some problems. We have put in another request with a specific plan to only add a new section to the menu with our data, but we have yet to get a response, which isn't surprising since he's been dealing with the RC.
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#15 | |
Captain
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Might try giving the Chinese subs a Squall though, since they are rumored to have bought some from the Ruskies. *sigh* |
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