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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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adding more torpedos solution!!!!
![]() anyhow opon tring other things with my sub, I accidently came upon the answer. You have to use the S3d editor (search the forums if you do not know what this is) In the SIM file of the SUB, there are storage options for torpedos. I beleive they are called arrays. you just have to add them separtly by creating new arrays. and then edit the subs UPC file accrodingly. I have done 2 missions with 20 torps up front and 15 in back with no problem. Also I am using 1.5, not sure if that might fix it also. If you have not used s3d editor, I suggest it. ![]() |
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#2 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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Nice find
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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unfortunately we can't add new torpedo types, they're hardcoded in the game (ask Skwasjer about it) so we have to make do with modifying the existing ones, the number of torp is a different thing altogether.
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#4 |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
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All I could do is add the slots for each individual torp textures.
Keltos- how did you get the torps added for the mod you did. or was that just redirecting the .UPC or whatever? Dtrain- Ill see if it works in v1.4. yeap it works in v1.4 10 in aft storage 12 in fore storage ![]() Last edited by manitoba1073; 04-22-08 at 03:57 AM. |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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there should be a txt file in the main directory of the mod with the changes, I used S3D, you have to modify the .sim (what they do), .dat (what they are), .zon (how they blow up), localization.upc (description), ammunition.upc (which what..)
uh look at the files in my mod and the most recent dates those are the modified files. |
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#6 | |
Mate
![]() Join Date: Apr 2005
Posts: 53
Downloads: 2
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![]() Quote:
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#7 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
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That's a really good thing. I hope it will be stable.
Does anyone have stability problems after this tweak?
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"Memento Audere Semper"
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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I removed the 3d model of the mk27 in the .dat file and gave that node the id address of the mk 10 3d model, so that it would use that one , there now we have a long body mk 28
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#9 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
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Hey! What the hell is that pic I have under my name?
![]() ![]() Oohh what a pity... I must achieve a higer rank ASAP and blow that horrible THING away ![]()
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"Memento Audere Semper"
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#10 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
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it Worked!!!!
Just 1 Post...
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"Memento Audere Semper"
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#11 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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#12 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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you want to do a search for bunker and when you find it, the ID should be below the line, you have stern torpedo room, a decoy bunker and a bow torpedeo room, that the corrsponding values that need to be edited under that.
I can make a mod for this, and give it to you guys that do not want to do the editing you self. just let me know what amount of torps. per aft and fore and I will make it this week end. as Far as stability, I really have not noticed any. It runs really good and is really nice not to have to worry how torps I have left. |
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#13 |
Bosun
![]() Join Date: Mar 2008
Location: france
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Well thanks a lot
I would appreciate having 10 more in front and 10 more at the rear tubes ![]() After applying the changes in the upc Is it necessary to do a complet Remap of the 6 other Sub. files ? |
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#14 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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no, just do the sub you are working on, but you will have to start a new game for this to work, it will not work from a saved one.
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#15 |
Bosun
![]() Join Date: Mar 2008
Location: france
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