![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Swabbie
![]() Join Date: Apr 2009
Posts: 7
Downloads: 2
Uploads: 0
|
![]()
FLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASH
//BT// Hello all. This is MID Subcaptian from SSVN. I was wondering if anyone ccan give a tutorial in using DWedit? Any help would be greatly appreciated. MID Subcaptian sends, //BT// FLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASHFLASH |
![]() |
![]() |
![]() |
#2 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
You and me both!
Sadly, I don't think a tutorial exists. I've been doing a lot of experimenting on sensors lately, and when I'm 100% positive I have the way it works figured out I was going to post it here and share it with anyone, but I'm not aware of anyone having done that before. Is there something in particular you're trying to do? If you can narrow it down a bit, maybe I can give you some pointers.
__________________
![]() |
![]() |
![]() |
![]() |
#3 |
Swabbie
![]() Join Date: Apr 2009
Posts: 7
Downloads: 2
Uploads: 0
|
![]()
Well, in Michael DiMercurio's "Pheonix Sub Zero", The Destiny class sub uses a countermeasure for torpedoes called the SCM. I tried to make a towerd array for it, but it doesn't apply it to the game!
|
![]() |
![]() |
![]() |
#4 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]()
Towed arrays are sensors, so that's not going to work.
For AI platforms, DW uses a flag on the object page called "Towed Acoustics." Activating that flag is going to be your best bet.
__________________
![]() |
![]() |
![]() |
![]() |
#5 |
Swabbie
![]() Join Date: Apr 2009
Posts: 7
Downloads: 2
Uploads: 0
|
![]()
And also, I want to make the Seawolf be able to launch ASROCs.
|
![]() |
![]() |
![]() |
#6 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
|
![]() Quote:
Once you've done that, replace the doctrine with the SUBROC doctrine. Create a new Launcher armed with a single Mk46 torpedo. Add this launcher to the weapon you're sacrificing. You're pretty much home at that point. Adjust the specific properties of the weapon as needed (mass, length, speed, signatures, etc.) and substitute a model if you'd like. (Although it might be possible that changing the model will cause a crash). You may also be able to create a new entity for the SUBROC to replace whatever weapon you are replacing, but this might also cause a crash. Back up your database before making any changes. I also recommend you make these changes gradually, making backups as you go. With each step, start up DW (and a Seawolf/688I mission) and make sure it doesn't crash because of the changes. Since you're messing with a playable, the risk of creating an unusable database is very high.
__________________
![]() |
|
![]() |
![]() |
![]() |
#7 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
|
![]()
Trial and error is the best way to learn DWEdit. Most of the interface is inuitive.
Unfortunately you can't add a new weapon to the human platforms. You can however, reprogram the existing weapons. To add a AsRoc to the SW you can copy the Russian ASM-27-ASW to the Harpoon or TASM and deploy it as you wish (note that all the AI platform Harpoons or TASM will be changed too).
__________________
"Seek not to offend or annoy... only to speak the truth"-a wise man |
![]() |
![]() |
![]() |
|
|