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Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
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This is just an open post while I fiddle with torp loads and see what I can manage with SH4. In SH3 we had a limitation to the number of torps to load on a boat... there were only so many supported by the menu screen. In SH4, I am guessing that the menus will spawn sliders when we load enough torps to the resupply section. So I am going to see if I can do that. Also pretty sure I can set what each sub defaults to with its base load for torps inside the tubes themselves. I'll be doing this on the Gar for now. When/if I find that there are actual differences between the subs in the game, I'll swap up to something better. For now, I like the relative exclusivity of the Gar since not everyone seems to like it.
Let's find out.... Hmm, torp types are: Mk10TorpUS - its worked fine for me Mk14TorpUS - standard Mk16TorpUS - good Mk18TorpUS - good Mk23TorpUS - save money and use the 14, same thing except for speed Mk27TorpUS - pos, imo First the (hopefully) easy stuff. To change the base loadout in your tubes? Open the NSS_Subname.upc file and find the section for both torp rooms. Example: [UserPlayerUnit 1.Compartment 5.WeaponSlot 1] ID= TorpMountB1 NameDisplayable= Torpedo Tube 1 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Tambor_Door02_FRU_anim01 Just change the Mk14Torpedo to whatever type you want, In my case I will make it a 16. I'll continue this more later. Haven't tested it yet, but I'm sure it'll work (as long as your torp availability years are set to NULL). But right now I'm running out to see 300 on Imax. I'll work more later! |
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