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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Well, I suppose I should have tried this before, but the nodes seems to be generic, even if labeled for sailors (P nodes), DCs (W nodes), etc.
I put a DC rack on the stern of the trawler were a sailor had been. It was at an angle. Any way to rotate them in the DAT easily? This bodes well, however for some things. Stay tuned. tater |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Though at a 45 degree angle, the DC rack still works.
OK, this will be slow, because we need to map the position of each crew, etc, but it means we can add DCs to anything, even merchants. The one I put on the side worked, but is a bad idea for a roll off, the AI lets them drop shallow and blow the crap out of the ship. Still, this could be pretty cool. next will be a few armed fishing boats, etc... I will figure this out, then make a pack of ships a la Bungo Pete. tater |
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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Hmm interesting.. are you taking crew nodes and replacing the crew member with an ASW weapon...
If so I feel you may be onto something.. I have added new "W" nodes (used for ASW) in the past, but simply converting Crew nodes to W nodes may work..... If they are blowing up shallow, then I suggest the weapon is not rigged into the ships AI... You might try renaming the node by hex editing in the dat file, and sim files. You can also rotate them to the desired angle with the later versions of Pack3D.. It MAY work.. no guarentees though.. What I did was clone a cfg_W01 node in the asashio dat.., then rename it as cfg_W02 changed it coords to align it center deck, added it in the eqp file as a Y gun and it worked, but I have since tried to repeat it and can't.. |
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#4 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
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Awesome find guys!!!! Please--don't replace ALL the crewmen with K-Guns
![]() Your revelation really does open up possibilities! Salute!!! Peto |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I'm more in the historical bent, I'll leave uber escorts to someone else.
BTW, I can now arm fishing boats and sampans. They work. The trick will be to make a few new boats that are justr names that point to the same ones we have now, then make only 1 or 2 armed. Right now there are 2 fishing boats, for example. I could make 8 copies of those 2, that are nothing more than a new name, and a cfg that points at the originals. Of the 8, ONE might be armed. We'd now see 1 in 10 armed. Another might have a hydrophone though, he can signal a nearby ASW asset... The armed trawler has a functional DC at this point, but it tends to blow its own stern off when it drops shallow because it is slow. That will be the big trouble with DCs on some ships I bet. Of course part of that is the fact that DCs are overly powerful in game, I will retest with a mod of DCs that drops them towards a strength more like jap DCs, and less like US DCs. I also chose to put the dual 5" gun from the Tribal Class DD on there. It seems to fit the best. |
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#6 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
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How about instead of using a stern rack, you equip these boats with a Y-Gun with a small amount of ammo? That's not out of the realm of reality at all. It may require another Y-gun file though to allow for a smaller ammo loadout.
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