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#1 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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IT IS POSSIBLE ! so there might not be a max number of tubes after all !:rotfl:
see the Hr Ms CLass T thread page 7, Peabody gave me a head start on this ! ![]() ![]() ![]() http://www.subsim.com/radioroom/show...=137856&page=7 ![]() did a copy paste of the 2 stern tubes bru and blu to the bow torp room in upc -> nada did a copy paste in the stern room [UserPlayerUnit 1.Compartment 1.WeaponSlot 5] ID= TorpMountS4 NameDisplayable= Torpedo Tube 11 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01 ExternalDamageZoneTypeID3D= 130 and got 5 stern tubes in the game loadout!!! but still 10 tubes total ingame (11th not there) so I changed the two extra bow tubes from sternbunker to Bowbunker, nothing.... then I opened the .sim file, went to wpn_SubTorpedoSys, added one tube -> Tubes [11] gave it the BLD anim 01 (need a stern tube) I get 11 tubes ingame ! ![]() problem : number 1 is aft tube number 9 is bow tube I added one tube to the stern torpedo room (I had moved two of the tubes to the bow torpedo room before as to have eight tubes fore for my Class T) in upc : ;------------------------------------------------------------ ; STERN TORPEDO ;------------------------------------------------------------ [...] [UserPlayerUnit 1.Compartment 1.WeaponSlot 3] ID= TorpMountS3 NameDisplayable= Torpedo Tube 11 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=SternTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_BLD_anim01 <-uses same door as tube ExternalDamageZoneTypeID3D= 130 2 for now move two stern tubes to the bow torpedo room, and renamed them ;------------------------------------------------------------ ; BOW TORPEDO ;------------------------------------------------------------ [...] [UserPlayerUnit 1.Compartment 5.WeaponSlot 7] ID= TorpMountB7 NameDisplayable= Torpedo Tube 7 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, 1944-04-01, TorpedoTube21inUS, Mk16Torpedo IDLinkWeaponIntervalDefault2= 1944-04-02, NULL, TorpedoTube21inUS, Mk18Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_BRU_anim01<-aft door moved to front ExternalDamageZoneTypeID3D= 135 [UserPlayerUnit 1.Compartment 5.WeaponSlot 8] ID= TorpMountB8 NameDisplayable= Torpedo Tube 8 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, 1944-07-01, TorpedoTube21inUS, Mk16Torpedo IDLinkWeaponIntervalDefault2= 1944-07-02, NULL, TorpedoTube21inUS, Mk18Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_BLU_anim01<-aft door moved to front ExternalDamageZoneTypeID3D= 135 It still needs refining but it works ! we need to assign that new tube a new door... Last edited by keltos01; 06-19-08 at 10:03 AM. |
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#3 |
Watch
![]() Join Date: Mar 2006
Posts: 16
Downloads: 0
Uploads: 0
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Can we now have Full Auto fire
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#4 |
Lucky Jack
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You are doing some cool things with this sub. Keep it up...I want to give it run when you believe she is complete and ready for sea duty
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#5 |
Pacific Aces Dev Team
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Amazing
![]() I bet if you fire a full forward salvo your submarine will move backwards ![]()
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One day I will return to sea ... |
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#6 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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Can we umm...have 20 torp tubes? 10 bow 10 stern? Don't ask me about this idea it is my little nephew crazy arcade idea.
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