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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() Join Date: Sep 2007
Location: Norway, Hordaland
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Is it a way to change the deck guns with aa-guns??
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KHJ |
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#2 |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
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Yes you can do that.
First comes the upgradepacks.upc file located in the Data/UPCData/UPCUnitsData folder: UPC files open with notepad. Indentify how many packs in your version of game In 1.4 there are 29. Say you want to have Single40s in both deck gun slots. Add this upgrade pack at the end of the Upgradepacks.upc file in 1.4 for example: ------------------------------------------------------------------- [UpgradePack 30] ID= Upack40mmSingleDouble NameDisplayable= 40mm AA Gun (Bow and Stern) FunctionalType= UpFTypeWeaponFlak UpgradePackSlotType= USDeckGunAdv Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= 1945-01-01, NULL, 2000 IDLinkUpgradePackElements= 40mmSingleUS, 40mmSingleUS -------------------------------------------------------------------- Note that the Upgradepack is 30 because the last one in the game before it was 29. If that is different in your version you will have to change the number to match it. Step two: Now you have to get them on the sub. Go to Data/Submarine folder and lets say we want them to go on a Balao open the NSS_Balao.upc file with notepad. Under the UpgradPackSlot section make sure the Colored lines read this. ----------------------------------------------------------------------- UserPlayerUnit 1.UpgradePackSlot 1] ID= UpgSurfaceSearchRadar NameDisplayable= Surface Search Radar Type=NULL AcceptedTypes=BalaoSurfaceRadars UserCustomizable=Yes IDLinkUpgradePackSlots= EqSlot42, EqSlot43, SurfRadarAntenna IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-07-01, UpackBalaoSJRadar IDLinkUpgradePackSlotsIntervalDefault2= 1943-07-01, NULL, UpackBalaoSJ1Radar [UserPlayerUnit 1.UpgradePackSlot 2] ID= UpgAirSearchRadar NameDisplayable= Air Search Radar Type=NULL AcceptedTypes=AirRadars, AdvAirRadars UserCustomizable=Yes IDLinkUpgradePackSlots= EqSlot33, AirRadarAntenna IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-03-11, UpackGatoSDRadar IDLinkUpgradePackSlotsIntervalDefault2= 1943-03-11, 1945-08-01, UpackGatoImpSDRadar IDLinkUpgradePackSlotsIntervalDefault3= 1945-08-02, NULL, UpackGatoSVRadar [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgDeckGun NameDisplayable= Deck Gun Type=NULL AcceptedTypes=USDeckGunBasic, USDeckGunAdv UserCustomizable=Yes IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1944-09-01, Upack40mmSingleDouble IDLinkUpgradePackSlotsIntervalDefault2= 1944-09-02, NULL, Upack40mmSingleDouble ----------------------------------------------------------------------- What you have done is made it so you have AA guns in both gun positions at the same time and they come on the Balao as default equipment in place on your sub without having to add them. Issues: By doing this you now have a Deckgunless sub. Inorder to fire at ships with them you will have to do it Yourself. In order for all the guns to man you can go about it two ways. You can just call battle stations and if you have crew in the gun slots they will all man the guns or if you want to do it without calling battlestations you would have to man the deck gun and man the AA guns for all guns to be ready to fire. All the guns should now be able to target incomming aircraft when given the order to fire at will from the AA buttons. Warning. Dont do this from your Data folder itself. Set it up to operate with JSGME so it will work as a mod so you do not mess up the game by accident. If you need instructions on that just ask and I or somenone else can give you some help in setting that up.
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#3 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
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Usually it works best when used with a deckgun to simulate straffing the deck with the Flak gun aiming at seamen, but it will add some additional damage to the ship, but the deckgun is what he is trying to eliminate, so in this case it is not such a great idea. It would be better if it could eliminate the men manning the guns on the ship you are attacking, but I have not seen that happen. Just a bit of useless information that someone may find a use for. Peabody
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#4 | |
Ace of the Deep
![]() Join Date: Apr 2005
Location: Los Angeles, CA
Posts: 1,207
Downloads: 39
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Thanks Peabody ![]()
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#5 |
中国水兵
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Location: Norway, Hordaland
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Excactly where to place the #30 in the upc file i not know. I have 1.5 and my idea was to have a deckgun at the back and a twin40mm in front of the CT. The order dosent fit the others...
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#6 |
中国水兵
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Location: Norway, Hordaland
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Oh....sorry, was looking at the wrong file...there are 39 slots here
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#7 | |
Mate
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#8 |
中国水兵
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Location: Norway, Hordaland
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So, if the crew is not destroyable.... is it not possible to kill crew that is swimming? like after a ship has been sunk?
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#9 |
Stowaway
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bump
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