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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Oct 2009
Posts: 39
Downloads: 75
Uploads: 0
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First of all, I'm a complete newbie at modding.
I have downloaded two playable Fletcher DD's. Each has only one torp tube with one torp in it. I would like to add more tubes and reload stores. Using S3d I found you can change wpn_SubTorpedoSys in the .sim file, but this alone does not work. so here comes the questions Is it possible to add the tubes and reloads? Is this something I should even try given my lack of experience? What other files need to be edited to add the tubes/reloads? A step by step,( using little words ![]() Many thanks for any help! |
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#2 |
Nub
![]() Join Date: Nov 2009
Posts: 3
Downloads: 118
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Hi! You must also rewrite the .upc file (for torpedoes in storage):
;------------------------------------------------------------ ; FWD COMPARTMENTS - BOW TORPEDO ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 5.EquipmentSlot 1] ID= EqSlotBowTorpWall NameDisplayable= Forward Torpedo Room Bulkhead Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, FwdBulkhead ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= 199 [UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=8 IDLinkAmmunitionIntervalDefault1= NULL, 1945-12-31, Mk16Torpedo, 8 Using S3D make 8 TT with Mk16 and same torpedoes in 8 places in storage. Last edited by franta; 01-29-10 at 03:32 AM. |
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#3 | |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
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![]() Quote:
I'm not saying it's impossible just thought i should mention it
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#4 |
Seaman
![]() Join Date: Oct 2009
Posts: 39
Downloads: 75
Uploads: 0
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Thanks franta, will give that a try!
Yes Marka I read about that. I think it had something to do with the submarine inside the ship and the torp would hit the skin of the ship and explode. Thats one of the things I'm wondering about. The Fletcher has one torp tube (is required by the game), it works (will fire). |
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#5 |
Seaman
![]() Join Date: Oct 2009
Posts: 39
Downloads: 75
Uploads: 0
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Hey franta....it WORKED!!!!!!! Thanks again!! Awesome. Was a very easy to do.
And many thanks to Von M too! |
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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how did you do it ?
I added a tube to the .dat : BRM along with its anim (works in s3d) I added a tube in the .sim linked to the anim BRM in the .dat I added one torp storage to the stern room in the .sim I added the tube in the upc and linked it to the rear bunker : |
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#7 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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i need help here:/ the first playble turret from kongo battleships is low and i cant see...how can i make the next one playble? or the rear turrets maybe...
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