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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6 |
Planesman
![]() Join Date: Nov 2011
Posts: 185
Downloads: 30
Uploads: 0
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Yes. Thanks for that info.
![]() Hmm. It´s strange. Because i was not able to change the SNK´s in the sensors.dat i looked closer for other files and found the "NSS_Uboat7c.eqp" in the submarine folder. Opened with hex-editor and changed the link from NSS_Uboattype7_SNK_mask to NSS_Uboattype9d2_SNK_mask. Now my Type VII can carry 28 torps without a forced change of the flotilla and the equipment works just fine. It seems to depend on the SNK_mask´files how many torps a sub can carry away without changing the flotilla randomly. 28 is the limit - one more torp and the game send a message from bdu that forces me to change flotilla every time i leave port. So it must give a file that limits the number of torps for each sub. Inside the "NSS_Uboat7c.sim" are enough slots for torps (19 fore intern, 10 fore extern, 10 aft intern and 10 aft extern) so this file does not set the limit. Basic.cfg doesn´t do it, too. Changing the SNK from type 7 to 9d2 changes the limit from 19 up to 28 so it´s possible that this is the searched file. But how to edit it? OK then i ask directly: Which file i have to modify when i like to have more torps without getting a new flotilla/homeport every patrol? Last edited by Paulebaer1979; 03-06-14 at 06:35 AM. |
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Tags |
basic.cfg, edit, snk_mask, torps |
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