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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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doing a little digging in the files for items I want to see working and found that the mines are in the game and they have the necessary controllers to detonate on impact with them. Now makes we wonder why I never see any
![]() Also found 3 little gems that are included in the .eqp files of some ships but never see firing: Torpedo_Tubes_21in_GER Torpedo_Tubes_Mk14 Graf_Spee_Torpedoes_GER The reason they don't fire anything is that they are missing controllers. We'll have to see if we can fix this ![]() ![]() |
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#2 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
![]() But, are you saying that mines could be implemented? How would one go about it? Surely if it was as easy as say, adding them in terrain editor, someone would have done it already. Or is there no 3d model for them?
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#3 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi ,and thank TDW for works , Great
![]() for the mines and nets , i have see the 3dMeshs in the game : C:\Ubisoft\Silent Hunter 5\data\Library\AntiSubNet.dat and C:\Ubisoft\Silent Hunter 5\data\Library\NavalMine.dat and ohter 3d things ![]() ![]() this game is a " casse-tetes " in french ![]() |
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#4 |
Stowaway
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The Mines and Nets don't work because they are not programed into the
Class Type Library it seems. Type 500 and 501 don't work. Re-class them and they can be placed with the Mission editor. I could not test in-Game to see if they worked. ![]() |
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#5 |
Black Magic
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re-class as environmental or ship or ??
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#6 |
Stowaway
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I did a ship just to test if the Mission Editor would accept them.
I also Classed a ship as a 500 and Mission Editor crashed. You also need to move the files to correct folders for Class. |
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