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Old 03-27-07, 02:56 PM   #6
Roadsweeper
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Join Date: Aug 2005
Location: Dingwall
Posts: 28
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Quote:
Originally Posted by Schlageter-JG26
What have you been working on lately?

I spent another few days fiddling around trying to get the DGun ammo upped, but no success. I got my crew to stop dying, got some of the crew local skills to work but not others, fiddled with detection ranges a bit and mostly tried to figure out if my repair crew really works or not and if there is a way to fix them.

Started messing with Torp loadout on the subs, this seems easier to mod than I thought and may not have the same "physical" restrictions we ran into with SH3 in the Torpedo window. Will find out tonight/tomorrow.

The stuff I really WANT to mod might be beyond my ability to tweak the values in the available files... that is, it might need someone more skilled in programming or hex editing. These are mostly game functions and realism mods, but I won't post it on this thread.... cuz you're right, it takes a lot of time and effort and we shouldn't bug the mod guys when, in fact, the Devs should fix what's broken. :rotfl:

Yeah Ive been trying to do the same with no sucess. I have found the magazine values for the weapons, but that seems to make no effect (and wouldnt efffect the deck gun anyways, as u want it to have a magazine of 1), but I cannot find the values for the total ammount of ammo carried per sub, doesnt seem to be in the new UPC data files.

Where have you found the torp loadout?? I found the initial values for setting the physical placement and zones of the tubes etc, bit not how many reserve slots each sub carries... care to extend your info a bit further please??
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