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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I'm more in the historical bent, I'll leave uber escorts to someone else.
BTW, I can now arm fishing boats and sampans. They work. The trick will be to make a few new boats that are justr names that point to the same ones we have now, then make only 1 or 2 armed. Right now there are 2 fishing boats, for example. I could make 8 copies of those 2, that are nothing more than a new name, and a cfg that points at the originals. Of the 8, ONE might be armed. We'd now see 1 in 10 armed. Another might have a hydrophone though, he can signal a nearby ASW asset... The armed trawler has a functional DC at this point, but it tends to blow its own stern off when it drops shallow because it is slow. That will be the big trouble with DCs on some ships I bet. Of course part of that is the fact that DCs are overly powerful in game, I will retest with a mod of DCs that drops them towards a strength more like jap DCs, and less like US DCs. I also chose to put the dual 5" gun from the Tribal Class DD on there. It seems to fit the best. |
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#2 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
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How about instead of using a stern rack, you equip these boats with a Y-Gun with a small amount of ammo? That's not out of the realm of reality at all. It may require another Y-gun file though to allow for a smaller ammo loadout.
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Jace, i am not terribly comfortable with the hex stuff. Oddly, some of the ships have W nodes to start with. I didn't convert any nodes, I just put a DC link (or a 20mm) on a P node.
tater |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Is deleteing something from a dat terribly difficult?
I'd actually love to delete the sails from some of the sailing craft (in a clone). Luggers, etc had sails but often were used as coasters with the masts struck. ![]() tater |
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#5 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
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Right...
The art of dat file tweaking.. Expert I am not, but in the dat there are segements, 3D models have verticies data, planes, and texture data. Nodes have names, identifiers and x,y,z coords etc. Thing is if you can find the boundry you can copy a node and re-insert it, rename it, give it an original id # and move its location... Can you delete a sail... I bet yes.. in fact I deleted the rudder off the akitsu first before I figured out how to move it etc.. I would open the sampan or whatever in pack 3d and find the sail, ship models are made of seperate bits and as the sails are destructable they are probably a seperate 3d model... delete the sail.. but Im worrried what would happen if you damage the sampan where the sail is.. I will maybe look at this stuff later during weekend, busy at the moment with the map mod... oh and I have my 1000 word report to do too, and i'm only 999 words short on that... Last edited by Jace11; 07-27-07 at 03:58 PM. |
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#6 | |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
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![]() Quote:
Cheers! Peto PS Jace11: Good Luck on the report ![]() |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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I've found out some very interesting things.
1. As I said, the nodes don't care what you stick on them, they are likely labeled for reference as far as I can tell. In other words an "A" node will fit a AAA nicely, but go ahead and put a K-gun there if you like. There are many P nodes (P=people), I have put guns, DC racks, etc on those, too. The only hard coded behavior I have noticed is that such alternate placements might not take any masking into account. Ie: a gun will shoot through a boathouse, etc. I'm willing to accept this in some cases. 2. Aircraft have loadouts. For anyone who has looked, this means the cfg file lists things like this: Code:
[Loadout 1] Name=1x500Kg Bombs Type=3 [Loadout 2] Name=4x100Kg Bombs Type=1 [Loadout 3] Name=Torpedo Type=4 Here is the big thing: 3. SHIPS can have loadouts, too. The stock Tug has a Basic, and an Armed version. So you can take the fishing boat, add [Loadout 1] Name=Armed Type=1 to the cfg, then make an Armed loadout where 2 of the deck crew are replaced with 25mm guns. You now have a variant fishing boat with no extra files created, just replace the cfg and eqp files. Default load is "Basic" I assume. Alternate variant types should be somewhat straightforward. It's particularly useful for small craft and erzatz combatants that might have widely variable armament. We can make subchasers with fewer AAA, or AAA in place of the deck gun. There are many options here. I have a few in testing now... 4. It's EASY to make new variant ships of a whole new type (this is how Ducimus made "Bungo Pete"). In my campaign layers, I changed the Minesweeper (Roster cfg and Sea cfg) to "Type=1." I did the same for the Subchaser. Instead, I could have made a copy of each ship's cfg, eqp, sns, sil and shp files, changing all the names to the new type in a folder of the same name. For example SCSubchaser could become SCSubchaser_escort. The new version would have all the file names changed to match. The new one would be type=1, and I could change the sensors, weapons, etc. I could make a few variants with different guns, etc. Add the name to the names file in Roster, and we get a new ship with no new models. tater Last edited by tater; 08-10-07 at 09:47 AM. |
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