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#1 |
Navy Seal
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How do I reduce the hit points of automatic fire? Just finished a night surface attack, never took hits from big deck guns while escaping but one enemy who was close score just a few hits, watched hull damage jump like crazy. Had sampans armed with guns do this as well lol Enemy machine gun and auto cannon fire scored a few hits, my hull damage was 32 after? That's a bit much for auto type fire. A deck gun hit, sure. I'd like to reduce it to be a bit more realistic.
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#2 |
CTD - it's not just a job
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That would be in the actual ammo file, if I'm remembering correctly. So you have to figure out which gun they were using (EQP??), and then chase down the correct ammo. You change it for one, you've changed it for all though, so if you make 20mm weaker for the Japanese sampans, you've also made yours weaker.
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"...and bollocks to the naysayers" - Jimbuna |
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#3 | |
Navy Seal
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Using S3D I opened up shells.zon and shells.sim for TMO .zon file seems to control the hit points. Problem is there is not clear link to which is which. nothing says this is the 25mm etc. |
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#4 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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Since you've looked it up in the eqp file already, the first step is out of the way. Go into the guns_radars.dat and find the weapon listed in the eqp. Also open the guns_radar.sim file, note the ID number in the dat and look for it in the sim file in the Parent ID field. This will lead you to a specific wpn_Cannon node. Look at the ammo_storage field for the different ammo types and amounts. Note that in the shell= field under each ammo type (AP,HE,AA,SS) will be another ID number. That number will correspond with an entry in the shells.zon
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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