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07-03-09, 01:55 PM | #16 | |
Officer
Join Date: Jul 2009
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!!FOR CAMPAIGN!!
I just tested this about five times starting a new campaign and both deck guns do appear. Why it's working now I don't know. But anyway, this sub should be compatible with any large mod out there. Like TMO or FOTRS. All you need to do is follow keltos01 Tutorial: Instead of Newsub1 use BlackWolf,8 and enjoy using the sub in the campaign. Quote:
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07-03-09, 02:52 PM | #17 |
Seaman
Join Date: Apr 2009
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I can't follow that tutorial. It doesn't make sense to me. =( Would it be possible to upload the files edited somewhere?
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07-03-09, 03:23 PM | #18 |
Officer
Join Date: Jul 2009
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Here are the files for the stock game (no mods). These are not JSGME compatible so you have to manually replace the files in your Silent Hunter Wolves of the Pacific\Data\UPCData\UPCCampaignData directory. Remember to back up the originals.
http://www.filefront.com/13961647/career.rar/ |
07-03-09, 05:25 PM | #19 |
Seaman
Join Date: Apr 2009
Posts: 42
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It's looking good so far. Quite hilarious, although the first contact with an enemy battlegroup happened to be in the pitch black, pouring rain, so I have to be careful that I don't get runover.
Maybe I'm just used to playing with the nuclear subs, but the torpedo storage for the boat seems to be quite thin. |
07-03-09, 07:02 PM | #20 |
Officer
Join Date: Jul 2009
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Well the torpedo storage for this guy is not like that of a nuclear sub. I also thank you for mentioning that because that has been something I've been trying to fix since I started editing the files. I did find the thread on here that says how to do it. The load out for the bow is supposed to be only 4 tubes and 8 storage. However the stern was supposed to have 4 storage. Also you have to take into consideration that this thing has two main guns with 3 barrels and 12 broadside cannons. That's 15 weapons that need ammo.
If you can follow this little tut you can add more torps if you wish to do so. 1. open the blackwolf.sim file with s3d. 2. locate the wpn_SubTorpedoSys slot and expand it. 3. find the rooms tab and expand that, you'll see slots for aft and fore. 4. expanding either of those tabs shows the torp sotrage for each compartment. 5. right click on the slot will give you an option to add an array item. You can add as many as you want. After that you need to open the blackwolf.upc and you need to find these sections of data. [UserPlayerUnit 1.Compartment 1.Bunker 1] ID=SternTorpedoRoom Capacity=2 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 2 [UserPlayerUnit 1.Compartment 5.Bunker 1] ID=BowTorpedoRoom Capacity=8 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 8 Then all you need to do is make the numbers match up with the ammount of storage torps from the .sim file and you're good to go. |
07-03-09, 07:04 PM | #21 |
Seaman
Join Date: Apr 2009
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I probably should mention that I've never modded anything on SH4 in my life. :rotfl:
I've looked at S3D and gone 'wut' before... it is remarkably unintuitive for the uninitiated. Last edited by Sophont; 07-03-09 at 07:37 PM. |
07-03-09, 07:33 PM | #22 |
Officer
Join Date: Jul 2009
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Ah, ok that would explain a bit about why you had a little trouble understanding the campaign tut. But the good thing is with this sub if you take out most of the main escorts you can take out the merchants with ease with the deck guns.
If you ever wanted to try and edit any of the files for the game just create back ups of the originals and just go messing around. That's how I figured out how most of the files work. That's pretty much the way most people figure out how to mod games. |
07-03-09, 07:58 PM | #23 |
Stowaway
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Very well put!
Just do things till they don't work, then back off a bit. Keep notes and have fun! You'll be amazed at what can be done if you really think about things. |
07-03-09, 08:37 PM | #24 |
Seaman
Join Date: Apr 2009
Posts: 42
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Awesome. Got it. =) It's not actually that hard when someone tells you what to do. =p
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07-04-09, 01:49 AM | #25 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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Quote:
keltos |
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07-04-09, 02:48 AM | #26 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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surcouf
Have you ever thought of making a RL sub like the Surcouf or the HM X1 ?
http://en.wikipedia.org/wiki/Surcouf_(N_N_3) http://en.wikipedia.org/wiki/HM_Submarine_X1 submarine cruisers with huge guns. keltos |
07-04-09, 06:04 AM | #27 |
Seaman
Join Date: Apr 2009
Posts: 42
Downloads: 6
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The game crashes when I try to engage aircraft with the AA gun... I have no idea why...
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07-04-09, 09:07 AM | #28 | |
Officer
Join Date: Jul 2009
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Quote:
Exactly what are you doing when the game crashes. Cause I can use the AA gun no problem. If you tell me what you did I can try and recreate the situation and see if my game crashes. |
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07-04-09, 09:34 AM | #29 |
Seaman
Join Date: Apr 2009
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I'm not trying to do anything complicated. The boat is just sitting on the surface, going at Flank speed. Two planes, probably fighters, head towards the rear of the submarine. I tell the crew to man the AA gun, to fire at will, and to target closing targets. As soon as the planes get in range for the AA guns to fire, the game crashes.
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07-04-09, 09:54 AM | #30 |
Officer
Join Date: Jul 2009
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Is this during career or a single mission. Because I think during career the game may have a problem with the 40mm turret and you may need to put a 20mm one on it.
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