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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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sent from my fingertips using a cheap keyboard |
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#2 |
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
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So if you make nuclear torpedoes does it make like a massive wave from the explosion, too? That would be fun to see - the entire ocean erupt in a massive plume.
Steve |
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#3 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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I tried to edit files, but still i see nothing spectacular.
I don't know what is the highest value for damage and radius which the sh 3 engine will recognize. Am also downloading a bunch of mods form the community and testing them one by one to see which mods are best for me. But if i succeed to make a nuclear torpedo i will post the impressions here, you can count on that. |
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#4 | ||
Navy Seal
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![]() ![]() In the game you wouldn't see a spectacular plume like that by simply modifying the explosive power of a torpedo. But with some artistry (of which I have none) it can be done in the effects data, which is in a separate file if I'm not mistaken. More eye candy, just for the heck of it... ![]() Quote:
Don't be afraid of using huge numbers. When the game crashes you'll know you've broken the limit. When it finally does crash, work your way down from that value until you find what you're looking for. I started my torp impulse tweak at around 20000 or so and the game ran just fine. You could conceivably go much higher than that. I never had reason to. ![]()
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sent from my fingertips using a cheap keyboard Last edited by krashkart; 05-14-11 at 02:13 AM. |
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#5 | |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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![]() And i made it happen. Finally make the perfect torpedo that work flawlessly in the academy but unfortunately i can not test it in the single missions vis some BS because my game can load SP missions for unknown reason. Still work to sort that out. But vs medium cargo works excellent...and that was my main goal. |
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