![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
Uploads: 0
|
![]()
Obviously I could easily edit that but the ship would no longer be canon :/ If you want to fiddle with minimum turret angle get s3d and have a poke around in the .sim file? The 'Parent ID' of the turret chunks there should match the 'ID' of the 'cfg#M01, M02 A01, 2, 3' etc nodes in the .Dat files, so when you know which turret a controler is controling you can crack it open and change things like max elevation and speed of yawing etc to your heart's content
![]() You say 'unstoppable'; my plan is to make every stock ship playable and release them one by one... Unless you know where to copy and paste you won't be able to install two ships at a time and have working weapons though, so every now and again I'll write a cumulative mod with all the playable ships in it which can be played at once. If any nice soul would care to explain .Zon manipulation to me I'd be grateful btw, because at the moment my ships are sinkable but as a unit they are indestructable ![]() |
![]() |
![]() |
![]() |
#2 |
Mate
![]() Join Date: Sep 2011
Posts: 53
Downloads: 9
Uploads: 0
|
![]()
Basically Crysanthos import the ship nodes into a working submarine, delete some stuff, make the weapons playable (most tedious part) and then wire up the ID's. Try experimenting till I create a readme if there isn't one out there.
|
![]() |
![]() |
![]() |
|
|