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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ace of the Deep
![]() Join Date: Jan 2006
Posts: 1,140
Downloads: 5
Uploads: 0
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#2 |
Sub Test Pilot
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PM or email me if you want
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DONT FORGET if you like a post to nominate it by using the blue diamond ![]() ![]() ![]() Find out about Museum Ships here: https://www.museumships.us/ Flickr for all my pictures: https://www.flickr.com/photos/131313936@N03/ Navy general board articles: https://www.navygeneralboard.com/author/aegis/ |
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#3 | |
Navy Seal
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Example from yesterday, I was fighting a PLAN taskforce of 1 Sovermenny DDG and four other warships (one had SAMs) plus 6 LSTs. Out of 12 TASMs 2 got past their air defenses sinking two LSTs. I then fired four Harpoons, all four made it through sinking a Sovermenny and an LST. Compared to the TASM the Harpoon is much stealthier, warhead doesn’t matter if the missile gets shot down. ![]() |
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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If you edit weapons you have to remember that:
1) you can't change the object referenced by the interface 2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc. 3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon.
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#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
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If you edit weapons you have to remember that:
1) you can't change the object referenced by the interface 2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc. 3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon.
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#6 |
Captain
![]() Join Date: Sep 2005
Posts: 518
Downloads: 0
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![]() ![]() If anyone *does* figure out which lines of the dll. are the ones we need to modify to adjust weapons capacity and weapon selection, please feel free to PM me... as I would be very interested in modding the weaponloadout of the playables for my own use. ![]() ... as the game itself is growing quite tiresome and its pretty much the potential to modify the games as seen fit that keeps me interested... On a side note: I've recently read that US Subs no longer carry either the Harpoon *or* the TASM..... and if that's the case.... what are they carrying? :hmm: http://www.globalsecurity.org/milita...ip/ssn-688.htm |
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#7 | |
Navy Seal
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