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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
XO
![]() Join Date: Oct 2006
Posts: 425
Downloads: 52
Uploads: 0
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Thast is what I am trying to do too,, Change a torp to a mine.
I have the WWI UC III class and she is all set, Now , Like you , I am looking into making mines that work. If I figure it out on my days off I'll PM you. Thanks |
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#47 | |
Torpedoman
![]() Join Date: Jan 2008
Location: Pearland, Texas
Posts: 118
Downloads: 21
Uploads: 0
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![]() Quote:
To answer your original question (before the topic drifted into tactical nuclear torpedoes) you can use Wolfies' TweekPac to modify the number of eels your boat carries, at least within reason. For instance, in addition to the 4 torps in the tubes, a type 7 boat can be made to carry about 8 forward reserve torps, 8 forward extra torps, and 6 forward external torps. You can't get away with modifying the aft torpedoes that much but you can have 2 reserves and 4 external torps back there. Adding any more than that requires modification of the games torpedo layout screens which, at this point, you don't seem to be ready for. You can find Wolfies' TweekPack here: http://hosted.filefront.com/bobchase Your going to modifying this file: C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\basic.cfg So make a backup of the file before you ever start playing with TweekSUB or else your doomed. OK, not really doomed, but you will hate yourself when you add too many torpedoes to a class of boat and you can't get them to load... Have fun and welcome to modding Bob |
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