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Old 06-29-2017, 01:30 PM   #46
alguienonline
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Quote:
Originally Posted by p7p8 View Post
Akula III carries 50 units of various weapon, is it "not enough" for you?
Dude, WTF is ur problem. If u dont know the answer call urself to silence.

I want more ammo for the akula, i want to carry 100 missiles. Anybody knows how to??
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Old 06-29-2017, 02:16 PM   #47
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Why only 100? 10000 is better

You can do mod where Perry carries 50 Harpoons, Akula 100 Sizzlers and LA can go faster than 200 kts. But i think peoples love to play DW because this game is REALISTIC simulator in modern naval war.

All playable platforms have advantages and disadvantages and you should accept that fact because this is essence of DW. Driving Akula is quite different than driving LA. They have different sensors, weapons , speed and maximum depth. Your idea for mod is to equal both sides of battle. In my opinion this is pointless.

Maybe Cold Waters or arcade games would be better for you, if you don't understand phenomen of DW?


BTW: for launching weapons you need compresed air. That means, you are not able for launching 50-100 missiles without air tank charge.
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Old 06-29-2017, 02:26 PM   #48
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Its just GAME. I want to build a scenario where i get to fight 100 ships with 1 sub. Can u understand this??

Go comment somewhere else, u talk too much and know about modding.

Last edited by Jimbuna; 06-30-2017 at 06:18 AM. Reason: Please try to adhere to the acceptable language rules.
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Old 06-29-2017, 02:45 PM   #49
p7p8
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Chillout buddy.

You said before about mod - not scenario.

In scenario you can use trigger and script for rearming

Your problem is that you wanna add more missiles to sub which have largest storage in game and add missiles to Perry - most dangerous playable surface in ASuW in RA. That suggest, your ideas are little reckless.

Making MOD only for yourself is in my opinion pointless. Especially when the same effect can be triggered/scripted.
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Old 06-29-2017, 10:14 PM   #50
alguienonline
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Quote:
Originally Posted by p7p8 View Post
Making MOD only for yourself is in my opinion pointless. Especially when the same effect can be triggered/scripted.
Any tutorial on how to make a script??
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Old 06-30-2017, 08:24 AM   #51
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You don't have to:



All is in Mission editor in game.

Scripts needs trigger for launching!
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Old 07-01-2017, 02:40 PM   #52
qiaoyech
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The hex edit i mentioned above is the overall limit of all missiles. I think other sub-limits of the missile amounts are adjustable with DWEdit. Just search the launchers for the playable FFG.
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Old 01-06-2019, 07:58 PM   #53
Fearless
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Default Collins Class Weapon loadout

Hi team, I know this is an old thread but I was wondering if someone could advise what hex edit to change the Collins Class sub's weapons loadout from 18 to 22

Thanks in advance.
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My current Mod setup.
Ralles RealModPack V1.2full, 2.2 RMP V1.3 Bubblehead`s Ship_Compilation
Captain Midnights CBS NEWS Sound Mod, CSL Custom Map Colors, and career playable surface ship
Dangerous Waters - DWX 1.46
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Old 01-07-2019, 04:02 AM   #54
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Quote:
Originally Posted by Fearless View Post
Hi team, I know this is an old thread but I was wondering if someone could advise what hex edit to change the Collins Class sub's weapons loadout from 18 to 22

Thanks in advance.
Ok, try this to change the Rack 1-4 Capacity (Main Rack)

NON_NUKE_SUB Interface:
wpnloadout.dll: Hexedit address 0x0315D (2 bytes)
fctd.dll: Hexedit address 0x0A33D (2 bytes)


Current Value: 0x0900


EDIT: For the changes to take effect you also have to delete the .lod file of the collins weapon loadout in the cache folder, usually game root folder for winxp or the "C:\users\username\AppData\Local\VirtualStore\Prog ram Files (x86)\Sonalysts Combat Simulations\Dangerous Waters" folder for winvista and later.


Have fun...
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Last edited by Pirate; 01-07-2019 at 04:31 AM.
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Old 01-07-2019, 04:54 AM   #55
Fearless
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Quote:
Originally Posted by Pirate View Post
Ok, try this to change the Rack 1-4 Capacity (Main Rack)

NON_NUKE_SUB Interface:
wpnloadout.dll: Hexedit address 0x0315D (2 bytes)
fctd.dll: Hexedit address 0x0A33D (2 bytes)


Current Value: 0x0900


EDIT: For the changes to take effect you also have to delete the .lod file of the collins weapon loadout in the cache folder, usually game root folder for winxp or the "C:\users\username\AppData\Local\VirtualStore\Prog ram Files (x86)\Sonalysts Combat Simulations\Dangerous Waters" folder for winvista and later.


Have fun...
**UPDATE**

I think I've done it. I changed the 09 to 0D and that increased the 1-4 racks loadout from 9 to 13 thus allowing me to add 12 weapons totalling 22 all up.
6 in the tubes, 2 in both racks 5 and 6 and 12 in racks1-4. Interesting though that whilst showing \13, I can only add 12\13.

I used https://www.calculator.net/hex-calcu...14#decimal2hex to work out what to use.

Thanks for your info and guidance Pirate.
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Comp Specs:
Dell i7; 8gb ram; 1Tb hdd; AMD Graphics 2gb; Win10
My current Mod setup.
Ralles RealModPack V1.2full, 2.2 RMP V1.3 Bubblehead`s Ship_Compilation
Captain Midnights CBS NEWS Sound Mod, CSL Custom Map Colors, and career playable surface ship
Dangerous Waters - DWX 1.46

Last edited by Fearless; 01-08-2019 at 09:12 PM. Reason: Updated
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Old 01-08-2019, 08:58 PM   #56
Fearless
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Seems to work now.
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Comp Specs:
Dell i7; 8gb ram; 1Tb hdd; AMD Graphics 2gb; Win10
My current Mod setup.
Ralles RealModPack V1.2full, 2.2 RMP V1.3 Bubblehead`s Ship_Compilation
Captain Midnights CBS NEWS Sound Mod, CSL Custom Map Colors, and career playable surface ship
Dangerous Waters - DWX 1.46
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Old 02-14-2019, 09:18 PM   #57
Stewy1
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Hi Fearless,

I've tried to have a go at editing the Collins weapons loadout - but the hex editor made no sense to me.

I was wondering, would you consider uploading your 22 Torp Collins wpnloadout.dll, so that I can 'patch' your one over?

Thanks Fearless, hope you can help,
Stew
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