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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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![]() Join Date: Sep 2014
Posts: 90
Downloads: 39
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Hello Subsim I am currently working on some mods/edits mostly for Warship Mod 3.0 GWX and OneAlex and for existing mods and mod ideas and need some assistance in s3ditor and other files:
Working Torpedo Launcher: 1. Wondering how to attach torpedo tubes to a model that can rotate (like a deckgun) and have it properly move (rotate) with it. 2. Wondering how I can set up more then 6 torpedo tubes like 7 and 8 forward torpedoes or 8 stern tubes I know you can take away torpedoes to 0 in basic.cfg but how would you add in icons for extra torpedo tubes 3. Also how to set up what torpedo goes to what torpedo tube in the "submarine".dat file. 4. Why this is useful is I want to eventually try and give ai destroyers/planes proper torpedoes eventually. 5. How would I add a no launch zone onto a ship so I don't launch torpedoes onto my self and explode 6. How could I add aft torpedoes into the salvo mechanism for OneAlex Working Spotlight: 1. Probably just going to add in a deckgun node to this and have it function as a deckgun for spotting somehow and then have an off and on model that gets replaced when it is active similiar to my Flak-Cannon thing Setting up Cameras: 1. So theres another Warship Mod thats not really completely finished and was made by U-47 and I'm using that as a reference for some things like the torpedo launcher (It is modeled and has weapon properties and moves like a deckgun). My issue with that was it has no camera and doesn't do anything (fire whatever its loaded with) and I tried forcing it onto a deckgun position and that still made it unaccessible. I would like to know how to make a camera because changing a camera from a flak to this doesn't work. 2. Is it possible to have something like UZO control the movement of a turret and that it makes it move even while being in a different camera because I was hoping to link these torpedo launchers to UZO and have them be able to fire with it instead of having stationary torpedo tubes. 3. Is it possible to disable the mouse lock for cameras so it could be possible to move all weapons on a ship/sub all at once in free look. 4. Theres also an issue where if I swap the cameras of something I end up with a gun that has no ammo how do I fix this? 5. How could I make additional side bar buttons like there are for OneAlex for different specific cameras Destabilized Camera: 1. For this is simple all I really want to know is what controls the camera to be destabilized WSM cameras are all 100% stabilized regardless of the realism factor. I can't find what properties control the camera being stabilized or to be destabilized and in U-47's IJN mod unstabilized cameras work. Is it located in a basic.cfg or a .cam file or something different? Deckgun Zoom for Secondaries: 1. This is for Mikocap: there is a modifier in the .cam section of the s3ditor and I'm not sure what it does because I can't find it on any of the submarine.cams in the files and if there are any references in the files and where would be nice to know and "how would you assign the deck gun's camera and deck gun's zoomed in reticle camera (both zoom levels) to an different weapon type say an AA gun". Adding Ammo to Different Guns: 1. Still can't figure out how to add in different ammo types to guns in the basic.cfg (you can insert ammo in the file but it will not show that the gun has it in game) as in it will not let you add in other types even after reenabling the images/pictures in menu.ini. Deckgun Compartments: 1. I have no idea what controls deckgun compartments but sh3commander has the ability to remove them so I was wondering if theres anyway to add one per say to an IID mostly for my Flak-Cannon Mod so all subs can have the ability to fire at ships with ai controlled flak. Adding Renown Upgrades: 1. Basically just how do I add something as a renown upgrade because theres something for WSM that I wanted to add into the deckgun compartment upgrades menu. Changing Fuel Amount: 1. Currently for WSM the fuel amounts aren't accurate and they are barely playable without unlimited fuel on so I was wondering if anyone knew where the fuel amount is located so that I can increase it to its historical amount or more playable amount. How to Get WSM 2.0 to Work on GWX: 1. My friend wants to know why WSM 2.0 doesn't work on GWX and what causes it not to work. Food Fatigue Mod: A member in the OneAlex server wanted to try making this a reality: my basic brainstorming was: 1. the food supply gets shown on the weapons management tab, next to the AA ammo 2. the cooked food quality shifts on how fast or slow fatigue on crew rises or falls, same for morale 3. the location of the boat will change how fast the food will go bad, like if you're in the north atlantic, it will go bad slower since it's cooler. if it's near the equator, it will go bad faser since it's hotter 4. the food rations will have 4 states: Good, Acceptable, Bad, Not consumable. 5. I didn't thought of how the food will be displaced in the weapons tab, but I want it to be similar to those on UBOAT, but in a different UI 6. different kinda of food will have different time to go bad 7. if you're desperate, you can use the food that went to 'Bad' state, like on das boot where the crew cut the moldy part off the bread They also want to know what language Silent Hunter 3 is coded in Aircraft Spotting Bug: 1. Apparently theres a binoculars spotting bug thats been in the game thats never been mentioned before. If you don't have visual contact with an aircraft you can't use your binoculars to spot it if you just happen to have no visual contact on it for some reason. Last edited by Bladekill1298; 02-20-25 at 06:42 PM. |
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