View Single Post
Old 02-23-22, 12:39 PM   #2
steel shark
XO
 
Join Date: Oct 2019
Location: Uk
Posts: 414
Downloads: 48
Uploads: 5


Icon1 Vessel's

you need to find the Vessel you want to edit and add or remove what you need weapons wise but

The AI also will use em if you do this and their isn't a player version that's separate ect

this will affect campaigns too so Bear this in mind


to add weapons you go to the vessels folder so :

This is a dotmod path though yours mat be different either way find your vessel you want to edit

ColdWaters_Data\StreamingAssets\override\vessels


then look for this line In the vessels Files this a skipjack 1968 example :

[Weapon Systems]
TorpedoTypes=usn_mk37_mod2,usn_mk16,usn_mk45
TorpedoNumbers=13,5,6


the first line is the weapons you will need to look in the weapons folder or look at other vessels till you find what you are looking for name wise


so ect a mark 37 Mod Two is called = usn_mk37_mod2

see the , in-between the weapon names this separates them


lastly the numbers of weapons that's is the numbers below them they in the same order as the names so

TorpedoTypes=usn_mk37_mod2,usn_mk16,usn_mk45
TorpedoNumbers=13,5,6

13 usn_mk37_mod2
5 usn_mk16
6 usn_mk45


ect these two need a , in between them


don't add more then 5 or 6 weapons though or they wont all show on screen in your weapons stores panel ect


Most I've got to fit is 12 but I modded mine so 9 + Vls + Anti air + Anti air


if you get stuck message me on subsim



Steel Shark
__________________
"History is Written by the Victors."
steel shark is offline   Reply With Quote