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09-11-05, 10:06 AM | #1 |
Nub
Join Date: Sep 2005
Location: Valencia, Spain
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New to DWmodding + my first ideas.
Well, after many lonely years in this sub sim thing, I thought I'd like to get into the community. I like mission design and modding more than actual playing, so... I suppose this is the place to be.
To start with, I'm trying to create a new set of fleets with pre-existing vessels of the game. Many countries in the world use ships already in the game but surprisingly this wasn't used by DW creators to multiply the number of fleets (and possible scenarios)! I was also thinking on how to make a playable export Improved Kilo to be Indian instead of Chinese. Since the Pakistani fleet exists in the game, this would open a nice set of new scenarios. Oh, and anyone into SOSUS and SOSUS-alike systems as well as simulation of the SOFAR channel will be specially invited to beers when coming to the Mediterranean. Greetings from Spain,
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Anton Kantov Radiaktiv Kapitan of the Northern Fleet, K-461 Volk ------------------------------------------------- \"Here, in this game, the most committed wins\" Sharon Bridger a.k.a. Elise Kraft, The Siege, 1998 |
09-11-05, 02:12 PM | #2 |
Sub Test Pilot
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good idea and good luck
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09-11-05, 09:22 PM | #3 |
Engineer
Join Date: May 2003
Location: Alberta, Canada
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Wait a few days and if no one else is game I will post a simple tutorial as to how to add a Polish OHP in game. The technique can be used for any units you like. Its really not that hard but graphically you are limited to existing in game units.
Heck you can make a Nimitz a working 212A but would look silly in 3D.
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09-11-05, 11:31 PM | #4 |
Sonar Guy
Join Date: Nov 2002
Location: Poland
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Playable Polish OHP ? It's harder but possible :-) only armament have to be exactly same like in US version then :-/.
I think that any additional units and even making other navies fleets is very welcomed in our Luft&Ami mod, if anyone want to take a part we would send him files, tools and help |
09-12-05, 12:37 AM | #5 | |
Engineer
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Quote:
I ment strictly a AI ship, or target . Im thinking the Polish OHP cuz then I can show how to add a helo as the Polish are using Seasprites. Thus making the Polish OHP unique. Also if the user wants to give the OHP a unique sonar profile, passive or active etc. This way I can give some basics of what DWedit can do and leave it up to the user. And before anyone says it there is no Seasprite in DW, I know. However the Lynx, kinda, a bit, looks like a Seasprite so I was gonna use it to show how you can make it a Seasprite for the Polish OHP. If you can live with the wrong look. And the last part of your post Amizaur-Iwould love to help, additional AI units and countrys, proper active sonars etc. Also before anyone says it too, the Polish OHP most likely has the same passive and active sig as an American.
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09-12-05, 01:20 AM | #6 |
Sonar Guy
Join Date: Nov 2002
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In fact it is ex-US ship (rather old one...), so no need to change anything with exeption of helo and great MU-90s that are planned as ASW torpedos :-) Next units to add (and I have somwhere a database with them added) would be Kobben class subs (very similar to Type-206 but with very modernized electronics), Polish Kilo class ORP "Orzel", I managed to make it playable once with jsteed's help, but had to sacrifice one of other playable Kilos, one of Chinese... but no problem with adding non-playable :-) The great potential is in other Baltic countres - Sweden, Norwey ect., some great SSKs there. German 212 type boats....
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09-12-05, 01:31 AM | #7 |
Engineer
Join Date: May 2003
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Romania, Chile, Peru, heck even Ecuador can be added with existing units in DW.
Now a 212 hmmm. What 3D object would you use? Boy would I like an accurate playble 212 or 214. (drooling)
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09-12-05, 02:37 AM | #8 | ||
Navy Seal
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09-12-05, 08:14 AM | #9 |
Watch
Join Date: Dec 2001
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Yeah TLAM, I've never tried that for DW - so I'm not advoacating doing that for DW...I know the climate is a little different for DW and they're clamping down on extra playables...
I'm still hoping and praying that SCS will release their official Western Diesels pack...although when/if that'll come - who knows...
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09-12-05, 08:31 AM | #10 |
Watch
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I am not a Sea Lawyer but I did stay in a Holiday Inn Select...
I recall the phrase "new playables". Being the the FFG is playable out of the box, I would interpet that as fair game for just a playable "nation mod". "New playables" I would say would be the AB DDG's and CG's (as well as the Virginia) everyone want that are only AI capable or do not exist in game yet. Perhaps Jamie can chime in to clarify the "new playable" intent?
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09-12-05, 08:51 AM | #11 |
Nub
Join Date: Sep 2005
Location: Valencia, Spain
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That's exactly what I intend to do.
There're many fleets in the world composed by vessels already in the game -or slight variations- that can make for lots of scenarios. Since the big exporters are in the game, the importers can be also. Curiously I can't make my country's navy, Spain, since we make our own boats. Usually based on other countries' technologies (USA, France, Germany) but own design, own shipbuilding. For those of you who haven't been introduced to it, the Spanish Navy is quite interesting. But I'd have to create everything from scratch, and that takes a lot of time that I don't own now. Best regards from the warm waters of the Mediterranean,
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Anton Kantov Radiaktiv Kapitan of the Northern Fleet, K-461 Volk ------------------------------------------------- \"Here, in this game, the most committed wins\" Sharon Bridger a.k.a. Elise Kraft, The Siege, 1998 |
09-12-05, 12:26 PM | #12 |
Sonar Guy
Join Date: Nov 2002
Location: Poland
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I asked this question once, and got a reply - adding a new nation's playable Perry or Kilo is not understood as adding a "new" platform :-) they are already in the game. But the tragedy is, that first armaments of playable units are said to be hard-coded in interfaces, so you can't change playable platform weapons... second you can't ADD a playable Kilo without first removing one from the game, you have to switch one existing version into another - and will get it's weapons. Adding playable Perry I didn't experienced the same problem - after some trying I added playable Adelaide FFG without problems :-) only it had to have same weapons as U.S. Perry :-( and sensors too IIRC...
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09-12-05, 08:14 PM | #13 |
Engineer
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Good info TLAM/Stewy. This may help some a little...
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09-13-05, 02:56 AM | #14 |
Navy Seal
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To answer Beer,
If someone wanted to replace the US OHP with the Polish OHP it can be done with a database hack and fiddling around. That is how the Collins was first made playable with Sub Command. SCS and Jamie won't object to this as you are altering the dbase, just like Amizaur and Luft are doing. Although your OHP will be selectable under Poland it is still the original US OHP in game. What SCS will object to is the making of true playables with their own loadout and without sacrificing another playable to achieve that aim.. ie to do this you have to hack the dll files and the exe a la SCU sub changer for Sub Command. They let it fly last time but this time they don't want us to do that. But back to the original..want to make a Polish OHP using a database hack..sure just you will lose the US one. |
09-13-05, 01:15 PM | #15 |
Sonar Guy
Join Date: Nov 2002
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I could swear then when I made playable Polish OHP, i didn't sacrifice U.S. one. I'm sure in 99%. Just an add and worked, of course with controllers.ini edit. But this didn't work for Kilo for me, to get playable Kilo one of existing Kilo entries in controllers.ini had to be sacrificed.
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