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08-01-08, 06:46 PM | #1 |
Admiral
Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
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[TEC] Uboat Torpedo Loadout fix
Torpedo Load out problem for U-boats
The lions share of the credit for this fix goes to elanaiba, without who’s help I would not have been able to correct this problem. To ensure that torpedoes selected at the start of a career or when rearming at home port, a specific set of entries from the NSS_UboatX.sim file must be entered in the NSS_UboatX.upcge file. If the entries “do not match exactly”, SH4 will default to torpedo that’s in the NSS_UboatX.sim. In figure 1, we have the NSS_UboatX.sim file for a Type VIIC uboats. Please note the “NSS_Uboat7c_Door02_FRU_anim” marked with the red arrow. Now please note the red arrow in figure 2, the NSS_UboatX.upcge file for a Type VIIC. This is the ExternalObjectName3D file name the NSS_UboatX.upcge keys off to loaded the select weapon. If the files names fail to match then the system will default to the torpedo select in the NSS_UboatX.sim ( blue arrow in figure 1 ) Fig 1 Fig 2 |
08-02-08, 05:36 AM | #2 |
Seasoned Skipper
Join Date: Jan 2008
Location: Germany
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I can imagine, that the devs wanted to set all torpedoes basicly in the NSS_UboatXX.sim file. But then they changed the primary setting into the .upc file.
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08-02-08, 01:13 PM | #3 |
Commodore
Join Date: Jul 2008
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Glad to see someone knew what was going on. I personally looked a lot, and never would have found that.
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08-02-08, 02:30 PM | #4 |
Sea Lord
Join Date: Aug 2007
Location: The Great NorthWest
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That is fantastic elanaiba!
Note however "NSS_Uboatxx_Door02_Bx_anim" is for the rear tubes and the "NSS_Uboatxx_Door02_Fxx_anim" is for the front Last edited by ZeeWolf; 08-02-08 at 02:48 PM. |
08-04-08, 06:58 AM | #5 | |
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
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Quote:
Anyway, glad to see it sorted, its bad when some technology gets in the way of good intentions.
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08-04-08, 06:09 PM | #6 | |
Silent Hunter
Join Date: Apr 2005
Location: Riverside, California
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Quote:
On the subject of these torpedo fixes, is there any workaround/fix for the problem of Mark 14s being loaded in the S boats at the start of a new patrol? I've edited the SIM files like lurker has up above, setting it to the Mark 10, but the game will still load Mark 14s in any empty slots when returning to port (even though nothing has been changed in the UPC files to allow the Mark 14 to be loaded in the S boats).
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08-06-08, 07:41 AM | #7 |
Ace of the Deep
Join Date: Mar 2005
Location: Bucharest, Romania
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Luke,
I've discussed this with programming and I don't think there's any solution available for you. This is just one of those "unfinished businesses" where the game was supposed to check some stuff - as in - does the torpedo work on this boat? - but didn't. At the moment the game just checks for the first torpedo available that costs 0 renown. Possible solutions - none perfect: - Put the Mark 10 before the Mark 14 in the Ammunition.upc file. This solves the problem but creates it for all other submarines - they'll get the Mark 10 as reload. - Make the Mark 14 cost something - same result for other boats. If you put a cost (1 renown) to all torpedoes, there will be no more auto-reloads in port.
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08-06-08, 01:30 PM | #8 |
The Old Man
Join Date: Apr 2008
Location: Huntington, Long Island, New York
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im trying to mod the HK Atlantis giving in 8 Fwd tubes and 2 aft(for mines) how do i do this?
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08-06-08, 07:04 PM | #9 | |
Silent Hunter
Join Date: Apr 2005
Location: Riverside, California
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Quote:
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