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Kazuaki Shimazaki II
Joined: 03 Jan 2006 Posts: 146
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Posted: Sun Jan 15, 2006 10:58 am Post subject: |
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Deathblow wrote: | Will you guys stop hijacking my thread :shifty: |
Sorry 'bout that. Got a little carried away as soon as I heard that the guy had been on a real Russian submarine - just don't meet this kind every day, you know. Sorry. |
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Kapitan
Joined: 10 Mar 2005 Posts: 5385 Location: essex england also st petersburg russia
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Posted: Sun Jan 15, 2006 11:03 am Post subject: |
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PM or email me if you want |
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TLAM Strike
Joined: 30 Apr 2002 Posts: 4866 Location: Rochester, New York
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Posted: Sun Jan 15, 2006 1:14 pm Post subject: |
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Kapitain wrote: | crappy harpoons TASM's are a good missile more so than the shipwreck and sunburn but it too lacks range speed and warhead to do major damage to a carrier or cruiser or even destroyer.
id rather go to sea with a gun than a pee shooter and thats what a harpoon is pee shooter | Silly Kapitain...
Example from yesterday, I was fighting a PLAN taskforce of 1 Sovermenny DDG and four other warships (one had SAMs) plus 6 LSTs. Out of 12 TASMs 2 got past their air defenses sinking two LSTs. I then fired four Harpoons, all four made it through sinking a Sovermenny and an LST. Compared to the TASM the Harpoon is much stealthier, warhead doesn’t matter if the missile gets shot down. |
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LuftWolf
Joined: 09 May 2005 Posts: 1872 Location: Free New York
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Posted: Sun Jan 15, 2006 2:48 pm Post subject: |
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If you edit weapons you have to remember that:
1) you can't change the object referenced by the interface
2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc.
3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon. |
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LuftWolf
Joined: 09 May 2005 Posts: 1872 Location: Free New York
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Posted: Sun Jan 15, 2006 2:48 pm Post subject: |
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If you edit weapons you have to remember that:
1) you can't change the object referenced by the interface
2) you can't change the type of the object: torpedoes have to stay torpedoes, missiles have to stay missiles, etc.
3) if you change the weapons for playables, it effects all platforms to which that weapon is assigned. In order to change a playable weapon without changing the non-playable weapon, you can make a copy of the object and entity and give it all the same parameters of the original and then assign it manually to the launchers of the individual platforms that you want to use the original weapon. |
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Deathblow
Joined: 11 Sep 2005 Posts: 392
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Posted: Sun Jan 15, 2006 11:38 pm Post subject: |
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If anyone *does* figure out which lines of the dll. are the ones we need to modify to adjust weapons capacity and weapon selection, please feel free to PM me... as I would be very interested in modding the weaponloadout of the playables for my own use.
... as the game itself is growing quite tiresome and its pretty much the potential to modify the games as seen fit that keeps me interested...
On a side note:
I've recently read that US Subs no longer carry either the Harpoon *or* the TASM..... and if that's the case.... what are they carrying? :hmm:
http://www.globalsecurity.org/military/systems/ship/ssn-688.htm |
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TLAM Strike
Joined: 30 Apr 2002 Posts: 4866 Location: Rochester, New York
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Posted: Sun Jan 15, 2006 11:40 pm Post subject: |
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MK 48s, TLAMs and Mines. |
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