Editing ship class
Posted: Tue Sep 21, 2004 9:37 am
These are observations which I have found playing with the database:
1.Ship class record:
When adding or changing devices in a Class, like devices should be kept grouped together.
I added a couple of AA guns to the next available slots after the radar on the Maryland class. When I called up the in-game database view, it displayed these AAs under Electronics. [:-] This does not appear to impact their use in the game.
To correct this, just moved the radar device after the additional AAs and it displayed fine.
The groupings seem to be Guns, ASW,Electronics.
2. Ship record:
a) If a device on the ship starts out disabled (Dis != 0), give the ship some system damage as well. If there is no damage (system or float), the device does not seem to get repaired.
b) To permanently disable a device without showing it as disabled (which stops the upgrade), set the Num, Dis and Turrets of the device on the ship to zero. This still allows it show in the ship info display but it won't be RED. Since the active number of weapons for the device is 0, my best estimate is that it won't use that device. When the ship upgrades, the slot gets overridden by the new Class' device.
c) Remember that on the ship record, the (Num + (Dis * Turrets)) of a weapon slot should equal the "Num" from the Class record for the same weapon slot. [see editor manual 3.2.2] The repair routine will atempt to repair to the total number of devices.
Michael
1.Ship class record:
When adding or changing devices in a Class, like devices should be kept grouped together.
I added a couple of AA guns to the next available slots after the radar on the Maryland class. When I called up the in-game database view, it displayed these AAs under Electronics. [:-] This does not appear to impact their use in the game.
To correct this, just moved the radar device after the additional AAs and it displayed fine.
The groupings seem to be Guns, ASW,Electronics.
2. Ship record:
a) If a device on the ship starts out disabled (Dis != 0), give the ship some system damage as well. If there is no damage (system or float), the device does not seem to get repaired.
b) To permanently disable a device without showing it as disabled (which stops the upgrade), set the Num, Dis and Turrets of the device on the ship to zero. This still allows it show in the ship info display but it won't be RED. Since the active number of weapons for the device is 0, my best estimate is that it won't use that device. When the ship upgrades, the slot gets overridden by the new Class' device.
c) Remember that on the ship record, the (Num + (Dis * Turrets)) of a weapon slot should equal the "Num" from the Class record for the same weapon slot. [see editor manual 3.2.2] The repair routine will atempt to repair to the total number of devices.
Michael