Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'll doing a code crawl to see what needs updated to the current game state, will post the updated BBG21 when I'm done.
Don't know if you've seen the Zumwalt DDGX mod, the AGS shell in that mod is actually a missile.
Until someone manages to mod the ballistic mechanic of the game (or if the dev changes it), the game isn't ready for high velocity guided shell as of now.
Also despite my desire to do so I can not yet relocate that satellite antenna (the christmas tree) off the bow so it would be a bit of an obstruction all the same.
"usn_cal_406mm_mk150m1" should be the default and you just edit it to be whichever shell you'd like.
Note: ammo types is how I manage split battery fire.
"usn_cal_406mm_mk150m1_f"
"usn_cal_406mm_mk150m1_a"
F for fore and A for aft. If you put the same ammo in all three turrets they will work unified.
My dumba** put the rate of fire at 140, so 70rd/min per gun. But I only changed the reload time to 1.5s/round.....but in fact it needs to be 0.85s/round.
@jasoriab Thank you for spotting those typos.
There is a small typo in in the following .ini files that define missiles: usn_rgm-109a.ini, usn_rim-66m-10.ini and usn_rim-174a.ini
The TeminalDiveDistance and TeminalAlt fields are missing a letter r in them.
The shell's file is at C:\Program Files (x86)\Steam\steamapps\workshop\content\1286220\3385644650\ammunition