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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: May 2005
Posts: 107
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This is just an open post while I fiddle with torp loads and see what I can manage with SH4. In SH3 we had a limitation to the number of torps to load on a boat... there were only so many supported by the menu screen. In SH4, I am guessing that the menus will spawn sliders when we load enough torps to the resupply section. So I am going to see if I can do that. Also pretty sure I can set what each sub defaults to with its base load for torps inside the tubes themselves. I'll be doing this on the Gar for now. When/if I find that there are actual differences between the subs in the game, I'll swap up to something better. For now, I like the relative exclusivity of the Gar since not everyone seems to like it.
Let's find out.... Hmm, torp types are: Mk10TorpUS - its worked fine for me Mk14TorpUS - standard Mk16TorpUS - good Mk18TorpUS - good Mk23TorpUS - save money and use the 14, same thing except for speed Mk27TorpUS - pos, imo First the (hopefully) easy stuff. To change the base loadout in your tubes? Open the NSS_Subname.upc file and find the section for both torp rooms. Example: [UserPlayerUnit 1.Compartment 5.WeaponSlot 1] ID= TorpMountB1 NameDisplayable= Torpedo Tube 1 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Tambor_Door02_FRU_anim01 Just change the Mk14Torpedo to whatever type you want, In my case I will make it a 16. I'll continue this more later. Haven't tested it yet, but I'm sure it'll work (as long as your torp availability years are set to NULL). But right now I'm running out to see 300 on Imax. I'll work more later! |
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#2 |
Swabbie
![]() Join Date: Sep 2006
Posts: 10
Downloads: 11
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I tried adding more reserve torps by changing the NSS_SubName.upc values in red below, they show up fine in base but the game crashes as soon as you start a patrol, any ideas on that
[UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=8 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 8 |
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#3 |
Watch
![]() Join Date: Aug 2005
Location: Dingwall
Posts: 28
Downloads: 26
Uploads: 0
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Not sure how relevant these entries are Marco, unless you have to change sometihng else too. I spotted them straight out, and edited my Porpoise's stern tubes to 8 (default is 2), never showed up in base, or at sea, and I altered the Deck guns ammo too, with the aim of giving me more than 1200 AA rounds....
That didnt work either No idea why but these values dont seem to work, unlesss you have to change sometihng else in a diff location too. If you manage to get some success, post it, theres more than just me trying to increase ammo loads. (I could carry 1200 rounds in a heavy backpak :P) |
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#4 |
Watch
![]() Join Date: Mar 2007
Posts: 28
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I have managed to reset the number of torps on a salmon
It worked fine ingame When i go to the loadout screen all the spaces are avalible and can be filled I am still having a stability problem with the game This could be from the large added number of torps I put 50 in both reserves heh (go big or go home) I even managed to fire off about 60 of the last night I am running Vista ultimate and still have a few probs getting some games to run properly when i get home I will look up what i changed and post it Trying to keeps changes to a minimum to avoid crashes I have noticed that when the game does crash it is always a good idea to restart windows it seems whatever caused the crash sticks around When your still learning how to aim having lots of extras helps just wish i could speed up the load times |
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#5 |
Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
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Yeah, Lorgar did what I was planning to work out with the reserve tubes. I wasn't going to try adding tubes like the guy above because I tried that in SH3 and ran into problems with the gui in-game.
My first impulse ever in this game was to increase deck gun ammo, and I've located every reference I can and changed values and settings in the hopes of it working but met with no success. I'm hoping some more creative soul will discover and adjust what is necessary to accomplish this. ![]() Oh, and boat speeds surfaced and submerged.... I DESPERATELY want to multiply speed. My intent for this would be to reduce real-time gameplay while we sit waiting FOREVER to cross from PH to Jap waters. If you can up the speeds significantly, then you set Flank to 1.00 and then do math to find the correct values to set for Full, 2/3, and 1/3 settings so that Full=former flank, 2/3=former full and 1/3=former 1/3.... because honestly, who uses 2/3? It's always only ever 1/3 for travel or silence and basically flank when necessary, right? Gonna play the game for a while and come back to post up data for the torp reserve mod later unless Lorgar comes back and feels like copy/pasting. ![]() |
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#6 |
Watch
![]() Join Date: Mar 2007
Posts: 28
Downloads: 2
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Ok now that im back home i can post the section i changed to add torps
In the SH4/Data/Submarine/NSS_Salmon/NSS_Salmon.upc find this [UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room ID=SternTorpedoRoom Capacity=50 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 4 It is 2/3 of the way down the page under Compartment equipment & weaps sub heading Stern torpedo find the same for bow torpedo while i have had got this working and have fired off about 30 of them at a large convoy it seems stable only so long as the game wants it to be Today it seemed to work last night i got about 12 shots off and the game froze could be caused by somthing else i dont know this will only work on a new sub you would have to lookup your save file to edit an exsisting sub I havent tried that yet |
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#7 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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What I think is going on here, is that the one who crashed is running 1.1 and not 1.0
If you change the reserve torps in 1.1 the game crashes, I am not sure what happens in 1.0 cause i never tried it. I am uninstalling sh4 and reinstalling it with out the 1.1 patch and see if that works. If you want to change the speed, you need the tt mini tweaker for sh3 and point it to the sh4 directory and load the subs.sim tweak files, also on this form. that will give you acess to the speeds and torp loading times. hope this helps! |
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#8 |
Swabbie
![]() Join Date: Sep 2006
Posts: 10
Downloads: 11
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Thanks Logar
Thats the same thing I have been fooling with except been trying to mod a Porpoise, but still getting the "encountered error report to Microsoft" crash every time I try to load a campaign mission. The Save files are in the SH4 folder in your My Documents folder, I just found a bunch more of the .upc files there as well so going to try some changes to those and see what happens. Schlag for more speed get the Sub Sim Tweak files from http://hosted.filefront.com/aragorn155/1928452 And SH3 Mini Tweaker from http://www.delraydepot.com/tt/sh3sdk.htm Put the SH4 tweak files in the Mini Tweaker SH3 tweak files folder, when you fire up mini tweaker use the alt game folder button to select the "Silent Hunter Wolves of the Pacific" folder in your program files directory. Then go as fast as you like =) |
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#9 |
Swabbie
![]() Join Date: Sep 2006
Posts: 10
Downloads: 11
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dtrain
Yes using 1.1 and XP here ...... im afraid we are already in need of like Patch 1.4 for this turkey though. Just had a MK14 run out a hundred yards or so, make a U-turn and come back and blow me out of the water rofl |
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#10 |
Watch
![]() Join Date: Mar 2007
Posts: 28
Downloads: 2
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I am running 1.1 as well
I havent had the game crash when loading only after about 2-3 hours of play I think im having more of a hardware problem than anything else Even with the unmodded version i get a crash now and again Still tweaking my system settings just built this comp 2 weeks ago havent had time to play with it too much yet |
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#11 | |
Watch
![]() Join Date: Mar 2007
Posts: 28
Downloads: 2
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![]() Quote:
how can you make out a bug report when everybody gets a diferent bug lol |
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#12 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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even running 1.0 i crashed! who knows. tried exactly what lorger did, but crashed! I have no idea what is diffrent, but it does not seem to work. hmmm..
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#13 | ||
Watch
![]() Join Date: Mar 2007
Posts: 23
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![]() Quote:
I have no idea, that is one thing that works for me, what crashes? tt mini of sh4? |
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#14 |
Helmsman
![]() Join Date: May 2005
Posts: 107
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Cool, will snag the files you linked.
I did some testing for about half an hour using different numbers for the reserve slots. I run v1.1 What I found, while it may not make a ton of sense, seems to work. When I made it 50 capacity and then set it to be full of 50 of whatever torpedo (The number after the torp designation indicates how many torps of that type are in the reserve bin) it trashed the game every time. Either right at start-up, or once you'd enter a patrol. To make it work, for whatever reason, I set the capacity to 50 and the load to 0. So you just go in an load it up with 50 of whatever torps you want. From there I loaded a patrol and it opened fine. This was just with bow, will go back and try with both reserve bins at 50 or so but it ought to work. Give it a try and keep the feedback rolling. [Edit] So it should read like this: [UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room ID=SternTorpedoRoom Capacity=50 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 0 Instead of this: [UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room ID=SternTorpedoRoom Capacity=50 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 50 (or 4, or any number) |
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#15 |
Watch
![]() Join Date: Mar 2007
Posts: 23
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It worked, however It'll get annoyying having to load the torps manually, but that is okay, why would thee autoloader cause problems i wonder?
hmm. thanks guys maybe we can work on getting the autoloader to work now, i tried just about everything tonight, even having two bunkers, well thanks |
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