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Old 08-13-13, 07:29 PM   #16
Consigliere
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Quote:
Originally Posted by evan82 View Post
The problem is, if in SH3 hardcode is only six possible operative torp. tubes, or more? Look, in IX You have 4 forward, and 2 stern. BTW; Nice idea with aft tubes for XXI, and I love this sub.
Hi, mate.
Sorry for not answering for so long... RL and such... To the topic.
Do not know for now... still...
a) The game's zone files have controllers for 10 tubes (6 bow & 4 stern)... Open any .zon file in S3D and look for zone types... There are:
58 BowTorpedoTubes
131 BowTorpedoTubes2
132 BowTorpedoTubes3
133 BowTorpedoTubes4
134 BowTorpedoTubes5
135 BowTorpedoTubes6
61 SternTorpedoTubes
128 SternTorpedoTubes2
129 SternTorpedoTubes3
130 SternTorpedoTubes4
Mention that the last two are not used in a stock game at all... So, for now we can have up to 10 tubes...
b) In those two posts (http://www.subsim.com/radioroom/show...postcount=2630 and http://www.subsim.com/radioroom/show...postcount=2824) reaper7 mentioned that torpedo related data is stored in a single byte in a binary format in the game's memory. The binary for default 6 tubes 111111 = 63. But one byte can contain a value up to 255 which is exactly 11111111 = 8 torpedo tubes...
A-ha... so just 8...
c) But a very good modder here pointed (through pm) to me that there are entries for opening only six tubes (dial type=48,49,50,51,52 and 53) in dials types (.sim files in interior folder) so he was more than sure that the game will not 'recognise' additional tubes...

As you could see in my posts above i do have two additional working (keyboard opening but not firing) tubes (they are present and recognised by game but not the menu (periscope or uzo or interior screens) which was not modified)... So, i do have tubes (with a right zone config) which can be opened (maybe in contrast to point (c) above), but can't be fired... That is due to wrong menu.ini which does not have them, or due to exe limitations...
Though i do understand that all above mentioned could be just "a work in progress" left by the game developers... but think we - modders, definitly should give a try to a possibility of adding additional tubes to subs...
So... i'm stuck here for a long time now due to RL. Will continue some time...

p.s. The reason i can't check that all for sure is that i do not know menu.ini and can't add stern torp room to type XXI now... So i will maybe try to remodel and reconfig type IX by adding two additional front tubes... That could be more easy at first...
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Yoda's modding rules:
- You must unlearn what you have learned.
- Try not. Do... or do not. There is no try.
- Size matters not.

Last edited by Consigliere; 08-13-13 at 08:08 PM.
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Old 07-27-15, 10:09 PM   #17
SpencerSnake999
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Quote:
Originally Posted by Consigliere View Post
Hi, mate.
Sorry for not answering for so long... RL and such... To the topic.
Do not know for now... still...
a) The game's zone files have controllers for 10 tubes (6 bow & 4 stern)... Open any .zon file in S3D and look for zone types... There are:
58 BowTorpedoTubes
131 BowTorpedoTubes2
132 BowTorpedoTubes3
133 BowTorpedoTubes4
134 BowTorpedoTubes5
135 BowTorpedoTubes6
61 SternTorpedoTubes
128 SternTorpedoTubes2
129 SternTorpedoTubes3
130 SternTorpedoTubes4
Mention that the last two are not used in a stock game at all... So, for now we can have up to 10 tubes...
b) In those two posts (http://www.subsim.com/radioroom/show...postcount=2630 and http://www.subsim.com/radioroom/show...postcount=2824) reaper7 mentioned that torpedo related data is stored in a single byte in a binary format in the game's memory. The binary for default 6 tubes 111111 = 63. But one byte can contain a value up to 255 which is exactly 11111111 = 8 torpedo tubes...
A-ha... so just 8...
c) But a very good modder here pointed (through pm) to me that there are entries for opening only six tubes (dial type=48,49,50,51,52 and 53) in dials types (.sim files in interior folder) so he was more than sure that the game will not 'recognise' additional tubes...

As you could see in my posts above i do have two additional working (keyboard opening but not firing) tubes (they are present and recognised by game but not the menu (periscope or uzo or interior screens) which was not modified)... So, i do have tubes (with a right zone config) which can be opened (maybe in contrast to point (c) above), but can't be fired... That is due to wrong menu.ini which does not have them, or due to exe limitations...
Though i do understand that all above mentioned could be just "a work in progress" left by the game developers... but think we - modders, definitly should give a try to a possibility of adding additional tubes to subs...
So... i'm stuck here for a long time now due to RL. Will continue some time...

p.s. The reason i can't check that all for sure is that i do not know menu.ini and can't add stern torp room to type XXI now... So i will maybe try to remodel and reconfig type IX by adding two additional front tubes... That could be more easy at first...












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Old 07-28-15, 04:22 PM   #18
areo16
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Quote:
Originally Posted by Consigliere View Post
Greetings, captains.
I have a question, which i already asked before... but now it is more serious.
I want to mod type 3 sub (XXI in game) to have stern torpedo tubes.
Right now i do have a sub model with 2 stern tubes (will be 4 in the release version, so 10 tubes total) and a working config (exept menu buttons to control them, but i can open/close them by Y->Q/W). The only thing left is to introduce a stern torpedo room to the sub, but i do not know how to do it... I've modified basic.cfg and Uboat.zon. But nothing. Have not yet modified files in Menu\cfg\game, but i really doubt that they control this... And still have to modify the menu.ini...
So, for now i do have two questions:
1) have somebody tried to do it before (i mean stern torp room on type 0 or 3 sub)?
2) have somebody (OLC, Makman), who have modified the menu, found something in menu.ini, that controls an appearance of stern torpedo room depending on a sub type?

p.s. and one more:
3) there are menu pages corresponding to sub types (for type 3 it is 0F)... they points to .ini file (menu_UBoats.ini), which is missing in stock game... have somebody tried to introduce it?
Please don't call it type 3 sub, you're confusing everyone. It's the type 21 or type XXI.
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