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03-31-2007, 08:29 AM
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#1 |
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**Released!**
US Torpedoes .sim Tweak Files The following torpedo settings can be changed with these 6 tweak files: -speeds -ranges -run depths -turn angles -dive angles -magnetic detonation ranges -arming distances -years available -years of failure rates -dud chance rates -premature chance rates -guidance problems chance rates including circle runners and depth keeping problems -chance rates that sea waves will premature magnetic detonaters There are 6 tweak files total included. They all change the same file- the US_Torpedoes.sim file located in the Library folder. Each tweak file represents one torpedo type. 5 of the 6 files do not list the name of the torpedo, other than Torpedo 'A', 'B', 'C', etc. The reason I named them this is because there were no torpedo name markers in the .sim file. You will have to figure out which torpedo is 'A', 'B', 'C', etc in the game. If anyone here figures out the right names for each lettered torpedo, please lte me know so I can change the tweak files to the correct names. Also, the reason I made 6 separate tweak files for torpedoes is because the Torpedo .sim file was so big. It is easier to use the Mini Tweaker with separate files for each torpedo. It would look like a big mess in Mini Tweaker if it was all in one tweak file. **IMPORTANT** Mini Tweaker is defaulted to mod files in the SH3 directory. It WILL NOT by default directly mod SH4 files in the SH4 directory. But you can choose SH4 folders as alternate directories after starting Mini Tweaker each time. If you don't have SH3 installed, you need to make empty SH3 folders with the correct directories. After that, copy the files from SH4 into the correct SH3 directory. Mod, then copy the changed file back into your SH4 directory. And DO NOT leave any back up files in any library folders. If you do leave backups in the library directory, the game will default to the backup file, and will not recognize the new, modded file. This was a big job because I had to make these tweak files from scratch and figure out what line was for what torpedo feature. Plus I had to use absolute hex addresses for each and every line. I tried very hard to make these tweak files as error free as I could, but there may be some errors I missed. ![]() Ok modders, get to work and make us some realistic or fun SH4 torpedo mods! ![]() Download here: http://hosted.filefront.com/aragorn155/1928845 Last edited by nvdrifter; 03-31-2007 at 09:02 PM. |
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03-31-2007, 08:34 AM
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Mariner
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Getting it now, thanks Ndrifter
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03-31-2007, 10:09 AM
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Ocean Warrior
![]() Join Date: Jan 2002
Location: Buenos Aires , Argentina.
Posts: 2,604
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So good !
Is there a full pack of files released, i am worry about may be i losse some release.... |
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03-31-2007, 10:19 AM
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Quote:
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03-31-2007, 11:08 AM
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Swabbie
![]() Join Date: Mar 2007
Posts: 15
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Man you really are cool drifter
... kickass work btw ... is there a way to fiddle with the exploding power ? ... or would that take yet another tweak file? |
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03-31-2007, 11:13 AM
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Swabbie
![]() Join Date: Mar 2007
Posts: 15
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Quote:
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and look through the forum before i ask a question ... never mind this one
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03-31-2007, 11:18 AM
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Frogman
![]() Join Date: Apr 2005
Posts: 300
Downloads: 1
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Thank you. Time to make those MK14s as frustrating as they should be!
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03-31-2007, 11:57 AM
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#9 |
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Nub
![]() Join Date: Mar 2007
Posts: 6
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Hey there guys. Just going through the in-game values and comparing them with historical sources, I've (kinda) inferred which torpedoes are which. It seems that the values are coded in meters rather than yards.
Torpedo A = Mark 10 Torpedo B = Mark 14 Torpedo C = Mark 16 Torpedo D = Mark 18 Torpedo E = Mark 23 Acoustic = Mark 27 ...and upon reviewing my list, I now realize that they're in order. Wonderful. |
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03-31-2007, 01:56 PM
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#10 |
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Bilge Rat
![]() Join Date: May 2005
Posts: 2
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Nvdrifter, sorry Filefront does not display all your files (especially teaks for the torpedoes - *.zon file - and the submarine guns.
Am I missing something ? Keep on your good work it's just... fantastic ! |
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03-31-2007, 05:10 PM
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#11 |
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Nub
![]() Join Date: Mar 2007
Posts: 10
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if i remember the guns tweek is in the modding tools and utilities download it has like 4 or 5 different tweek stuff in it.
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03-31-2007, 06:12 PM
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#12 |
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Bilge Rat
![]() Join Date: May 2005
Posts: 2
Downloads: 8
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dr1zzt05, thanks a lot, I was really missing something !
Now, the only missing file seems to be the *.zon to have the topredo explosive effects modified. Another post relates same problem. Let's hope nvdrifter will fix it. His work is really enhancing game's experience. |
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03-31-2007, 08:12 PM
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#13 |
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Grey Wolf
![]() Join Date: Apr 2005
Location: Iowa, USA
Posts: 916
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I tried to change torpedo speed. Not only for Mark 14, but others that do work correct in game. The files get the correct information changed, too bad the game is not using the new speed data from the .sim file.
Good work nvdrifter!
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03-31-2007, 08:23 PM
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#14 |
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Can anybody verify torpedo changes showing up in gameplay testing?
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03-31-2007, 08:37 PM
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#15 |
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Torpedo Momber
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One thing to check - did you move or delete a Copy_of_Torpedoes_US.sim file which would be generated by Mini Tweaker?
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