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danurve
03-27-07, 10:16 AM
Going to toss this one out for you all who have chewed on the game mechanics.

Other than firing a few extra eels at nothing and running full to burn more fuel instead of 1/3 for example, is there any way to adjust provisions from a resupply ship or cow?

We all know after you resupply your loaded up for the most part as you do from home port. I think it woud be cool to limit the amount of eels and or fuel you get if you use a cow. Resupply ship I could maybe see more, but I would gladly settle for a way to change in general the resupply deal.

thanx

danurve
03-27-07, 10:45 AM
Secondary question; :sunny:

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.

bigboywooly
03-27-07, 01:53 PM
lol no its a good point mate
Not sure if its do able though

Be great if could

zzsteven
03-27-07, 04:28 PM
Secondary question; :sunny:

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.

1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz

bigboywooly
03-27-07, 04:32 PM
Secondary question; :sunny:

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.

1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz

But that covers your home port too
I think the idea is if you dock at a resupply\milkcow you will only get half a dozen fish and a percentage of fuel

Editing the basic will affect both
I dont think there is a way to seperate the fact you are at home or another friendly base

zzsteven
03-27-07, 04:47 PM
Secondary question; :sunny:

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.

1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz

But that covers your home port too
I think the idea is if you dock at a resupply\milkcow you will only get half a dozen fish and a percentage of fuel

Editing the basic will affect both
I dont think there is a way to seperate the fact you are at home or another friendly base

Yes, you would have to redo it again when you dock in home base. Problem is milkcows are bases, the program reads them the same as home.

Maybe if Commander can tell the difference of in port/milkcow and sets days in base accordingly, it can do torpedoes too.

To have less than full torp load, you need to remove the tube. The game will load a torp even if the value is set to a blank in SUBMARINE_AMMOX.

zz

danurve
03-27-07, 05:45 PM
Ok, disected the basic.cfg and under the correct sub type of course we have this;

Year1=1940
ForeTube10=0 ;T1
ForeTube11=0
ForeTube12=2
ForeTube13=2
ForeResIntern10=0
ForeResIntern11=0
ForeResIntern12=0
ForeResIntern13=0
ForeResExtern10=0
ForeResExtra10=0
ForeResExtra11=0
AftTubes10=0
AftResIntern10=0
AftResExtern10=0

I'm thinking write a batch file that can switch out one cfg for another simple enough.
If I understand the correct edit would be something like ;editing out;

ForeResExtern10=0
ForeResExtra10=0
ForeResExtra11=0
AftResExtern10=0

That then should reduce the load out.

Question then is yes oviously you need to shut down the game and do the switch. But, lets say you already have docked at the resupply ship or cow. The edit should stick since you haven't launced the new patrol correct?

Next question-
I noticed ;T1 next to;

Year1=1940
ForeTube10=0 ;T1

For the year 1940 all tubes =0, at first I thought this to indicate these tubes all get T-1's.
Then if you look at years further down;

Year2=1941
ForeTube20=0 ;T1
ForeTube21=0
ForeTube22=2

=2 for T2 ?, well then what the heck is 5?

Year3=1942
ForeTube30=0
ForeTube31=0
ForeTube32=2
ForeTube33=2
ForeResIntern30=5

Yet further down;

Year4=1943
ForeTube40=3 ;T3
ForeTube41=3
ForeTube42=3

=3 is T3?, ok then why in 44 is =1?

Year5=1944
ForeTube50=3 ;T3
ForeTube51=3
ForeTube52=3
ForeTube53=3
ForeResIntern50=3
ForeResIntern51=3
ForeResIntern52=1

The edit eliminating tubes looks easy, but identifying or changing what eels resupply, cow, even non-home port gives you I'm not clear on.

Thanks for the interest and help btw.

danurve
03-27-07, 05:52 PM
You know what it just occured to me in haste to find a way to reduce loadout, editing what eels might not be so easy. Seeing of course it's 40, 41 or 42 for example certain fish arn't yet available. But, being an old steamer fan maybe I can get away with all t1's then in the 42 year edit make it t2's or some jazz.

Also looking over the cfg I didn't see a text edit for fuel. Perhaps then something unable to change.

danurve
03-27-07, 06:21 PM
Hold on a second, which numbers determine just how many different types are available?

In home-port screen you drag n drop to switch type and have a set amount to use, or so many of each eel. So the game receives these figures, presumably from the same file?

zzsteven
03-27-07, 07:57 PM
Hold on a second, which numbers determine just how many different types are available?

In home-port screen you drag n drop to switch type and have a set amount to use, or so many of each eel. So the game receives these figures, presumably from the same file?

LOL Scroll down past SUBMARINE_AMMO11, the torp start there. 11 types, numbered 0-10.

Yes, you would have to do it for each year in each sub type.

Fuel is in each subs .sim file ie: data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim.

zz

danurve
03-27-07, 10:10 PM
Well I wasn't able to get the basic edits to stick.
back to the drawing board for now..:dead:

zzsteven
03-28-07, 06:38 PM
[SUBMARINE_AMMO3]; VIIC
Type=1
Version=1
ForeTubes=4
AftTubes=1
ForeResIntern=4 <----------------
ForeResExtern=1 <--------------
ForeResExtra=2 <-----------
AftResIntern=1
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=0 ;4
SNK_MASK=NSS_Uboattype7_SNK_mask

Change the number of slots. If a slot exists, it will get a torpedoe loaded in to it.

zz

Mush Martin
03-28-07, 07:35 PM
Cant you do this in flotilla config easier?

where is the loadout listed for the milchcow
just limit the available types and number
of torps to a half load, as far as I know
fuel will still be fuel no matter what ive
never seen a parameter for that.

just a suggestion.
MM

Rubini
03-29-07, 10:21 AM
Hi mates,

As I work a lot with milk cows since Sansal made the mod I can say something about...
First of all we tried extensively, at that time, to find a solution for the number of torps and fuel in a milk cow base...but no dice. Sometimes something more or less good was found but then bad side effects arrive. So I guess that only with the SDK we can adjust this correctly.

But, in the other hand, we have the "new ideas" that from time to time can improve some old called "hard coded" things that in truth aren't so hard coded. We saw this happens here a lot of times.

Hopes that you can find something new. I can help you in implement then if needed.;)

Cheers,

Rubini.

bigboywooly
03-29-07, 10:29 AM
SH3commander might be the way to go
It already recognises when you are at a non home port to set days in base to one

I wonder if on starting a new patrol from said resupply an edited copy of the basic.cfg can be loaded

:hmm:

Oh Jaesen

danurve
03-29-07, 02:38 PM
Ok I belive to see now where I was making incorrect edits, and what should have been done. Much appriciated and will give the another shot in a while. I am quite sure edits to basic.cfg would then need to be done while SH3 is not running, so an alt+tab plan & batch file or some jazz to swap out files between loading patrols is out.
Thought of looking at using TweekSUB to alter & look at what tubes get what type of fish not in home-port. But I thought that might cause a problem if I switch out a basic.cfg, maybe not. One thing at a time.
Does anyone know, historicaly what supply ships had for Torpedoes vs. Cows?
I'm thinking for resupply it was this is what we have, this is what you get :x

danurve
03-29-07, 02:51 PM
Rubini;
I have another problem not actually on topic but it involves the Thalia resupply ship at Cadiz. Wondering if you have heard or seen this. Basicaly when I start the patrol back up most of the time the sub is stuck inside the supply ship! Now I have found a way to work around this by setting depth to about 9m, avoiding the bottom (very shallow) and within about a minute the sub will slide / drift out. PIA. But I also found out if you crank the rudder and set speed to full/flank it will pop out to, however this makes the supply ship move W. And after a while the Thalia will be headed for the Atlantic!
Do you or anyone happen to know of this and if there is anything that can be done to resolve docking at the Thalia resupply?
Thanx!
edited to add screens
stuck 3 out of 4 times (http://mysh3.info/WAC/thalia/thalia_4.jpg)

Thalia on the move (http://mysh3.info/WAC/thalia/44_578.jpg)?