View Full Version : [REL] Torpedo .sim Tweak Files for SH4 v1.2
nvdrifter
04-23-07, 02:24 AM
**Released! Torpedo .sim Tweak Files for SH4 v1.2**
Updated v1.1
What's new in v1.1:
-corrected a few mistakes found in the Mark 14 and others tweak files (Thanks CCIP for the tip)
-simplified and clarified drop down menus in each tweak file
I created these 6 SH4 Torpedo Tweak Files for use with Time Traveller's Mini Tweaker program. The torpedo names in this tweak file are listed by their correct names (thanks Kaolla). All 6 of these tweak files change torpedo settings located in the Torpedoes_US.sim file.
The following parameters can be changed with this file:
-torpedo speeds
-torpedo failure percentage rates
-torpedo failure dates
-running depths
-other values
Many thanks to Time Traveller who made such a great modding program for SH3 and SH4. :up:
Download here: http://files.filefront.com/11Torpedo_sim_Tweak_Filezip/;7326235;/fileinfo.html
Camaero
04-23-07, 02:32 AM
Thanks bud! I think I am going to go increase the failure rate a bit!:smug:
waiting impatiently for that re-upload. 'tis the #1 thing I wanted to tweak in this game for a couple of weeks now (the failure settings that is) :yep:
nvdrifter
04-23-07, 02:48 AM
waiting impatiently for that re-upload. 'tis the #1 thing I wanted to tweak in this game for a couple of weeks now (the failure settings that is) :yep:
Well, it seems that there are now 2 acoustic torpedoes listed in the v1.2 .sim file. The first is probably still the Mark 27, but the second one... I have no idea. Any clues?
Camaero
04-23-07, 02:55 AM
Damn, I had already downloaded it... Guess I shouldn't use it then eh?
Do you have any way to test it?
I sort of suspect that, as was with one entry for SHIII, it's just a torpedo type that's not actually implemented in game.
nvdrifter
04-23-07, 02:58 AM
Damn, I had already downloaded it... Guess I shouldn't use it then eh?
It will still work, but the Mark 27 file is actually the 'unknown' acoustic torp file.
nvdrifter
04-23-07, 02:59 AM
Do you have any way to test it?
I sort of suspect that, as was with one entry for SHIII, it's just a torpedo type that's not actually implemented in game.
It's a new entry added into the 1.2 patch. Not sure why they would add it but not use it.
nvdrifter
04-23-07, 03:03 AM
I am sure it's a separate torpedo because it's listed as acoustic, but a different type than the acoustic Mark 27. :hmm:
I'm not sure what it could be. I'm starting to suspect it could be an AI-launched torpedo. There don't seem to be any other guided types actually available for equipment on subs in the game.
nvdrifter
04-23-07, 03:12 AM
OMG, nevermind. I was accidentally opening my SH3 torpedoes.sim file. :damn::damn::damn:. Will upload again soon. :lost:
...well that explains the unused torpedo, just like I was saying :lol:
Yea, that happens, seeing how the tweaker's set to that folder by default. Great, waiting for it!
nvdrifter
04-23-07, 03:24 AM
Ok. It's uploaded again. Sorry about that. I missed one setting for the acoustic Mark 27. All is well now. :lol:
Get it here: http://files.filefront.com/SH4_Torpedo_sim_Tweak_12zip/;7316585;/fileinfo.html
Thank you. And lovely! It's all I wanted.
Now to slaughter my torpedoes at the altar of Hardkor Realizm :rotfl:
Camaero
04-23-07, 03:36 AM
Thank you. And lovely! It's all I wanted.
Now to slaughter my torpedoes at the altar of Hardkor Realizm :rotfl:
Same here!:rotfl:
PeriscopeDepth
04-23-07, 03:44 AM
I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)
PD
I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)
PD
Unless someone wants to take over and beat me to it, that is precisely what I plan to play around with in the next few days. If anyone wants to cooperate or co-opt me into testing - give me a shout :)
Redwine
04-23-07, 06:09 AM
Excellent ! Many Thanks ! :up:
Great work, nvdrifter, the hex stuff makes my head spin.
SheepOnDrug$
04-23-07, 01:28 PM
drifter ... i have nothing more to say than ... :rock::up:
Camaero
04-23-07, 01:32 PM
I would be grateful if someone who knows what they're doing would do a historical torpedo failure rates mod. :)
PD
Unless someone wants to take over and beat me to it, that is precisely what I plan to play around with in the next few days. If anyone wants to cooperate or co-opt me into testing - give me a shout :)
I was pretty much going to do the same thing. If you need any help let me know.:yep:
CaptainCox
04-23-07, 01:39 PM
Cheers "nvdrifter" I know its a hell of a job to do these "TweakFiles"...Believe me!
But...I think and I am sort a requesting this I guess...I would like to see a small TUT on how this is done.
I think I got the basics of it, but for e.g. I am after lets say making the plants (grass.dds) and the rocks (rocks.dds) to be smaller on the sea bottom (something I tried to look for whole day, even at work :oops: )
Now I find some stuff in
"undersea.dat"
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Library
but I can't seem to pinpoint the size and stuff (only an example, and I am maybe looking in the wrong place) but how the heck do i find this stuff.
OK stuff like speed for subs is pretty easy to find but...anyway any hint would be appreciated man. And again cheers for all the work on this stuff :up:
I'm already working on it then! :)
I'll start a [WIP] thread as soon as I have some preliminary results. I've spent some time in the morning reading up on failure rates - tricky thing to nail down precisely! I'll see what I can do...
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?
That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?
nvdrifter
04-23-07, 09:47 PM
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?
That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?
I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.
nvdrifter
04-23-07, 09:57 PM
Ok. Stupid question for anyone out there. Did pistol-type detonators premature due to waves, or was that magnetic detonaters? Also, was the angle of the torpedo hit only important to pistol-type detonaters?
Ok. Stupid question for anyone out there. Did pistol-type detonators premature due to waves, or was that magnetic detonaters? Also, was the angle of the torpedo hit only important to pistol-type detonaters?
I think the pistol type detonators COULD explode prematurely for some reason, but not quite likely.
The angle, yes, should not be relevant to the magnetics if they're just passing below the target.
Frankly, from looking at the files though, that doesn't really matter. Torpedo performance needs to be abstracted. If it all worked as reality, I wouldn't have spent the whole day looking for workarounds and tweaks :dead:
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?
That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?
I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.
I don't think you did, based on my tests. The values you have are right and I couldn't see any others in the hex. Which is bizzare as the influence+contact mk 14s still bounce off about once or twice per 10 hits.
nvdrifter
04-23-07, 10:11 PM
nvdrifter - can you confirm something for me? Is it true that Mk 14s don't have any dud settings for the magnetic trigger?
That's a big bummer actually since it gives the torpedo a perfect magnetic trigger that will always fire within the correct range :-?
I am looking at it now in the hex editor. It appears that I might have made a mistake. Still not sure yet.
I don't think you did, based on my tests. The values you have are right and I couldn't see any others in the hex. Which is bizzare as the influence+contact mk 14s still bounce off about once or twice per 10 hits.
The Mark 14 file named the wave premature detonations as pistol type. But actually, it's for magnetic. I am correcting these.
okay, waiting on the file.
Strangely, while testing, I saw prematures on both types of trigger - at equal rates, too. So it may not only be magnetic after all. :hmm:
nvdrifter
04-24-07, 12:01 AM
Released updated version 1.1 for the torpedo tweak files. If anyone finds any other mistakes, please let me know.
What's new in v1.1:
-corrected a few mistakes found in the Mark 14 and others tweak files (Thanks CCIP for the tip)
-simplified and clarified drop down menus in each tweak file
Download here: http://files.filefront.com/11Torpedo_sim_Tweak_Filezip/;7326235;/fileinfo.html
Is there an arming distance value for torpedos?
Is there an arming distance value for torpedos?
Yes. For all of them it's set at 220m right now.
Is that historical, I thought it was closer to 400-450 yards...
It takes great care to make torpedoes that will explode only when intended. One safety device the Mark 6 exploder relied on was a small propeller on the underside of the warhead that spun as it traveled through the water. After 450 yards, when the torpedo had leveled off at its predetermined depth and on its set course, the spinning propeller would move the detonator into the booster cavity, arming the torpedo.
450 yards. 411.48m That's what the arming distance should be.
Another source has this to say:
The Mark 6 exploder, used in the Mark 14, 15 and
23 torpedoes, was armed by a waterwheel type
impeller in a slot machined into the exploder baseplate.
The impeller did three things. It raised the primers out
of the safety chamber into the booster cavity, rotated
an electrical safety switch that kept power grounded
until the torpedo had travelled (officially) 480 yards,
and it powered a small generator that charged the
firing capacitor used to activate the solenoid that
released the mechanical firing pin.
Another source says that the distance was increased during the war, so not sure if that is the new or the old value. But it's a real value, unlike 220m.
leovampire
05-02-07, 07:54 PM
the link is taking me to the main page and can not find the download from there help please?!
Dave
P.S. Nvdrifter Sorry if I was one of the guys who upset you with something wasn't my intention you guys do things I know I could never figure out! But what ever your reason I wish you well and luck in what ever you do with your time and tallents!!
liverpoolfan
06-10-07, 04:03 PM
takes me to front page but no download link ... can you repost please? I have the old version of the tweak with very limited options ... I take it that this will not work with 1.2?
Argus00
06-11-07, 06:35 AM
yep - link takes you to filefront main page, no download. Searched for the file - nothing.
MaxT.dk
06-11-07, 10:48 AM
http://www.subsim.com/radioroom/showthread.php?t=115185
catalan
06-20-07, 08:54 PM
I would appreciate it if someone could kindly upload the original link posted by nvdrifter.
It seems that nvdrifter's links result in the home page of Filefront, not to the downloads themselves.
MaxT.dk
06-24-07, 01:08 PM
Nobody have'em for v.1.2, catalan
nvdrifter
06-25-07, 05:02 AM
Catalan, I have temporarily re-uploaded my SH4 v1.2 torpedo.sim tweak files for you or whoever needs them. You can download the pack here:
http://hosted.filefront.com/aragorn155/
;)
Thanks a lot NVdrifter:up: :up: :up:
nvdrifter
06-25-07, 05:20 AM
Oops. My mistake. I accidentally uploaded the SH4 1.1 version. v1.2 is now uploaded.
Hey ! Glad to see you here, mate ! :up: :rock:
MaxT.dk
06-25-07, 05:39 PM
/me bows to nvdrifter (http://www.subsim.com/radioroom/member.php?u=212021)
Thanks a lot for this one!
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