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View Full Version : Question about the torp files please.


MONOLITH
10-08-07, 11:12 AM
The only file in the Torp 1.5x mod is the Torpedo_US.zon. So I assume that is the one that stengthens the torpedo charge.

In the NSM mods, there is also a Torpedo_US.sim. Can someone please tell me what adjustment/effect is being done the with .sim file please?

Thanks.

tater
10-08-07, 11:16 AM
The explosion impulse is changed in NSM. That's the way the target ship moves in the water when hit.

MONOLITH
10-08-07, 11:18 AM
Ahhh... Thank you Tater.

So the .zon is the torpedo explosive power, and the .sim is the ships reaction to the explosion.

Correct?

tater
10-08-07, 11:25 AM
cc

The sim also has the pistols settings, speed, angles, errors, etc.

MONOLITH
10-08-07, 01:52 PM
Roger.

Thanks.

Webster
10-12-07, 10:27 PM
cc

The sim also has the pistols settings, speed, angles, errors, etc.


so if i wanted stock 1.3 but wanted to eliminate needing 2 and sometimes 3 torps to sink a DD would it be a better choice to take the torp.sim from NSM instead of using the torp.zon from the Torp 1.5x mod?

i dont want to sink the yamamato with 1 torp but i do think a DD should always sink with just 1 torp so what would be the best choice?

tater
10-12-07, 10:34 PM
The DD problem in stock SH4 1.3 has to do with the damage models, not the torpedo strength.

If you want to fix it, you need to use NSM. Without NSM, you'd have to increase the torps a lot more than 1.5X to sink them on the bow.

tater

Ducimus
10-12-07, 10:44 PM
As a general rule..

Think of the zon file as the shell, or outer casing. It usually assigns hitpoints, or deals variables that effect hitpoints in some fashion.

The sim file is the guts of the object in question, how it works internally.

Webster
10-13-07, 02:02 AM
As a general rule..

Think of the zon file as the shell, or outer casing. It usually assigns hitpoints, or deals variables that effect hitpoints in some fashion.

The sim file is the guts of the object in question, how it works internally.

so the zon is the effected area and the sim is the strength of the impact?


i think you guys understand what i want to achieve but i like playing stock for the most part and dont want to use nsm or any other large mod.

i have nothing against them but it want to keep changes to a minimum and be selective what i add.

i dont want to get stuck like with gwx mod in sh3 where you really needed to use it but in doing so you have to take everything else along with it as a package.

Webster
10-13-07, 02:03 AM
The DD problem in stock SH4 1.3 has to do with the damage models, not the torpedo strength.

If you want to fix it, you need to use NSM. Without NSM, you'd have to increase the torps a lot more than 1.5X to sink them on the bow.

tater

i respect your judgement so i ask what multiple on torps would you think is close to being about right?

tater
10-13-07, 08:45 AM
The best person to ask would be wernersobe. Or read the NSM thread.

Actually, Redwine had a solution as well come to think of it. "Die Slowly" is his mod.

Anyway, as I recall a few of the DDs are effectively impossible to kill from certain angles.

tater

Webster
10-13-07, 12:21 PM
The best person to ask would be wernersobe. Or read the NSM thread.

Actually, Redwine had a solution as well come to think of it. "Die Slowly" is his mod.

Anyway, as I recall a few of the DDs are effectively impossible to kill from certain angles.

tater

well i looked at die slowly but it also make ships harder to sink due to slower flooding and no hit points which kinda defeats the purpose in my mind. i talked to wernersobe and he said i cant seperate the torps from the sinking part of his mod or it wont work so i will keep searching for the right fix that doesnt change things too much.

EDIT - i had a DD today took one to the bow and another to the stern and kept coming lol.

i put another into the bow (thats 3) and again nothing happened, i finally managed a fish in midships to sink it but thats some tough ships lol.