View Full Version : Question about SH3 Tweaker and use with SH4
TriskettheKid
11-30-07, 09:57 PM
This is my first attempt at doing some modding, and I was looking for some help.
How would one go about creating a Tweak file from SH4 in order to be used in the SH3 Mini-Tweaker? Specifically, I'm trying to fiddle with the crush depths of the subs, and I'm trying to figure out how to get started.
Use S3D instead. Making tweak files is a huge amount of work.
http://www.subsim.com/radioroom/showthread.php?t=119571
S3D will simply open the file, no muss, no fuss. (it has limitations (it's alpha) but it is a very powerful tool).
tater
TriskettheKid
11-30-07, 10:03 PM
Ah, but that requires .Net 2.
Net 2 vs a gajillion hours making tweak files.
S3D FTW.
TriskettheKid
11-30-07, 10:31 PM
First off, WOW, thanks so much.
Any idea where I would find the crush depth values?
I've looked in the ZON, VAL, SIM, etc. and I can't seem to find it. Did I skip over it? Is it somewhere that's kind of hidden away?
Should be in the submarine zon files I thought.
TriskettheKid
11-30-07, 10:47 PM
Found it.
Labeled as "CrashDepth" instead of "Crush."
Can you point me towards a FAQ or something that explains some of these values? As in, are the numbers in Meters or yards? As well as explaining what CrashSpeed and Rebound are?
I know that this is probably easy for the veteran modders, but I'm trying to get into it and I'm thinking this is a good variable to mess with to start.
Data/Submarine/ folder.
There is a folder within for each sub. In that sub's zon there is a node called "collisionable object," in the properties of that is "CrashDepth." That's it. The number is in meters.
Ducimus
11-30-07, 10:50 PM
Net 2 vs a gajillion hours making tweak files.
S3D FTW.
QFE
The numbers are meters if they are a distance. The rest... kind of hit or miss. Best to search the forum a little with the search function.
If you are familiar with JSGME, I would make a JSGME mod of anything you do. Meaning make the appropriate set of folders in the path structure, then copy the file(s) you plan to mod in there, and mod the copies.
tater
Net 2 vs a gajillion hours making tweak files.
S3D FTW.
QFE
BTW, that was also a subtle (perhaps way too subtle) <<< SALUTE >>> to the guys who made so many tweak files before we had S3D. Mind-boggling amount of work, and it got FUBARed with every patch.
Ducimus
11-30-07, 10:56 PM
I know. Trust me i know. One reason why, i stopped using "absolute" values when working with tweak files.
Funny, i know the sub zon and sim files almost like the back of my hand, but i never bothered with experimenting with rebound. That has my curiosity now. Although im barely awake at the moment. Maybe later.
I tried something rather crazy this afternoon with S3D today... and it worked. It will take another few hundred "load up game, test mission, exit, tweak node, rinse, repeats," to nail down, but it promises to be rather cool indeed. I'll post pictures once I get something that looks decent in a picture. :D
Ducimus
11-30-07, 11:04 PM
Knowing you, it's bound to be good.
Personnaly, i think im running out of (or have already run out of ) innovative ideas. Other then fine tuning stuff that will probably never ever truly perfect like the AI or DC's, bombs and the like, about the only thing i can think of, is putting down some atlantic german traffic for S boats and a few gato's to shoot at. I'd have to update the flags.dat, and throw in antother uboat for that i think. Already created the flotilla, just have to flesh it out.
There is always trying to get the DDs to fire torpedoes at each other left to do :D
tater
TriskettheKid
12-03-07, 11:10 AM
Ok, I have tried several things and I still can't figure out what "Rebound" does.
Anyone have any ideas?
Digital_Trucker
12-03-07, 12:32 PM
Ok, I have tried several things and I still can't figure out what "Rebound" does.
Anyone have any ideas?
I believe that is only used "in port" while the crew is shooting hoops.
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