PDA

View Full Version : (req) a/a mod


nik112
02-17-08, 01:20 PM
hi all
after the gwx 2 went out am searhing a mod that making the planes more weak or increasing the power of a/a guns, but i havent..
if somebody can do something about it... i will appreciate
cheers!!
:ping:

Von Manteuffel
02-17-08, 02:03 PM
I think the easiest ( but "sledgehammer") way is to change (reduce) the plane entries (Hit Points) and armour value in the data/Zone.cfg file. You can open it in any text editor (Notepad, Word etc.) It would have to be through trial and error - e.g halving the values, then if that didn't do what you want, reducing further.

The aircraft section is very near the end of a very long file and divided into different types of plane and different sub-components of planes.

nik112
02-17-08, 03:33 PM
tried but... when the notepad opens i see aquares, sympls etc i cant find what am looking for

Von Manteuffel
02-17-08, 04:00 PM
The path is (usually):

C:\Program Files\Ubisoft\SilentHunterIII\data\Zones.cfg.

N.B. BackUp the Zones.cfg file first.

Then right click on the Zones.cfg file and select "open with..." choose Notepad, or Word. It should open as a lengthy text file.

Scroll down, almost to the end until you come to the following section:


;************************************************* ******
;Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber)
;************************************************* ****

;Fighters

[F_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=24
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#plane_on_fire, 90
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[F_WingsFront]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#Plane_splinter_explosion, 80
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[F_PlaneEngine]
Category=Engines Room
Multiplier=5.0
Flotability=0
HitPoints=18
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 30
Effect2=#Plane_splinter_explosion, 40
Effect3=#plane_on_fire, 65
FloodingTime=20.999996
CargoType=None
Crash Depth=1.0

[F_PlaneFuelBunker]
Multiplier=5.000000
Flotability=0
HitPoints=12
Destructible=No
Armor Level=2.5
Critic Flotation=0.300000
Critical=Yes
Effect1=#plane_damaged, 25
Effect2=#Plane_splinter_explosion, 35
Effect3=#plane_on_fire, 50
FloodingTime=20.999996
CargoType=Fuel
Exploding Time=0
Crash Depth=0.01

;************************************************* ****
;Light Bombers

[LB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#plane_on_fire, 80
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[LB_WingsFront]
Multiplier=1.0
Flotability=0.0
HitPoints=20
Destructible=Yes
Effect1=#plane_damaged, 40
Effect2=#plane_on_fire, 80
Effect3=#Plane_splinter_explosion, 80
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=20
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

etc.

What you do then, is up to you. I've never fiddled with it myself, but I would suggest - first off - simply dividing the HitPoints in each of the "planes items" sections by the same number ( 2, or 3 ) to ensure some kind of balanced response and ensure that no sections Hitpoints go below 5. So you could try something like:


;************************************************* ******
;Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber)
;************************************************* ****

;Fighters

[F_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#plane_on_fire, 90
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[F_WingsFront]
Multiplier=1.000000
Flotability=0.000000
HitPoints=5
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#Plane_splinter_explosion, 80
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[F_PlaneEngine]
Category=Engines Room
Multiplier=5.0
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 30
Effect2=#Plane_splinter_explosion, 40
Effect3=#plane_on_fire, 65
FloodingTime=20.999996
CargoType=None
Crash Depth=1.0

[F_PlaneFuelBunker]
Multiplier=5.000000
Flotability=0
HitPoints=5
Destructible=No
Armor Level=2.5
Critic Flotation=0.300000
Critical=Yes
Effect1=#plane_damaged, 25
Effect2=#Plane_splinter_explosion, 35
Effect3=#plane_on_fire, 50
FloodingTime=20.999996
CargoType=Fuel
Exploding Time=0
Crash Depth=0.01

;************************************************* ****
;Light Bombers

[LB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#plane_on_fire, 80
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[LB_WingsFront]
Multiplier=1.0
Flotability=0.0
HitPoints=7
Destructible=Yes
Effect1=#plane_damaged, 40
Effect2=#plane_on_fire, 80
Effect3=#Plane_splinter_explosion, 80
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=20
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

[LB_PlaneEngine]
Category=Engines Room
Multiplier=5.0
Flotability=0
HitPoints=6
Destructible=No
Armor Level=10
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#Plane_splinter_explosion, 30
Effect3=#plane_on_fire, 45
FloodingTime=20
CargoType=None
Crash Depth=1.0

[LB_PlaneFuelBunker]
Multiplier=5.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=2.5
Critic Flotation=0.3
Critical=Yes
Effect1=#plane_damaged, 20
Effect2=#Plane_splinter_explosion, 30
Effect3=#plane_on_fire, 45
FloodingTime=20
CargoType=Fuel
Exploding Time=0
Crash Depth=0.01

;************************************************* ****
;Medium Bombers

[MB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=11
Destructible=Yes
Effect1=#plane_damaged, 60
Effect2=#plane_on_fire, 80
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=20.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01

etc. That should make planes 3 times as vulnerable to damage from AA fire

Mush Martin
02-17-08, 04:20 PM
or as an alternative maybe this
http://www.subsim.com/radioroom/showthread.php?t=106453

DrMilton
02-18-08, 02:17 PM
after the gwx 2 went out am searhing a mod that making the planes more weak or increasing the power of a/a guns, but i havent..
i

Doesn't that contradict the whole idea of having GWX installed...?

kenijaru
02-18-08, 03:00 PM
after the gwx 2 went out am searhing a mod that making the planes more weak or increasing the power of a/a guns, but i havent..
i
Doesn't that contradict the whole idea of having GWX installed...?
is it just me, or did you also say:

from: http://www.subsim.com/radioroom/showthread.php?p=781544


.If you decide that you don't agree with that level of difficulty as being realistic then you can pick the parts of GWX that you like installed and leave the rest, or you can put it aside all together. Your choice. You ll still be welcome here anyway... :up:
nik112 doesn't like the part in which the airplanes blow you to oblivion.

DrMilton
02-18-08, 03:10 PM
LOL, good eye Ken. But the blasting part hasn't got to do with the planes but the gunner. It happens to stock too. So, after the gunner starts shooting then you can evaluate how tough you want your planes: plain or on steroids :up:

kenijaru
02-18-08, 03:33 PM
well, it's always a LOT easier to press "C".
Also, with the "new" machineguns and auto-cannons the Aircraft have now, trying to shoot at it is like sending your gunners against the wall. The AA on a submersible is only a secondary.
He surely has enough reason to want them "softened". :hmm:

I dont shoot much at airplanes, I preffer to order crash dive as soon as i hear "Aircraft spotted!". But from my experience, it does take some time to bring them down, and in that time, specialy when on the surface, you will get banged up pretty badly because of the bombs and probably have some wounded (or even KIA) gunners.

:)

DrMilton
02-18-08, 03:56 PM
He surely has enough reason to want them "softened". :hmm:



Then he sure as heck will have a reason to want ships softened too. With these crews you can't go anywhere once they're on to you.


Since this could evolve into a generic discussion about gwx design, it all just brings up the question: is gwx for you? Personal choice thats all.