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Rubini
05-09-09, 04:58 PM
OK. After GWX team permissions, see below the links and last comments.


Unofficial Rocket fix for GWX3.0
Mod by Rubini - may 2009
==================================================
This was an unreleased mod made in march/2008 by me after an interchange of ideas with Sergbuto, the Rockets mod original author. Sergbuto made also a lot of great enchancements for SH3, much before S3D, etc. Kudos to him!
=================================================
Credits;
Sergbuto of course!
GWX team
skwasjer and his terrific S3D.
=================================================

Problems that put me on the quest for this mod...
- GWX have the Long Range mod which is good for some things but not for others (IMHO). The planes machine guns/cannons and rockets were one of the problematic side effects. They frequently fired far away(before) from the target; a big effort was made to fix the problem, but a total solution was never achieved . Notice that the problem is not noticiable in some situations, for example all rockets system works quite well when the target are just stopped, but this is an exception situation in game. Then this is where this mod comes...

So, what this mod does?
1. adjust the rocket attack behaviour: now you have effective rockets attacks - the planes will really deliver their rockets in an attack run pattern over you almost all the time /events in the first or sometimes on the second pass, a very eye candy and dangerous situation in game now!
2. Raise the rockets damage area, armour penetration and blast.
3. Now Swordfish have rockets late war (as in RL). Also Martlet and Mosquitos, which havenīt rockets in GWX even that the manual refers to them. Plus the Liberator and the Beaufighter, which are already ok on GWX.
4. One british carrier class now have Swordfish plane all the war as in RL (the other one is shared with USA, so not Swordfish on him).
5. The above planes have more persistent attacks and will also fire much more their machine guns and cannons at the correct distance from the target. Also their armour and HP are raised a bit (they are shoot down too easily)
6. The Mosquito TseTse 57mm cannon have now again the correct 57 mmm shell, as in the original Sergs mod, which is much more powerful than the 20mm one that is in GWX now.
7. Corrected a doubled IDs/Nodes present on GWX3.0 library files related to guns and rockets.
8. Introduced a Probabilty on the RWR system effectivity. So, not more possible to drink a cup of coffe before dive...Be prepared to face RWR inconstant lecture, as in RL.
9. Adjusted the AA fire distance on Sim.cfg from 3500 to 2500m, without mess with any sensors on the GWX files.

How to install?
JSGME compatible.

Some last comments...
- For first this mod donīt modify anything on your game way style. All the changes are only related to the rockets/planes aim and persistence of attacks
- No sensors modification in any way.
- Work the same on both 8 or 16km environments.
- This mod was developed and tested with a clean and fresh GWX 3.0 installation. So take care about incompability with others mods.
- An optional folder with Sensors.dat for 16km users. The one that comes with the mod is more fitted for 8km environments but will work for both too.

Have fun!
Rubini.



Download:
MediaFire (http://www.mediafire.com/file/uvmwnzzzyzz/Unofficial_rockets_fix_GWX3.0.7z)
Rapishare (http://rapidshare.com/files/231215301/Unofficial_rockets_fix_GWX3.0.7z)
(sorry I yet donīt uploaded to subsim)

Kpt. Lehmann
05-09-09, 09:36 PM
Hi Dr. Rubini,

You have PM.:arrgh!:

onelifecrisis
05-09-09, 11:01 PM
Sounds good! And just in time for my new career! :rock:

But, hang on a sec...

[planes] are shoot down too easy [in GWX]

Come again? :o ;)

I'm looking forward to the mod!

Rubini
05-09-09, 11:41 PM
Hi Dr. Rubini,

You have PM.:arrgh!:

Thansk Kaptain! Read and replyed, also to Jimbuna. :up:

Rubini
05-09-09, 11:47 PM
Sounds good! And just in time for my new career! :rock:

But, hang on a sec...



Come again? :o ;)

I'm looking forward to the mod!

Hi OLC,

My english is worse than ever. :DL It becomes reasonable when I read/post in this forum daily...but now, after some time out...:damn::DL

Hopes that you like the mod. And speaking about the planes being shooting down much easily, I also suggest that someone raise the armour and HP for ALL planes. Just doubling these values will be already enough IMO.:up:

mr chris
05-10-09, 01:55 AM
Nice will give this a go on my next patrol.

melnibonian
05-10-09, 04:48 AM
Thanks a lot mate. It is official now. We will never make it past 1943 :yep::up:

Jimbuna
05-10-09, 07:03 AM
Rgr that Rubini mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

irish1958
05-10-09, 07:46 AM
Thanks again, Rubini. :salute:
Another way for my Kaleun to inspect the ocean floor

Kpt. Lehmann
05-10-09, 06:26 PM
Hi OLC,

My english is worse than ever. :DL It becomes reasonable when I read/post in this forum daily...but now, after some time out...:damn::DL

Hopes that you like the mod. And speaking about the planes being shooting down much easily, I also suggest that someone raise the armour and HP for ALL planes. Just doubling these values will be already enough IMO.:up:


:timeout:I must be a terrible shot then (and my crew) as I can never seem to shoot one down before it rains death on me. (Unless it is a Swordfish... because they are so slow.) Swordfish do not travel alone though.

Even with the current aircraft damage models, they can still wreck your sub very easily unless you manage to get underwater first.:ping:

By the way, you ought to hear how badly I speak Portugese. It isn't pretty.:oops:

Graf Paper
05-11-09, 12:41 AM
Glad to see you back in action, Rubini!

Once again, a masterful and elegant improvement on a par with your Water Streams, and VIIB Bow/Splashwave fix! :up:

Downloaded it and eager to install soon!

I agree with Lehmann, except my Portugese is likely to be worse since I do not know a single word of that language. :doh:

I always look forward to any mod release from you, good sir! :D

asanovic7
05-11-09, 08:39 AM
Since my crew is doing the shooting..
:)

onelifecrisis
05-11-09, 01:00 PM
Same here. My crew do the shooting and they can't hit a thing. Any chance of a version which leaves the HP values as they were before? Pretty please? :D

Rubini
05-11-09, 04:31 PM
Same here. My crew do the shooting and they can't hit a thing. Any chance of a version which leaves the HP values as they were before? Pretty please? :D

Well, well!:DL
In my test missions (to test the mod) my crew shootdown all the planes easily almost all the times...this is why I raised the planes armour/hp a bit (doubled).

I will release an update in few days with some others goodies and will not touch the HP/armour of the planes then - I will use the more HP/armour version just for me.;)

onelifecrisis
05-11-09, 04:46 PM
Excellent, thanks very much Rubini! :rock:

Rubini
05-11-09, 07:15 PM
Glad to see you back in action, Rubini!

Once again, a masterful and elegant improvement on a par with your Water Streams, and VIIB Bow/Splashwave fix! :up:

Downloaded it and eager to install soon!

I agree with Lehmann, except my Portugese is likely to be worse since I do not know a single word of that language. :doh:

I always look forward to any mod release from you, good sir! :D

Thanks mate!:up:

irish1958
05-11-09, 07:28 PM
Thanks again Rubini, for a great addition to the game.:up:

Rubini
05-11-09, 08:12 PM
Thanks again Rubini, for a great addition to the game.:up:

Thanks Irish,

Let me know any feedback.:up:

onelifecrisis
06-04-09, 03:04 PM
I will release an update in few days with some others goodies and will not touch the HP/armour of the planes then - I will use the more HP/armour version just for me.;)

Rubini, any news on this update?

Rubini
06-04-09, 04:14 PM
Not yet mate.
I'm too busy setting my game to voice control for the first time and ,as always, the free time is a big problem for me...so, unless we find some problem with the mod as it is now, i will probably left it behind for now.:oops::up:

onelifecrisis
06-04-09, 04:17 PM
OK no worries, thanks for the answer. :up:

onelifecrisis
06-04-09, 05:19 PM
Sorry to use up more of your time mate :oops: but may I ask, how come there are changes to sensors.dat? :hmm2: What do your changes to that file do? Will the mod still work if I enable it without that file?

Rubini
06-04-09, 10:02 PM
No problems mate. In truth I also promissed to Jimbuna that I would make a small txt file with all the modifications on this mod files but never did it.:damn:

Anyhow, the Sensors.dat have the RWR system modifications, introducing a probability on those sensors...so, the rockets fix will work but your RWR will continue to function always at 100% (not realistic/too previsible) if you donīt use this file.

An easy and quick way to find these modifications is just using a comparision soft between the original GWX3.0 and the one from the mod. Just few modifications (+/- 25 settings), if I have the time I will try to write them here. (I'm not in my house now)

Kpt. Lehmann
06-04-09, 10:20 PM
No problems mate. In truth I also promissed to Jimbuna that I would make a small txt file with all the modifications on this mod files but never did it.:damn:

Anyhow, the Sensors.dat have the RWR system modifications, introducing a probability on those sensors...so, the rockets fix will work but your RWR will continue to function always at 100% (not realistic/too previsible) if you donīt use this file.

An easy and quick way to find these modifications is just using a comparision soft between the original GWX3.0 and the one from the mod. Just few modifications (+/- 25 settings), if I have the time I will try to write them here. (I'm not in my house now)

So it is actually two mods... one mod for the rockets and one for the RWR sensor.:cool:

onelifecrisis
06-05-09, 07:00 AM
Sensors.dat have the RWR system modifications, introducing a probability on those sensors...so, the rockets fix will work but your RWR will continue to function always at 100% (not realistic/too previsible) if you donīt use this file.

Thanks. Your RWR tweak sounds good to me - bonus! :up::up:

Rubini
06-05-09, 08:19 AM
So it is actually two mods... one mod for the rockets and one for the RWR sensor.:cool:
Exactly! The idea is a small but complete workaround on the air attacks matter.;)
These last past days I played the game a bit with a new career starting in 1943 (and using for the first time voice commanders:DL), the mod works very well, the planes and the rockets are really dangerous as never before.

Well, voice commanders + my poor english=flawless!!! (the microsoft voice recognition soft is REALLY good!):DL

irish1958
06-05-09, 03:07 PM
And the result is devastating. It is a rather good idea to get out of the way.
I tried to get some screen shots, but screwed it up.

Jimbuna
06-05-09, 04:09 PM
No problems mate. In truth I also promissed to Jimbuna that I would make a small txt file with all the modifications on this mod files but never did it.:damn:



No problem....the ninja assassins are enroute :smug:

Rubini
06-05-09, 04:27 PM
No problem....the ninja assassins are enroute :smug:
:DL:up:

Vermin
03-27-10, 07:56 AM
Hi Rubini,

I would really like to use this mod with the original aircraft HP/Armour values - as noted by OLC a few posts back. I never man the flak guns peronally and my crew can't shoot for s**t! :DL Which file has the aircraft's HP/Armour info in so I can tweak it? Also can you suggest a program to compare the old/new files with so - I only have winmerge and I dont think that will work on anything but txt files.

Thanks

Vermin

Rubini
03-27-10, 04:47 PM
Hi Rubini,

I would really like to use this mod with the original aircraft HP/Armour values - as noted by OLC a few posts back. I never man the flak guns peronally and my crew can't shoot for s**t! :DL Which file has the aircraft's HP/Armour info in so I can tweak it? Also can you suggest a program to compare the old/new files with so - I only have winmerge and I dont think that will work on anything but txt files.

Thanks

Vermin
Hi mate,

Frequentelly I receive PM and questions about parts/properties/settings about mods that i made much months, sometimes years ago...well I normally canīt recall exactly what I did and how I did that mod so much time ago - also some mods are too complex - and for these reasons sometimes I never reply those question.

I'm always messing with SH3 files like a hobby just because i like very much this game and also because i like to mod...so, I just redownload the mod few minutes ago, opened itīs files structure , opened some files with S3D and here your answer: the armour and hit points of all units on SH3 is in itīs .zon file, ColisionableObject parameter. The .sim of the aircrafts on this mod have the tweekings to make the planes more agressive and with more persistent attacks.

Hopes this help you!:up:

Edited: about comparision soft I use ExamDiff, when messing with non text files it continue to be useful as you at least can see the amount of differences and also the hex location of them. Later you can find them with S3D.:up:

Vermin
03-28-10, 08:13 AM
Thanks very much Rubini,

I really appreciate you taking the time to reply and for giving me some pointers.

Regards

Vermin

andqui
06-16-11, 10:38 AM
Any way to get this to work with a 20km environment mod like MEP?

thanks

LGN1
06-16-11, 12:38 PM
Hi,

this old post might be useful:

http://www.subsim.com/radioroom/showpost.php?p=1199640&postcount=19

Cheers, LGN1