View Full Version : Weapon Loads Limits
Fleet Command CC
07-02-09, 11:41 PM
Have you ever wanted to change the weapon loadout amounts Limits?
For example I've always wanted 50+ capacity of missile and torpedoes on the Seawolf SSN221.
If you would like to know post a message. :salute:
Fleet Command CC
07-03-09, 12:16 AM
Here the Original Weapon Loadout of the Seawolf SSN221.
http://i562.photobucket.com/albums/ss62/fleetcommandcc/3D%20Models/Original-WeaponLoadout.jpg
Here the New Weapon Loadout of the Seawolf SSN221.
http://i562.photobucket.com/albums/ss62/fleetcommandcc/3D%20Models/NewWeaponLoadout.jpg
Now I know you would never get a 10066329 capacity of missiles and torpedoes on any Submarine of today, I'm not sure any one Nations has got so many Sub base weapons, may be the USA or Russia has. :salute:
I'ld like to know how to change the weapons loadout. Can you send me a PM?
Ummm.......no thanks:nope:
Fleet Command CC
07-05-09, 02:23 AM
I'ld like to know how to change the weapons loadout. Can you send me a PM?
Hey LoBlo.
All I did was I modify some of the code in one of the .dll files form the Interfaces\ssn21 folder.
May I ask have you got a Hex Editor, and also do you know the basics of using it?
I only know the basics myself. :salute:
Fleet Command CC
07-05-09, 02:26 AM
Ummm.......no thanks:nope:
That's cool, I'm guessing it's something you don't want to mess with ham I right? :salute:
Hey LoBlo.
All I did was I modify some of the code in one of the .dll files form the Interfaces\ssn21 folder.
May I ask have you got a Hex Editor, and also do you know the basics of using it?
I only know the basics myself. :salute:
I've downloaded and deleted a hex editor a couple of times, but didn't really have a knowledge of it, so erased it. Which one do you use?
Fleet Command CC
07-05-09, 10:47 PM
I've downloaded and deleted a hex editor a couple of times, but didn't really have a knowledge of it, so erased it. Which one do you use?
Oh I see, would it be easier for you to tell me what weapon loadout limits you would like. Then I can do the modifications for you and then I could post it has a simple Mod download?
In answer to your question I'm using Hex Editor Neo, here is the link below. :salute:
http://www.hhdsoftware.com/
You wouldn't happen to have knowledge on how to change reload times would you?
Fleet Command CC
07-06-09, 08:56 AM
You wouldn't happen to have knowledge on how to change reload times would you?
Hello LoBlo.
I haven't look into that, but I will no probs. :salute:
Fleet Command CC
07-06-09, 09:44 AM
**Disclaimer** -- S.C.S - Sonalysts Combat Sims, Inc. are not supporting any modifications made by the end users. This is at your own risk. Please do not call or email their customer support for help with these files. This info is in no way connected to, or affiliated with the Developers of Dangerous Waters i.e. S.C.S - Sonalysts Combat Sims, Inc, its employees, representatives, consortium's, or other persons or companies associated with it. Therefore the creator this info will take no responsibility for harm that it might do to your game or computer by trying it.
Doing this has not harmed my game or computer but use this info at your own RISK OK.
How to modify the weapon loads on the Seawolf Sub.
Before we start backup your game!!!
Go to wherever Dangerous Waters is install on your computer, open the Interfaces folder, then the ssn21 folder.
Next open the wpnloadout.dll file with the Hex Editor Neo.
Then click Edit.
Next click Go To Offset... and type in the Offset: box ( 00002791 ).
Next just change 2a to 0a this will give you a weapon cap of 160.
Next save and close the the wpnloadout.dll
Next open the DB Editor find the Seawolf 0006:SeaWolf Midtubes P2 launcher and edit the amount of rounds, nothing specific just change the amount then apply and save. :salute:
Fleet Command CC
07-06-09, 11:02 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
a1 = 26
a2 = 42
a3 = 58
a4 = 74
a5 = 90
a6 = 106
a7 = 122
a8 = 138
a9 = 154
a0 = 160
Fleet Command CC
07-06-09, 11:09 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
b0 = 176
b1 = 177
b2 = 178
b3 = 179
b4 = 180
b5 = 181
b6 = 182
b7 = 183
b8 = 184
b9 = 185
Fleet Command CC
07-06-09, 11:27 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
c0 = 192
c1 = 193
c2 = 194
c3 = 195
c4 = 196
c5 = 197
C6 = 198
c7 = 199
c8 = 200
c9 = 201
Fleet Command CC
07-06-09, 11:35 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
d0 = 208
d1 = 209
d2 = 210
d3 = 211
d4 = 212
d5 = 213
d6 = 214
d7 = 215
d8 = 216
d9 = 217
Fleet Command CC
07-06-09, 11:46 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
e0 = 224
e1 = 225
e2 = 226
e3 = 227
e4 = 228
e5 = 229
e6 = 230
e7 = 231
e8 = 232
e9 = 233
Fleet Command CC
07-06-09, 11:52 PM
Here are a few more Hex codes for different weapon loadout caps. :salute:
f0 = 240
f1 = 241
f2 = 242
f3 = 243
f4 = 244
f5 = 245
f6 = 246
f7 = 247
f8 = 248
f9 = 249
Fleet Command CC
07-07-09, 12:03 AM
Here are a few more Hex codes for different weapon loadout caps. :salute:
aa = 170
bb = 187
cc = 204
dd = 221
ee = 228
ff = 255
Sweet! Ohio class SSGN here we come! Thanks!
Fleet Command CC
07-08-09, 07:02 PM
Sweet! Ohio class SSGN here we come! Thanks!
Hey LoBlo.
I'm glad you found the info useful, if you find anything useful please post it on the forum for all to see. :cool:
Is the Ohio class SSGN going to be addon mod? :salute:
Is the Ohio class SSGN going to be addon mod?
Not officially no. But now its possible to anyone that has the motivation to make one. I generally kitbash platforms. For the Ohio SSGN I would probably take the SW, change the model and perform with DWEdit to fit the Ohio and then change the loadout to 155 TLAMS. Only draw back is the reload limits of the launch tubes wouldn't simulate the ability to cascade launch 155 TLAMs continuously. One could get around this by using the "quick weapon launch" in the options menu (which unfortunately I believe, lets the AI quick launch too however) or modifying the reload time of the tubes.
Fleet Command CC
07-09-09, 06:43 PM
Not officially no. But now its possible to anyone that has the motivation to make one. I generally kitbash platforms. For the Ohio SSGN I would probably take the SW, change the model and perform with DWEdit to fit the Ohio and then change the loadout to 155 TLAMS. Only draw back is the reload limits of the launch tubes wouldn't simulate the ability to cascade launch 155 TLAMs continuously. One could get around this by using the "quick weapon launch" in the options menu (which unfortunately I believe, lets the AI quick launch too however) or modifying the reload time of the tubes.
Oh right cool niceone. :rock:
Changing the reload times would mean editing the .dll files I haven't found anything yet, but when I do I will post a thread on it.
Have you found anything by changeing the .dll files? :salute:
Have you ever wanted to change the weapon loadout amounts Limits?
No.
For example I've always wanted 50+ capacity of missile and torpedoes on the Seawolf SSN221.
What for ? Why not 1000 ?
Fleet Command CC
07-13-09, 06:29 PM
No.
What for ?
Nexus7
Mainly because I wanted too, and also the 50+ missiles or torpedo's are on a real SSN-21 Seawolf.
http://www.fas.org/programs/ssp/man/uswpns/navy/submarines/ssn21_seawolf.html#spec
Why not 1000 ?
I did get it up to 10066329, but that is a bit over and top. :D:yeah::D :salute:
Well, actually it says
50 Tomahawk cruise missiles (http://www.fas.org/man//dod-101/sys/smart/bgm-109.htm) or
50 Harpoon antiship missiles (http://www.fas.org/man//dod-101/sys/smart/agm-84.htm) or
50 Mark 48 ADCAP torpedoes (http://www.fas.org/man//dod-101/sys/ship/weaps/mk-48.htm) or
up to 100 mines (http://www.fas.org/man//dod-101/sys/ship/weaps/mines.htm)
Fleet Command CC
07-17-09, 10:34 PM
Well, actually it says
50 Tomahawk cruise missiles (http://www.fas.org/man//dod-101/sys/smart/bgm-109.htm) or
50 Harpoon antiship missiles (http://www.fas.org/man//dod-101/sys/smart/agm-84.htm) or
50 Mark 48 ADCAP torpedoes (http://www.fas.org/man//dod-101/sys/ship/weaps/mk-48.htm) or
up to 100 mines (http://www.fas.org/man//dod-101/sys/ship/weaps/mines.htm)
The number of weapons that any ship or sub carrys is never 100% accurate, they can always carry a few more than what is put out into the public eye, so that is why I said 50+. :salute:
Torpex30
07-30-09, 07:50 AM
Can we also change the Harpoon cap of 4 in FFG this way, and if so how?
Fleet Command CC
08-10-09, 10:06 PM
Can we also change the Harpoon cap of 4 in FFG this way, and if so how?
Hello Torpex30
Yep it can be changed you just aft to find the right part to edit. :salute:
Torpex30
08-12-09, 02:13 PM
So I assume we have to find the right 0004 in wpnload.dll in FFG folder and change it am I right?
martinchi
09-06-09, 10:44 AM
can you send me your file of ssn21?
Fleet Command CC
09-29-09, 12:06 AM
can you send me your file of ssn21?
Hey martinch
PM me your email address and I will send you the modify files. :salute:
Fleet Command CC
09-29-09, 12:09 AM
So I assume we have to find the right 0004 in wpnload.dll in FFG folder and change it am I right?
Probably but the FFG layout is a lot different to ssn221, I haven't mess with the FFG so I can't help much sorry about that. :salute:
qiaoyech
06-08-16, 09:17 PM
Resuming the discussion here:
Found FFG missile loadout offset
(0x57f7) col 07
:sunny:
Aktungbby
06-08-16, 09:37 PM
qiaoyech!:Kaleun_Salute: After a decade's silent run!
Jimbuna
06-09-16, 05:55 AM
Welcome to SubSim qiaoyech :sunny:
jadervason
03-09-17, 01:18 AM
I am trying to find the right spot to edit. I want to carry TEST-71 torpedoes in the main torpedo rack of the Alfa class. My preferred loadout is the four center tubes loaded with SS-N-15 missiles, and the two side tubes as well as all reloads TEST-71. In fact if I could use better torps I would as I'm sure the Alfa had access to whatever was the best available.
Victor II can carry TEST-71 in all racks.
jadervason
03-09-17, 09:58 PM
I appreciate your observation.
I swapped these 3 files from the Victor-III to the Alfa. (When I tried this with Victor-I/II, it defaulted to all older torpedoes)
Interfaces\VictorIII-->Interfaces\Alfa
wpnloadout.dll
wpnloadoutakula.grp
wpnloadoutakula.ndx
In the database, with DWedit, I changed the 6 Alfa tubes to the 6 Victor-III tubes (amongst other things, such as 900m depth and slightly higher sonar washout speeds)
Although it is not perfect (Alfa did not have 650mm tubes and had only 18 weapons) I achieved the original goal of 4x Starfish, all others TEST-71. Thanks for the help.
alguienonline
06-26-17, 06:49 AM
Has anybody figured out where to change the Harpoon limit for the FFG. I managed to change the limit for the entire ammount of missiles but the harpoons still are locked at 4.
Aktungbby
06-26-17, 11:25 AM
alguienonline!:Kaleun_Salute: after a long 7 year silent run!
Has anybody figured out where to change the Harpoon limit for the FFG. I managed to change the limit for the entire ammount of missiles but the harpoons still are locked at 4.
In Reinforce Alert you can choose Bergamini class frigate (FREMM) or Udaloy ASW destroyer. Both have 8 ASROCs with ASM capabilities.
BTW Why you need more than 4 Harpoon missiles?
alguienonline
06-26-17, 11:55 AM
BTW Why you need more than 4 Harpoon missiles?
Because i want to build my own mod with an FFG capable of firing more than just 4 Harpoons.
Any idea what hex to edit?? I found 1305 matches. Thats a lot to narrow down.
I think it could be hard for change. Udaloy and Bergamini have only 4 ASROCs for each Weapon Control station. They also share one Weapon Loadout (before mission) for each station. That means if you change number of rockets before starting scenario, all weapon stationswill have exactly the same number of rockets!
Because i want to build my own mod
Ok, but i think most DW veterans will NOT be interested your mod.
FFG capable of firing more than just 4 Harpoons
How many you want?
Btw. Perry have SM-1MR missiles which are capable for ASM role. Those missiles have longest range from all playable Surfs in RA. Thats means: in good hands Perry is best playable surface platform for ASuW in Reinforce Alert MOD :D
alguienonline
06-29-17, 10:39 AM
How about the akula, anyway to give it more ammo??
How about the akula, anyway to give it more ammo??
Akula III carries 50 units of various weapon, is it "not enough" for you?
alguienonline
06-29-17, 12:30 PM
Akula III carries 50 units of various weapon, is it "not enough" for you?
Dude, WTF is ur problem. If u dont know the answer call urself to silence.
I want more ammo for the akula, i want to carry 100 missiles. Anybody knows how to??
Why only 100? 10000 is better :D
You can do mod where Perry carries 50 Harpoons, Akula 100 Sizzlers and LA can go faster than 200 kts. But i think peoples love to play DW because this game is REALISTIC simulator in modern naval war.
All playable platforms have advantages and disadvantages and you should accept that fact because this is essence of DW. Driving Akula is quite different than driving LA. They have different sensors, weapons , speed and maximum depth. Your idea for mod is to equal both sides of battle. In my opinion this is pointless.
Maybe Cold Waters or arcade games would be better for you, if you don't understand phenomen of DW?
BTW: for launching weapons you need compresed air. That means, you are not able for launching 50-100 missiles without air tank charge.
alguienonline
06-29-17, 01:26 PM
Its just GAME. I want to build a scenario where i get to fight 100 ships with 1 sub. Can u understand this??
Go comment somewhere else, u talk too much and know about modding.
Chillout buddy.
You said before about mod - not scenario.
In scenario you can use trigger and script for rearming
Your problem is that you wanna add more missiles to sub which have largest storage in game and add missiles to Perry - most dangerous playable surface in ASuW in RA. That suggest, your ideas are little reckless.
Making MOD only for yourself is in my opinion pointless. Especially when the same effect can be triggered/scripted.
alguienonline
06-29-17, 09:14 PM
Making MOD only for yourself is in my opinion pointless. Especially when the same effect can be triggered/scripted.
Any tutorial on how to make a script??
You don't have to:
http://i.imgur.com/esVbLa2.jpg
All is in Mission editor in game.
Scripts needs trigger for launching!
qiaoyech
07-01-17, 01:40 PM
The hex edit i mentioned above is the overall limit of all missiles. I think other sub-limits of the missile amounts are adjustable with DWEdit. Just search the launchers for the playable FFG.
Fearless
01-06-19, 07:58 PM
Hi team, I know this is an old thread but I was wondering if someone could advise what hex edit to change the Collins Class sub's weapons loadout from 18 to 22
Thanks in advance. :Kaleun_Salute:
Hi team, I know this is an old thread but I was wondering if someone could advise what hex edit to change the Collins Class sub's weapons loadout from 18 to 22
Thanks in advance. :Kaleun_Salute:
Ok, try this to change the Rack 1-4 Capacity (Main Rack)
NON_NUKE_SUB Interface:
wpnloadout.dll: Hexedit address 0x0315D (2 bytes)
fctd.dll: Hexedit address 0x0A33D (2 bytes)
Current Value: 0x0900
EDIT: For the changes to take effect you also have to delete the .lod file of the collins weapon loadout in the cache folder, usually game root folder for winxp or the "C:\users\username\AppData\Local\VirtualStore\Progr am Files (x86)\Sonalysts Combat Simulations\Dangerous Waters" folder for winvista and later.
Have fun...
Fearless
01-07-19, 04:54 AM
Ok, try this to change the Rack 1-4 Capacity (Main Rack)
NON_NUKE_SUB Interface:
wpnloadout.dll: Hexedit address 0x0315D (2 bytes)
fctd.dll: Hexedit address 0x0A33D (2 bytes)
Current Value: 0x0900
EDIT: For the changes to take effect you also have to delete the .lod file of the collins weapon loadout in the cache folder, usually game root folder for winxp or the "C:\users\username\AppData\Local\VirtualStore\Progr am Files (x86)\Sonalysts Combat Simulations\Dangerous Waters" folder for winvista and later.
Have fun...
**UPDATE**
I think I've done it. I changed the 09 to 0D and that increased the 1-4 racks loadout from 9 to 13 thus allowing me to add 12 weapons totalling 22 all up.
6 in the tubes, 2 in both racks 5 and 6 and 12 in racks1-4. Interesting though that whilst showing \13, I can only add 12\13.
I used https://www.calculator.net/hex-calculator.html?d2bnumber1=14&calctype=d2b&x=51&y=14#decimal2hex to work out what to use.
Thanks for your info and guidance Pirate. :Kaleun_Cheers:
Fearless
01-08-19, 08:58 PM
Seems to work now.
Hi Fearless,
I've tried to have a go at editing the Collins weapons loadout - but the hex editor made no sense to me.
I was wondering, would you consider uploading your 22 Torp Collins wpnloadout.dll, so that I can 'patch' your one over?
Thanks Fearless, hope you can help,
Stew
Alcon2009
01-09-22, 11:34 AM
Yes, this is for the Collins, but how do i do the same with another submarine? how do i know what byte i need to modify? or for a FFG too
Thanks.
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