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View Full Version : How do I change torpedo strengh?


7499275
05-06-12, 04:35 PM
I have silent 3ditor and I was wondering what file do I edit so that a torpedo will blow a nice size hole in the ship but not annihilate it if you know what I mean. Right now the torpedoes will only blow like a 5 inch chunk out of a crusiers armor, ( The one in the torpedo training mission ) I would like to edit it so it would be oh say a 3 foot chunk out of the armor.
If anyone could help that'd be great, Thanks!

DrBeast
05-06-12, 05:14 PM
I have silent 3ditor and I was wondering what file do I edit so that a torpedo will blow a nice size hole in the ship but not annihilate it if you know what I mean. Right now the torpedoes will only blow like a 5 inch chunk out of a crusiers armor, ( The one in the torpedo training mission ) I would like to edit it so it would be oh say a 3 foot chunk out of the armor.
If anyone could help that'd be great, Thanks!

Torpedoes_US.zon in Data\Library. MinEF/MaxEF defines minimum and maximum damage done, MinRadius is the minimum radius of splash damage, with the torpedo doing all the damage up until this distance, with the damage then being gradually reduced until MaxRadius.

Keep in mind that the damage depicted in-game (i.e. size of the hole) doesn't always correspond to actual damage being done. It's more of an eye-candy than a true indicator of how much damage has been done.

7499275
05-06-12, 05:25 PM
You kinda lost me on what file to change and what to change in it, I understand where just not what :O: but I'm using NSM so I thought the bigger the hole the better.

DrBeast
05-06-12, 07:12 PM
You kinda lost me on what file to change and what to change in it, I understand where just not what :O: but I'm using NSM so I thought the bigger the hole the better.

Sorry! The file you need to modify is Torpedoes_US.zon, and you will find it in the Data\Library folder.

NSM4 does alter torpedo (and deck gun) damage (are you still running v1.4 of the game, btw? That mod is not compatible with 1.5), so an alternative approach would be to disable the mod, go to its Data\Library folder and remove the Torpedoes_US.zon file. Reactivate the mod and see if you like the result.

7499275
05-06-12, 07:25 PM
Yes I am running V1.4. So with NSM even though the ship may not look damaged she is taking on water?

and I do not have a "Torpedoes_US.zon" file i have a SIM and a DSD and a DAT.

DrBeast
05-06-12, 08:47 PM
Yes I am running V1.4. So with NSM even though the ship may not look damaged she is taking on water?

and I do not have a "Torpedoes_US.zon" file i have a SIM and a DSD and a DAT.

Look in MODS\NSM4\Data\Library. The file should be there. Deactivate the mod, remove the file (move it to, say, your desktop), then reactivate.

NSM has lowered the damage done by torpedoes, that's why it's rarely visible. The ship does, indeed, take in water, in fact the ship will sink due to flooding - as opposed to the stock damage model where the ship will sink mainly because of hit point depletion.

7499275
05-06-12, 09:04 PM
I did know about the flooding and the hit point damage system that NSM changed but I didn't know that even though you can't see it, she'll take on water. Thanks, It's late now here I'll try it tomorrow evening and comment back if it helps or not. but thanks! :salute:

Webster
05-07-12, 10:21 AM
try my increased torpedo damage mod, it has three settings depending on how much you want to increase the torpedos damage/power

if it doesnt suit you then compare my files to the stock file to see what i changed and try your own settings

i found if you change the radius it tends to turn ships into rediculous looking swiss cheese hulls

7499275
05-07-12, 03:57 PM
try my increased torpedo damage mod, it has three settings depending on how much you want to increase the torpedos damage/power

if it doesnt suit you then compare my files to the stock file to see what i changed and try your own settings

i found if you change the radius it tends to turn ships into rediculous looking swiss cheese hulls

Alright thanks, I tried one mod that if a fish hit the hull below the bridge the whole deck hull and bridge would be disentergrated. And may I have a link? ( new to the site suck at finding stuff :P )


EDIT: nevermind sorry webster I found it, and now that i realize who you are I've been browsing this site for a couple of weeks and seen a lot of your work, you are a excellent and helpful modder if I may say so!

Webster
05-07-12, 07:41 PM
thanks, most modders will have links to their mods in the sigs of their posts like i do so if you mouse over them and you can see what mods they did

also dont forget to look over the popular mods sticky at the top of the forums for some of the most poppular mods

7499275
05-07-12, 08:05 PM
thanks, most modders will have links to their mods in the sigs of their posts like i do so if you mouse over them and you can see what mods they did

also dont forget to look over the popular mods sticky at the top of the forums for some of the most poppular mods

Thanks for the info! A little bit of forum advice from a hardened sea captain to a some what new captain is always nice!
One thing though, your test map, I have it and it crashes when ever I try to load it and yes I am using the correct version.

Webster
05-07-12, 08:23 PM
Thanks for the info! A little bit of forum advice from a hardened sea captain to a some what new captain is always nice!
One thing though, your test map, I have it and it crashes when ever I try to load it and yes I am using the correct version.


test map :06: i dont have a test map

must be someone elses mod

7499275
05-07-12, 08:32 PM
It's your torpedo test map included in the torpedo mod pack.

And I hate to be a bother ( Which i am good at ) I installed V3 over nsm, though the torps looked the same. So I removed NSM used yours only, could see a massive improvement, what do I do because in the NSM folder there are 2 torp files and I think V3 of your mod is only over writing one of them.

DrBeast
05-08-12, 02:59 PM
It's your torpedo test map included in the torpedo mod pack.

And I hate to be a bother ( Which i am good at ) I installed V3 over nsm, though the torps looked the same. So I removed NSM used yours only, could see a massive improvement, what do I do because in the NSM folder there are 2 torp files and I think V3 of your mod is only over writing one of them.

If min/max radius are left untouched (I think they are), you won't see much of a difference with NSM. In order for the ships to sink faster there, a torpedo doesn't have to hit harder (more hit points damage), but over a more wide-spread area, so multiple compartments can start flooding.

Webster
05-08-12, 03:45 PM
If min/max radius are left untouched (I think they are), you won't see much of a difference with NSM. In order for the ships to sink faster there, a torpedo doesn't have to hit harder (more hit points damage), but over a more wide-spread area, so multiple compartments can start flooding.


yep, by design NSM removes most of the damage caused by hitpoints so ships sink almost exclusively from flooding only so NSM is a mod to slow ships sinking times and reduce the effect of torpedos so you are using a mod to weaken torpedo effects and adding another mod to boost torpedo effects :06: kinda doesnt make a whole lot of sense to do that now doesnt it

as DrBeast said it can be done by increasing the min/max radius of each torp in my mod but the reason i left them alone was you will be seeing the swiss cheese thing going on which looks stupid IMO

7499275
05-08-12, 05:18 PM
Oh ok, I though more damage the quicker it would sink with NSM ( i find nsm sinks to slowly for me but I like the way it sinks so if im outta torps or ammo or i need to preserve i can't hit it just enough to sink it ) But thanks!

donna52522
05-08-12, 06:31 PM
How about a more powerful torpedo mod?

+20 to +25% more power.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1345

Or open the mod and see what files have been changed.

7499275
05-08-12, 06:53 PM
How about a more powerful torpedo mod?

+20 to +25% more power.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1345

Or open the mod and see what files have been changed.

Thanks and I replied to your message.