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View Full Version : Deck gun/AA ammo modding


SubTroll
05-09-12, 08:57 PM
Hey guys, a couple of quick questions:

1. Is there any way to change the amount of deck gun/AA ammo on my subs without having to download and install a mod? If so, what do I need to change?

2. I'm really interested in downloading some mods for my game, but I have virtually no experience with modding. Any advice or useful links?

Thanks!

Webster
05-09-12, 11:02 PM
well you are asking to be told how to mod your game so you dont have to add a mod to your game :06: can you see where that gets confusing?


download my upgraded deck gun mods and look at the files in them. that will show you the files that are involved and then you know the files you need to mod to do it yourself or if you like the description of what the mod does then you can just add the mod to your game and play

modding isnt hard and adding mods to your game with the JSGME Utility is completely safe and easy to do so dont worry about messing it up

SubTroll
05-10-12, 08:21 PM
I will definitely try that! Thank you! :DL

RedTerex
05-10-12, 09:33 PM
Hey Traveller, thanks for the " how to" well I " did do " and am now enjoying double the quantity of stored ammo...and a few star shells into the bargain. I have had to tell some of the crew to sleep on the floor to make way for all the extra ammo though! :haha:

That editor is a cool piece of kit..however as the old adage goes...You can have all the tools but you have to have the know how and Im a little bit lacking in that department lol...I would love to use it for lots of other tasks too.

Webster
05-10-12, 10:31 PM
Welcome to Subsim. :DL


Most of us modders here don't have the time to give detailed, step-by-step instructions on how to mod SH4... but I'll do it this time. Here's how to change the gun ammo for your sub:


1. Download S3d editor here- http://s3d.skwas.com/downloads.aspx

2. Make a backup copy of USSSubParts in the data/library folder first. With S3D editor, go to data/library/USSubParts

3. Open the gun .sim file you want in the backup copy folder.

4. On the left side of the screen in the S3D editor, open wpn_Cannon

5. On the right side of the screen, under ammo_storage, open AA, AP, HE, or SS (star shell)

6. Under amount= change the amount of ammo

7. save

8. Download JSGME mod installer here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3559

9. Copy and place your new mod folder (backup copy) into the MODS folder of JSGME and install. (Must be in a data/library/USSubParts folder)


10. Done!


Hope this was helpful. Good luck. :sunny:


you also need to open the "data/cfg/ basic.cgf" file and scroll down to change the ammo load on each sub or you will be out of ammo real fast

the ammo_storage wil change how much ammo is in each clip or reload of the gun but it doesnt add any extra ammo to the sub, for that you have to change the cfg file

0rpheus
05-10-12, 10:39 PM
Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?

I kept meaning to have a go at making a mod to overwrite the slower reload time on the deck gun in TMO, but never got round to making it. Didn't realise I'd have to use the editor, was hoping it would be possible to replace the TMO deck gun files with stock ones. Would that even work?

A solo deck gun mod with realistic ammo load & a slightly shorter reload time would be very handy; TMO's reload feels far too long :hmmm:

DrBeast
05-11-12, 11:12 AM
you also need to open the "data/cfg/ basic.cgf" file and scroll down to change the ammo load on each sub or you will be out of ammo real fast

the ammo_storage wil change how much ammo is in each clip or reload of the gun but it doesnt add any extra ammo to the sub, for that you have to change the cfg file

I'm fairly certain basic.cfg is just a leftover file from SH3 which is no longer used in SH4. What you'd have to change is clip_size and ammo_storage, both in the gun's .sim file.

Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?

Yes, there's a reload_time value in the wpn_Cannon node, that's the one you want to change.

I kept meaning to have a go at making a mod to overwrite the slower reload time on the deck gun in TMO, but never got round to making it. Didn't realise I'd have to use the editor, was hoping it would be possible to replace the TMO deck gun files with stock ones. Would that even work?

I'm afraid not, since TMO also alters the amount of ammo each gun carries, and that's in the .sim file as well.

RedTerex
05-11-12, 01:42 PM
I only changed the gun.sim(s) ie 20mm_Oerlikon_Twin.sim and not the basic.cfg. I now have all the ammo I want, stored in any sub. I reckon that DrBeast is correct in his assumption of it being a leftover from SH3.

I now have 2500 rounds of HE, 2500 rounds of AP and 250 rounds of AA and similar ammounts for the 40mm and 20mm twin MG's.

I also modded the reload values by 2 seconds and the velocity of the shells to around 965 from 844

Whilst in the editor I also did something else...powered up the torpedoes.

I increased the damage value of the torpedoes by an extra 50%. This is because I decided to have Torpex instead of TNT in the warheads...I beleive Torpex was 50% more powerful due to it having aluminium powder and iron oxide added to the trinitrotoluene.

Its the Torpedos_US.zon file for this little mod. whereas MinEF and MaxEF lines were increased by 50% ie MinEF=150 from 100 and MaxEF=240 from 160

oh...and they work well too...only one torpedo needed for most ships now...some still need two but its less infrequent.

Webster
05-11-12, 02:45 PM
I'm fairly certain basic.cfg is just a leftover file from SH3 which is no longer used in SH4. What you'd have to change is clip_size and ammo_storage, both in the gun's .sim file.


hmmm, i know there was a reason why i had to edit it, maybe it was just for eliminating crew fatigue

Bubblehead1980
05-19-12, 09:25 AM
I only changed the gun.sim(s) ie 20mm_Oerlikon_Twin.sim and not the basic.cfg. I now have all the ammo I want, stored in any sub. I reckon that DrBeast is correct in his assumption of it being a leftover from SH3.

I now have 2500 rounds of HE, 2500 rounds of AP and 250 rounds of AA and similar ammounts for the 40mm and 20mm twin MG's.

I also modded the reload values by 2 seconds and the velocity of the shells to around 965 from 844

Whilst in the editor I also did something else...powered up the torpedoes.

I increased the damage value of the torpedoes by an extra 50%. This is because I decided to have Torpex instead of TNT in the warheads...I beleive Torpex was 50% more powerful due to it having aluminium powder and iron oxide added to the trinitrotoluene.

Its the Torpedos_US.zon file for this little mod. whereas MinEF and MaxEF lines were increased by 50% ie MinEF=150 from 100 and MaxEF=240 from 160

oh...and they work well too...only one torpedo needed for most ships now...some still need two but its less infrequent.

Hmm nice.Get some nice booms? I may change it to reflect having torpex, not sure about 50% though.

Webster
05-19-12, 11:53 AM
Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?



yes it does but its not exact so if you play with it you get the speed you like. in other words 1 second might be 1 second but 2 seconds can be 2 1/2 seconds and 3 seconds can be 4 seconds in game so do a lot of testing.

in my updated guns mod i used a speed like a shotgun so its boom / short pause / boom so its 2-2 1/2 seconds between shots which is fast but possible to do by an efficient gun crew with ammo ready in hand

DrBeast
05-19-12, 12:26 PM
yes it does but its not exact so if you play with it you get the speed you like. in other words 1 second might be 1 second but 2 seconds can be 2 1/2 seconds and 3 seconds can be 4 seconds in game so do a lot of testing.

in my updated guns mod i used a speed like a shotgun so its boom / short pause / boom so its 2-2 1/2 seconds between shots which is fast but possible to do by an efficient gun crew with ammo ready in hand

As Webster pointed out, reload time depends on crew efficiency. What's notable is that even when you use the gun yourself, a manned gun will fire faster than an unmanned.

Webster
05-19-12, 01:16 PM
As Webster pointed out, reload time depends on crew efficiency. What's notable is that even when you use the gun yourself, a manned gun will fire faster than an unmanned.


yes, great point and my example was if i was manning the gun so dont use auto firing by crew to test the gun reloading time