View Full Version : How can I find a ships folder in the SEA folder to tweak its stats??
Wolfstriked
05-11-12, 03:07 PM
I have been tweaking the behavior of ships on sea and scene.dat.Its a bit shallower and less violent ocean but I found that any larger waves allowed causes ships to look off as they crest the waves.I also just found that my tweaked scene.dat blends really well with TMT V2's larger ships but for some ships its way off.TMT not only tweaks the draft/length etc of all ships but also tweaks there movement over the surface for more realistic look.The larger ones are now perfect but the medium ones tend to not move over the ocean and just look off.
This is not just a cosmetic thing I am trying for as it also has to do with gameplay.When the smaller ships are rock solid over rough seas it firstly looks very bad:nope: and removes the difficulty of having to choose magnetic or impact.Just always choosing magnetic is not realistic because in rough seas they tended to choose impact due to the draft changing dramatically.But you now also have the probablity of a failure from running too close to surface in heavy seas thanks to Hsie torpedo failure mod making for a narrow window of choice.:up::up:The larger ships right now are diving just a small amount in 15m wind waves and so its a 50/50 chance of a hit with magnetics.Its a huge task and for now I will do a rough change to ships depending on their size alone as trying to tweak each ship will burn out the mind.:rotfl2:Will still look worlds better though;)
Anyone know how to find ships in the "sea" folder by their names when you target them in game,for example(tramp steamer etc).The folders for battleships are easy as the name is as is shown in game but the merchants are coded with names like NLST,NLTF,NMWP,NMSTR etc.
bigboywooly
05-11-12, 03:25 PM
NPTV=Small Vorpostenboot
NPTV_KFK=Kriegsfischkutter
NTB_1924=Type 23-24 classes
NTB_1937=Type 35-37 classes
MS1935=Minesweeper
NMSR=Raeumboot class
NLST=Landing Ship Tank
NDS=Large Depot Ship
NSD=Small Depot Ship
NMSS=Sperrbrecher class
NDST=Large Trawler
AC4=Cyclops
NAMM=Ammunition Ship
NKGN=Large Merchant
NKLS=Medium Cargo
NLLS=Medium Cargo - WITH LIGHTS
NKSQ=Tramp Steamer
NLSQ=Tramp Steamer - WITH LIGHTS
NKBL=Small Freighter
NKSS=Small Merchant
NLSS=Small Merchant - WITH LIGHTS
KLAKE=Great Lakes Freighter
NSCT=Coastal Freighter
NLGH=Lightship
NLL=Liberty Cargo
NVV=Victory Cargo
NFAD=Dithmarschen class
NOTMS=Large Tanker
NLTMS=Large Tanker - WITH LIGHTS
NOTMST2=Modern Tanker
NECT=Medium Tanker
NOTSF=Small Tanker
NLTSF=Small Tanker - WITH LIGHTS
NSJT=Intermediate Tanker
NNWP=Nipiwan Park-type Tanker
NCOT=Coastal Tanker
NOTCW=Whale Factory Ship
NRC=Ore Carrier
NLPL=Ocean Liner - WITH LIGHTS
NPPL=Large Troop Ship
NPTB=Small Ocean Liner
NLUS=HMT Aquitania
NCHT=Chatham-type Troop Ship
NLOL=Ceramic-type Ocean Liner
NKCA=Passenger/Cargo
NPTR=Troop Ship
NPTL=Large Passenger/Cargo - WITH LIGHTS
NTR=Troop Transport
NHSL=Hospital Ship
NPRT=Cyclops-type Collier
NGRA=Granville-type Freighter
NKSEF=Coal Freighter
Schute_M2=Small Coal Tender
NKLSS_Hansa=Medium Hansa Freighter
NKMCS_Hansa=Hansa Freighter
NKMSS_Hansa=Hansa Type Freighter
NLUS_Bremen=TS Bremen
NLUS_Europa=TS Europa
M35Hansa=Hansa Freighter
NKGHAN=Large Hansa Freighter
NPL_Hap=Small Passenger\Steamer
NPL_KDF=KDF Steamer
NPKDF=KDF Liner
NPPL_Hansa=Hapag Liner
NKSS_CAT=Cam Merchant
NKSMM=Small Cargo
Wolfstriked
05-11-12, 03:44 PM
Thanks Bigboywooly...I already found that and thought it doesn't point to the actual folder I need.But its in code.:rotfl2:
I need to add an N to LSQ=Tramp Steamer to find it as its listed....
NLSQ=Tramp Steamer.Looks hard since GWX has a ton of ships!But I will try it out.:salute:
bigboywooly
05-11-12, 04:14 PM
The list above isnt the Sea folder EnglishNames file
IS the folder names of the ships in the Sea folder
eg
NLL=Liberty Cargo
NLL is the folder name in the Sea folder
LL is the cfg name in the roster files
LL is the class name
English names cfg shows LL=Liberty Cargo
NTB_1924=Type 23-24 classes
NTB_1924 is the folder name in the Sea folder
TB1924 is the cfg name in the roster files
TB1924 is the class name
English names cfg shows TB1924=Type 23-24 classes
I already did the hard work for you in that list
:rotfl2:
Wolfstriked
05-11-12, 04:52 PM
LOL,thats great stuff and here I thought I was onto something !!:har:Wow,I figured out the morse code that is ever present in SH3. Sadly,my tuning for the day is over as I started drinking a few beers an hour ago and just now I got sea sick watching a new change.Modding is caput for the night...till tommorow when the modding but strikes again.:shucks:
Wolfstriked
05-12-12, 09:09 PM
Bigboywooly,any chance you can point me to the "small fishing boat".And is there a small ship code like first two letters signify the type....NL=medium merchant types etc?
Wolfstriked
05-16-12, 04:32 PM
Still working on this and find that quite a few ships I have worked on have messed up stats.I am using TMT as the base so it will work with GWX which TMT was made for.The bad stats has nothing to do with Makman's work as I checked that they were in fact there from stock or from GWX.Makman concentrated on the drafts,lengths and mast heights first and foremost as that was what his excellent mod was striving for (to fix the discrepancies in targeting).His tweaks to the behavior of the ships were good also but did not really come into effect until the sea state itself was corrected.Of course this could all be an opinion of mine and others may like the crazier hectic sea of stock Sh3.
As I said I found some wrong stats and its funny that things just did not feel right at times playing SH3 in past.One was the Raeumboot class ship having 7500hp instead of its historical 2500...explains why it looks so fast when trying to avoid you or other ships.Another is the medium cargo ship having displacement of 14,225 but the .cfg file shows 6200.This always felt off to me when targeting ships looking for largest in convoys and wondering why the big medium cargo ship was so low in tonnage.Of course renown will be adjusted accordingly.This is just a few of the ships I have touched(around 8)so far.:oLots of work!!
PS:Here is a tease of what I am trying for.First is TMT with stock GWX water...its alot better than it was without TMT mod.;)
http://www.youtube.com/watch?v=lDsMaCG_nks
Next is with my tweaks...with stormy weather to add to ambiance...both 15m wind speed and both look much better before Youtube butchers them. :damn:
http://www.youtube.com/watch?v=8_r0u0sZc6k
Wolfstriked
05-16-12, 10:49 PM
Question for you guys about the tankers in game.In game the large tanker is huge and larger than the modern tanker.Even its stats show a much larger ship but the displacement is actually smaller.Whenever I target these ships I always feel like I am getting wrong info from the size of the ship to the tonnage one gets from sinking.Yet you get more renown for the ships with smallest tonnage in REc manual though you would never know this.This is sending wrong message imo and denying actual tonnage.Can anyone shed any light on what I am seeing here?I found a T2 tanker online that looks very similar to modern tanker in game and shares its size stats with a displacement of around 15000.0.Please anyone has an answer?Also the large tanker's displacement?
The medium cargo is
Length=140
Width=19.5
Mast=20.8
Draft=9.7
Displacement=14225.0
RenownAwarded=190
The modern tanker is
Length=152.7
Width=18.8
Mast=28.7
Draft=11.2
Displacement=10448
RenownAwarded=320
The large tanker is
Length=190
Width=30.3
Mast=25.7
Draft=13.1
Displacement=9490
RenownAwarded=340
Missing Name
05-17-12, 12:07 AM
Tankers net more renown, as they were prize targets. Historically, U-boats were told to specifically told to hunt them down, as were US subs in the Pacific.
As for the Large tanker vs Modern, I also wondered why the much smaller ship has a higher displacement.
Wolfstriked
05-17-12, 12:13 AM
Tankers net more renown, as they were prize targets. Historically, U-boats were told to specifically told to hunt them down, as were US subs in the Pacific.
But one would never know that because I think the tanker displacements are way off.Displacement='s what you see for tonnage in the rec manual.This is why all this time I get all confused when I see these huge tankers and the tonnage seems very low for their size.
What amazes me after reading your post is the amount of oil spills during the war must of been devastating on top of the wars damage .We get one oil tanker nowadays spill its load and it ruins whole areas of sea.:o
Wolfstriked
05-21-12, 12:06 PM
First it was the semi larger ships that seem to hover completely out of the water in high seas and I could not understand why even with hours of tweaking.Then destroyers that lift the props severely out of the water.I was on verge of rage quitting quite a few times and even more angry since the smaller boats are so easy to get to look good.
:sunny:Just about to quit and I said let me go back and re-tweak the scene.dat.Spent hours doing that and I am now closer to my goal and also to allowing me to run an even higher sea state.Thats great and now my original concept of ships looking good at both calm seas and harsh seas is taking shape and they also look good thru the scopes.:up::up:
Also found a way of manipulating the L/R drag against the COG to force ships to enter the water the way I want them to.This helped out tremendously with the destroyers,or certain ones with certain length,that I can now make them dive into the waves as they were engineered to do judging from their bow shape.
Then after fixing quite a few issues and making 10 ships look good at both 15mps and 0mps wind speeds I come to find that the speed the ship itself is moving at also factors in to how they look.Was shocked to find all the ships looking so odd at 6kts.:rotfl2::damn:Again I raged quit but finally fixed that issue which in turn fixed the semi-large ships hovering effect(very large like battleships do not suffer at all).
So back on track with 10 ships down and 146 to go(not including the small sail boats I will try to do also).:o Honestly though I rather enjoy it when I am not on verge of raging out!!
Just a question I have.When I try to add the ships M35b and M36B to a mission so I can test them I get CTD.Anyone know why this is happening.M36B has this in its .cfg and wondered if that is the cause but M35B doesn't.
[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=FBHurricaneMk1
Squadron1No=1
bigboywooly
05-21-12, 01:54 PM
Bigboywooly,any chance you can point me to the "small fishing boat".And is there a small ship code like first two letters signify the type....NL=medium merchant types etc?
Oops just saw this
NF for the fishing boats
NF_boat being the small one
bigboywooly
05-21-12, 01:58 PM
Just a question I have.When I try to add the ships M35b and M36B to a mission so I can test them I get CTD.Anyone know why this is happening.M36B has this in its .cfg and wondered if that is the cause but M35B doesn't.
[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=FBHurricaneMk1
Squadron1No=1
What country is the ship when CTDs ?
Whatever country it is the Hurricane needs to be in that countries air roster
Wolfstriked
05-21-12, 02:43 PM
Thanks again Bigboywooly.Your posts here are really helpful.Just found something new while testing.I always wondered if the float values in the.val did anything.Now after testing it I see they control.......the float values.:rotfl2:
Just changed my arch nemesis's(ammunition ship)float values to what the Bismarck has and it cured the excessive rear coming out of water effect but now the boat seems to sink.Probably my other settings and I'll try it with Bismark settings and see if it fixes it.More stats to tweak means hopefully I can make this easier and better to look at.
Wolfstriked
05-21-12, 02:44 PM
What country is the ship when CTDs ?
Whatever country it is the Hurricane needs to be in that countries air roster
I'll check it in a bit and see if this works.
Wolfstriked
05-21-12, 02:47 PM
While I have you here....any idea why at times the ships get under water a bit too much and then you start to hear the sinking underwater sounds?They never do sink but the sounds are off putting.
bigboywooly
05-21-12, 03:26 PM
No I dont sorry :oops:
Know what you mean tho
Privateer may be able to help you with that one
Wolfstriked
05-21-12, 04:17 PM
Privateer,if you read this,could you comment on why the ships make the noise like they are sinking if the bow stays under for a bit too long.Its like its simulating actual water seeping in.:o
Also,why are some ships that should be exactly the same behave so different in game.Ammunition ship,whale factory,medium tanker share same length and if I set the .sim settings to exact same for all 3 they still behave very differently.It seems that there is a hidden setting that silent editor doesn't change.Maybe a cog point that is set at different places.
TheDarkWraith
05-21-12, 05:04 PM
Also,why are some ships that should be exactly the same behave so different in game.Ammunition ship,whale factory,medium tanker share same length and if I set the .sim settings to exact same for all 3 they still behave very differently.It seems that there is a hidden setting that silent editor doesn't change.Maybe a cog point that is set at different places.
check their .cfg files (length, width, draft, etc.) ;)
Wolfstriked
05-21-12, 05:35 PM
TDW,just slightly different draft in .cfg.Isn't the .cfg settings just for the rec manual and to tell you the player what to aim for?I say this because the info in rec manual is so different for many ships compared to what it says in S3Deditor.
And I just found out what the excessive rising of the stern is.It seems the cog is different on each ship.I set fr_ratio=1 which puts it at bow of ship and the thing is rock solid with no undulations.It just bows up and down now with no see saw effect.:rotfl2:
Wolfstriked
05-23-12, 11:42 AM
ARGGHHHHH.............:wah:.......:damn:
Fixed the crazy erratic behaviors on some ships. It was the COG being too low.Raised it back up and all my tweaks seem to work really well now.This means that now it will be much faster to tweak the ships since after reverting the cog I found that many look perfect now.STill wanna go thru all 160ish:o
TheDarkWraith
05-23-12, 11:58 AM
TDW,just slightly different draft in .cfg.Isn't the .cfg settings just for the rec manual and to tell you the player what to aim for?
I never dug around much in the .exe and .act files for SH3 so I can't really say. I do know that these .cfg values play a part in SH5 :yep: I would assume they play a role in SH3 also since SH5 is based off of 4 which is based off of 3.
Wolfstriked
05-23-12, 12:10 PM
I never dug around much in the .exe and .act files for SH3 so I can't really say. I do know that these .cfg values play a part in SH5 :yep: I would assume they play a role in SH3 also since SH5 is based off of 4 which is based off of 3.
I am pretty sure the .cfg values only change whats in rec manual.I tested it last night by setting double length and draft and no change in game.
Wolfstriked
05-25-12, 02:23 PM
Arggghhhhhhhhhhhhhhhhhhhhhhhhhh:damn:
Two gallons of diet iced tea later and I have 3/4 of the ships done.:rotfl2:They look good and watching from outside is great stuff.BUT this game is to be played inside the sub and so I wanted the scopes part to look great also.The thing is though,SH3 seems to remove water effects when zoomed in with scopes.The ships look to be floating above the water with scopes but seated nicely in water when viewed external.
Its draw distance.IS there a way to increase draw distance for looking thru the scopes??Heck even the normal view of ships on horizon has a 1/4 inch of water with no texture on it right at water line.Must be a way to increase the draw distance for todays faster PC's.......:hmmm:
Wolfstriked
05-25-12, 02:52 PM
Spoke too soon.Fixed it rather quickly.Was the LargeWavesArmonics set too high.I liked it because every once in a while a big wave happens by and looks good.But just tested it with smaller LargeWavesArmonics and the sea still looks great!! I think many here will like this mod:up::up:
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