View Full Version : type 3 sub mod
Consigliere
06-12-13, 04:31 AM
Greetings, captains.
I have a question, which i already asked before (http://www.subsim.com/radioroom/showthread.php?t=195754)... but now it is more serious.
I want to mod type 3 sub (XXI in game) to have stern torpedo tubes.
Right now i do have a sub model with 2 stern tubes (will be 4 in the release version, so 10 tubes total) and a working config (exept menu buttons to control them, but i can open/close them by Y->Q/W). The only thing left is to introduce a stern torpedo room to the sub, but i do not know how to do it... I've modified basic.cfg and Uboat.zon. But nothing. Have not yet modified files in Menu\cfg\game, but i really doubt that they control this... And still have to modify the menu.ini...
So, for now i do have two questions:
1) have somebody tried to do it before (i mean stern torp room on type 0 or 3 sub)?
2) have somebody (OLC, Makman), who have modified the menu, found something in menu.ini, that controls an appearance of stern torpedo room depending on a sub type?
p.s. and one more:
3) there are menu pages corresponding to sub types (for type 3 it is 0F)... they points to .ini file (menu_UBoats.ini), which is missing in stock game... have somebody tried to introduce it?
desertstriker
06-12-13, 05:52 AM
probably need to model it
Consigliere
06-12-13, 02:11 PM
probably need to model it
hmm... to model what? The stern torp room? Think you've misunderstood me...
- I do have a prototype type 3 sub 3d model with stern torp tubes
- I've configured those tubes to work in game (right now i can open/close them through Y->Q/W, as i have not modified the menu.ini file yet to add appropriate buttons to fire, thus having CTDs when trying to access periscopes for example. Will do it soon)
Variant in 3dsMax: http://s2.uploads.ru/t/gV3jT.jpg (http://s2.uploads.ru/gV3jT.jpg) http://s2.uploads.ru/t/Tvoem.jpg (http://s2.uploads.ru/Tvoem.jpg) http://s2.uploads.ru/t/xWGQP.jpg (http://s2.uploads.ru/xWGQP.jpg)
Prototype in game: http://s2.uploads.ru/t/LXoxZ.jpg (http://s2.uploads.ru/LXoxZ.jpg) http://s2.uploads.ru/t/mk9CK.jpg (http://s2.uploads.ru/mk9CK.jpg)
But! I can not manage crew in a stern torpedo comartment, as i do not have it on barracs/crew management screens on type 3 sub (in stock game only types 1 (VII) & 2 (IX) have stern torp rooms).
http://s2.uploads.ru/t/nmD9U.jpg (http://s2.uploads.ru/nmD9U.jpg)
So the question was/is - how to enable stern torp room on a type 0 (II) or type 3 (XXI) subs?
Right now i really doubt that it is hardcoded. I do think it is somehow controlled by menu.ini or some other config file...
desertstriker
06-12-13, 03:07 PM
no it is in the files for the game first i am sure you need to model that room for the management screen (though it looks like you have one already) then you need to make a control zone and nodes for it. take a look at the type IX and VII files to see what is different.
Also can you use the historical names instead of type 1, 2, 3. It is terribly confusing when you give an entirely different type. heck the only reason i looked at this in the first pace was i thought you where making an entirely new submarine to go in game IE a type III
Consigliere
06-13-13, 05:07 AM
Also can you use the historical names instead of type 1, 2, 3. It is terribly confusing when you give an entirely different type. heck the only reason i looked at this in the first pace was i thought you where making an entirely new submarine to go in game IE a type III
Well, as far as i know (downloaded all from ftp archive but have not seen such) this would be the first mod to make more than 6 torpedo tubes to a sub. There were mods by Captain Von Keldunk, but they just replaced some flak guns in configs.
And sorry for confusing... i've used the internal config names for sub types... Thought that it would be ok on a modding part of the forum... Ok. Back to topic.
no it is in the files for the game first i am sure you need to model that room for the management screen (though it looks like you have one already) then you need to make a control zone and nodes for it. take a look at the type IX and VII files to see what is different.
So far i've edited:
1) the basic.cfg file (some other lines were changed to match those changes too):
[SUBMARINE3]
NbComp +1
...
Comp8=8; SternTorpedo
Nb8=2
Subs80=SternTorpedoTubes
SternTorpedoTubes=40; E_SternTorpedoTubes
Subs81=SternTorpedoTubes2
SternTorpedoTubes2=41; E_SternTorpedoTubes2
...
61=40
128=41
...
All types of subs, weapons, torpedos, equipment were set to appear in june 39 for testing purposes... Submarine XXI (internal type 3) armament ajusted.
2) data\Menu\cfg\game\damage_3.cfg
Stern Torpedo compartment added to all parts of the file using Electric Engine compartment with edited position and width settings...
3) data\Menu\Data\(Typ21_1.tga,Typ21_2.tga) &
data\Menu\Data\Damage\(Repar21.tga,Typ21.tga)
These 4 graphic files edited to match the mod.
4) data\Submarine\NSS_Uboat21
NSS_Uboat21.DAT - model changed to have stern torpedo tubes & nodes added for tube doors
NSS_Uboat21.zon - stern torpedo tubes nodes & a stern torpedo room entry to a list of compartments added
http://s2.uploads.ru/t/NS3VL.jpg (http://s2.uploads.ru/NS3VL.jpg)
NSS_Uboat21.sim - 2 more tubes added to wpn_SubTorpedoSys node
5) I do know, that menu_1024_768.ini should be modified to introduce fire buttons for these 2 new torpedo tubes.
Result - as mentioned above i do have opening/closing tubes in game. Can't fire from them, even with Enter key (CTD). Can't manage crew in stern torp room, as there is none on crew management screen. So - help needed.
Consigliere
06-17-13, 08:01 AM
Ok, captains... I've managed to almost do it... I'm in research progress now, so will show just a quick preview... those of you familiar with the game will definetely see the diference (in the stern torpedo room):
- original (stock) VII: http://s0.uploads.ru/t/Ld6Ar.jpg (http://s0.uploads.ru/Ld6Ar.jpg)
- modified VII: http://s0.uploads.ru/t/8emtp.jpg (http://s0.uploads.ru/8emtp.jpg)
- and this one require modification of menu.ini file (10 pettyofficers in the electric engine compartment): http://s0.uploads.ru/t/XkMEZ.jpg (http://s0.uploads.ru/XkMEZ.jpg)
machiavelli
06-18-13, 01:49 AM
I'm particularly interested in how you solve this. I've been attempting to create new sub types and want to find the correlation between the crew management screen and the Basic.cfg file. Have you found that correlation?
Of course these new sub types would be to replace an existing one.
Essentially, assuming we edit menu_1024....cfg file to remove the graphics too, how do we tell the engine that a certain gun does not exist? Editing just Basic.cfg does not seem to do the trick. I often get errors like, deck gun destroyed right when I launch a mission after I make my edits.
Also, yes as suggested please say Type 21. Modders know that the 21 is number 3 in game files.
Consigliere
06-19-13, 01:24 AM
Ok, captains will try to describe my findings at this post.
1) Each sub type has 3 crew config files.
Each of them (does not matter which sub type it is) has the same layout. Here it is:
================================================== =============
CREW_№ | COMPARTMENT | TYPE_II |TYPE_VII | TYPE_IX |TYPE_XXI
---------------------------------------------------------------
[0] | Tower_Watch | Officer | Officer | Officer | Officer
[1] | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN
[2] | Command_Room |OfficerCE|OfficerCE|OfficerCE|OfficerCE
[3] | Command_Room |OfficerNA|OfficerNA|OfficerNA|OfficerNA
[4] | Command_Room |OfficerWO|OfficerWO|OfficerWO|OfficerWO
[5] | DieselEngine | Officer | Officer | Officer | Officer
[6] |ElectricEngine| Officer | Officer | Officer | Officer
[7] | Bow_Torpedo | Officer | Officer | Officer | Officer
[8] | Bow_Quarters | Officer | Officer | Officer | Officer
[9] |Stern_Quarters| Officer | Officer | Officer | Officer
[10] | SternTorpedo | Officer | Officer | Officer | Officer
[11] |Damage_Control| Officer | Officer | Officer | Officer
[12] | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN
---------------------------------------------------------------
[13] | Tower_Watch | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[14] | Tower_Watch | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[15] | Tower_Watch | Nmb_3 | Nmb_3 | Nmb_3 | Nmb_3
[16] | Tower_Watch | Nmb_4 | Nmb_4 | Nmb_4 | Nmb_4
---------------------------------------------------------------
[17] | Deck_Gun | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[18] | Deck_Gun | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[19] | Deck_Gun | Nmb_3 | Nmb_3 | Nmb_3 | Nmb_3
---------------------------------------------------------------
[20] | Flak_Gun_A01 | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[21] | Flak_Gun_A02 | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[22] | Flak_Gun_S01 | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[23] | Flak_Gun_S01 | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[24] | Flak_Gun_S02 | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[25] | Flak_Gun_S02 | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[26] | Flak_Gun_S03 | Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[27] | Flak_Gun_S03 | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
---------------------------------------------------------------
[28] | RadioStation |Sonarman |Sonarman |Sonarman |Sonarman
[29] | RadioStation |Radioman |Radioman |Radioman |Radioman
---------------------------------------------------------------
[30] | Command_Room |Boatswain|Boatswain|Boatswain|Boatswain
[31] | Command_Room | Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[32] | Command_Room | Nmb_3 | Nmb_3 | Nmb_3 | Nmb_3
---------------------------------------------------------------
[33] | DieselEngine | Nmb_1/1 | Nmb_1/1 | Nmb_1/1 | Nmb_1/1
[34] | DieselEngine | Nmb_1/2 | Nmb_1/2 | Nmb_1/2 | Nmb_1/2
[35] | DieselEngine | Nmb_2/1 | Nmb_1/3 | Nmb_1/3 | Nmb_1/3
[36] | DieselEngine | Nmb_2/2 | Nmb_2/1 | Nmb_2/1 | Nmb_1/4
[37] | DieselEngine | Nmb_2/3 | Nmb_2/2 | Nmb_2/2 | Nmb_2/1
[38] | DieselEngine | Nmb_2/4 | Nmb_2/3 | Nmb_2/3 | Nmb_2/2
[39] | DieselEngine | UNKNOWN | Nmb_2/4 | Nmb_2/4 | Nmb_2/3
[40] | DieselEngine | UNKNOWN | Nmb_2/5 | Nmb_2/5 | Nmb_2/4
[41] | DieselEngine | UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/5
[42] | DieselEngine | UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/6
---------------------------------------------------------------
[43] |ElectricEngine| Nmb_1/1 | Nmb_1/1 | Nmb_1/1 | Nmb_1/1
[44] |ElectricEngine| Nmb_1/2 | Nmb_1/2 | Nmb_1/2 | Nmb_1/2
[45] |ElectricEngine| Nmb_2/1 | Nmb_1/3 | Nmb_1/3 | Nmb_1/3
[46] |ElectricEngine| Nmb_2/2 | Nmb_2/1 | Nmb_2/1 | Nmb_1/4
[47] |ElectricEngine| Nmb_2/3 | Nmb_2/2 | Nmb_2/2 | Nmb_2/1
[48] |ElectricEngine| Nmb_2/4 | Nmb_2/3 | Nmb_2/3 | Nmb_2/2
[49] |ElectricEngine| UNKNOWN | Nmb_2/4 | Nmb_2/4 | Nmb_2/3
[50] |ElectricEngine| UNKNOWN | Nmb_2/5 | Nmb_2/5 | Nmb_2/4
[51] |ElectricEngine| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/5
[52] |ElectricEngine| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/6
---------------------------------------------------------------
[53] | Bow_Torpedo | Nmb_1/1 | Nmb_1/1 | Nmb_1/1 | Nmb_1/1
[54] | Bow_Torpedo | Nmb_1/2 | Nmb_1/2 | Nmb_1/2 | Nmb_1/2
[55] | Bow_Torpedo | Nmb_1/3 | Nmb_1/3 | Nmb_1/3 | Nmb_1/3
[56] | Bow_Torpedo | Nmb_1/4 | Nmb_1/4 | Nmb_1/4 | Nmb_1/4
[57] | Bow_Torpedo | Nmb_2/1 | Nmb_2/1 | Nmb_2/1 | Nmb_2/1
[58] | Bow_Torpedo | Nmb_2/2 | Nmb_2/2 | Nmb_2/2 | Nmb_2/2
[59] | Bow_Torpedo | Nmb_2/3 | Nmb_2/3 | Nmb_2/3 | Nmb_2/3
[60] | Bow_Torpedo | Nmb_2/4 | Nmb_2/4 | Nmb_2/4 | Nmb_2/4
[61] | Bow_Torpedo | Nmb_2/5 | Nmb_2/5 | Nmb_2/5 | Nmb_2/5
[62] | Bow_Torpedo | Nmb_2/6 | Nmb_2/6 | Nmb_2/6 | Nmb_2/6
[63] | Bow_Torpedo | UNKNOWN | Nmb_3/1 | Nmb_3/1 | Nmb_3/1
[64] | Bow_Torpedo | UNKNOWN | Nmb_3/2 | Nmb_3/2 | Nmb_3/2
[65] | Bow_Torpedo | UNKNOWN | Nmb_3/3 | Nmb_3/3 | UNKNOWN
[66] | Bow_Torpedo | UNKNOWN | Nmb_3/4 | Nmb_3/4 | UNKNOWN
---------------------------------------------------------------
[67] | Bow_Quarters | Nmb_1/1 | Nmb_1/1 | Nmb_1/1 | Nmb_1/1
[68] | Bow_Quarters | Nmb_1/2 | Nmb_1/2 | Nmb_1/2 | Nmb_1/2
[69] | Bow_Quarters | Nmb_1/3 | Nmb_1/3 | Nmb_1/3 | Nmb_1/3
[70] | Bow_Quarters | Nmb_1/4 | Nmb_1/4 | Nmb_1/4 | Nmb_1/4
[71] | Bow_Quarters | Nmb_1/5 | Nmb_2/1 | Nmb_2/1 | Nmb_2/1
[72] | Bow_Quarters | Nmb_1/6 | Nmb_2/2 | Nmb_2/2 | Nmb_2/2
[73] | Bow_Quarters | Nmb_2/1 | Nmb_2/3 | Nmb_2/3 | Nmb_2/3
[74] | Bow_Quarters | Nmb_2/2 | Nmb_2/4 | Nmb_2/4 | Nmb_2/4
[75] | Bow_Quarters | Nmb_2/3 | Nmb_2/5 | Nmb_2/5 | Nmb_2/5
[76] | Bow_Quarters | Nmb_2/4 | Nmb_2/6 | Nmb_2/6 | Nmb_2/6
[77] | Bow_Quarters | Nmb_2/5 | Nmb_3/1 | Nmb_3/1 | Nmb_3/1
[78] | Bow_Quarters | Nmb_2/6 | Nmb_3/2 | Nmb_3/2 | Nmb_3/2
[79] | Bow_Quarters | Nmb_2/7 | Nmb_3/3 | Nmb_3/3 | Nmb_3/3
[80] | Bow_Quarters | Nmb_2/8 | Nmb_3/4 | Nmb_3/4 | Nmb_3/4
[81] | Bow_Quarters | UNKNOWN | Nmb_3/5 | Nmb_3/5 | Nmb_3/5
[82] | Bow_Quarters | UNKNOWN | Nmb_3/6 | Nmb_3/6 | Nmb_3/6
---------------------------------------------------------------
[83] |Stern_Quarters| Nmb_1/1 | Nmb_1/1 | Nmb_1/1 | Nmb_1/1
[84] |Stern_Quarters| Nmb_1/2 | Nmb_1/2 | Nmb_1/2 | Nmb_1/2
[85] |Stern_Quarters| Nmb_2/1 | Nmb_1/3 | Nmb_1/3 | Nmb_1/3
[86] |Stern_Quarters| Nmb_2/2 | Nmb_2/1 | Nmb_1/4 | Nmb_1/4
[87] |Stern_Quarters| Nmb_2/3 | Nmb_2/2 | Nmb_1/5 | Nmb_1/5
[88] |Stern_Quarters| Nmb_2/4 | Nmb_2/3 | Nmb_2/1 | Nmb_1/6
[89] |Stern_Quarters| UNKNOWN | Nmb_2/4 | Nmb_2/2 | Nmb_1/7
[90] |Stern_Quarters| UNKNOWN | Nmb_2/5 | Nmb_2/3 | Nmb_2/1
[91] |Stern_Quarters| UNKNOWN | UNKNOWN | Nmb_2/4 | Nmb_2/2
[92] |Stern_Quarters| UNKNOWN | UNKNOWN | Nmb_2/5 | Nmb_2/3
[93] |Stern_Quarters| UNKNOWN | UNKNOWN | Nmb_2/6 | Nmb_2/4
[94] |Stern_Quarters| UNKNOWN | UNKNOWN | Nmb_2/7 | Nmb_2/5
[95] |Stern_Quarters| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/6
[96] |Stern_Quarters| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/7
[97] |Stern_Quarters| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/8
[98] |Stern_Quarters| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_2/9
---------------------------------------------------------------
[99] | SternTorpedo | UNKNOWN | Nmb_1/1 | Nmb_1/1 | UNKNOWN
[100] | SternTorpedo | UNKNOWN | Nmb_1/2 | Nmb_1/2 | UNKNOWN
[101] | SternTorpedo | UNKNOWN | Nmb_1/3 | Nmb_1/3 | UNKNOWN
[102] | SternTorpedo | UNKNOWN | Nmb_2/1 | Nmb_2/1 | UNKNOWN
[103] | SternTorpedo | UNKNOWN | Nmb_2/2 | Nmb_2/2 | UNKNOWN
[104] | SternTorpedo | UNKNOWN | Nmb_2/3 | Nmb_2/3 | UNKNOWN
[105] | SternTorpedo | UNKNOWN | UNKNOWN | Nmb_2/4 | UNKNOWN
[106] | SternTorpedo | UNKNOWN | UNKNOWN | Nmb_2/5 | UNKNOWN
---------------------------------------------------------------
[107] |Damage_Control| Nmb_1 | Nmb_1 | Nmb_1 | Nmb_1
[108] |Damage_Control| Nmb_2 | Nmb_2 | Nmb_2 | Nmb_2
[109] |Damage_Control| Nmb_3 | Nmb_3 | Nmb_3 | Nmb_3
[110] |Damage_Control| Nmb_4 | Nmb_4 | Nmb_4 | Nmb_4
[111] |Damage_Control| Nmb_5 | Nmb_5 | Nmb_5 | Nmb_5
[112] |Damage_Control| Nmb_6 | Nmb_6 | Nmb_6 | Nmb_6
[113] |Damage_Control| Nmb_7 | Nmb_7 | Nmb_7 | Nmb_7
[114] |Damage_Control| Nmb_8 | Nmb_8 | Nmb_8 | Nmb_8
[115] |Damage_Control| UNKNOWN | Nmb_9 | Nmb_9 | Nmb_9
[116] |Damage_Control| UNKNOWN | Nmb_10 | Nmb_10 | Nmb_10
[117] |Damage_Control| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_11
[118] |Damage_Control| UNKNOWN | UNKNOWN | UNKNOWN | Nmb_12
---------------------------------------------------------------
[119] | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN
[120] | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN | UNKNOWN
---------------------------------------------------------------
LEGEND:
a) "Nmb_3/4" means a 3rd seaman from top (so "3" is a row) and 4th from left (so "4" is a column). If there is just one number (like "Nmb_6") that means it is a column, so it will be 6th seamen from left;
b) "UNKNOWN" means that seaman does not exist on that sub type or does not exist at all (2,12,119,120);
:subsim: c) i really do think that there must be a sticky thread with game's documentation only.
================================================== =============
2) This layout gives us the following numbers of maximum crewmen by compartment:
==================================================
ROOM_№| COMPARTMENT |OFFICERS|SEAMEN| NOTES
--------------------------------------------------
0 | Tower_Watch | 1 | 4 | all
1 | RadioStation | no | 2 | all
2 | Command_Room | 3 | 3 | all
3 | DieselEngine | 1 | 10 | XXI
4 |ElectricEngine| 1 | 10 | XXI
5 | Bow_Torpedo | 1 | 14 | VII,IX
6 | Bow_Quarters | 1 | 16 | VII,IX,XXI
7 |Stern_Quarters| 1 | 16 | XXI
8 | SternTorpedo | 1 | 8 | IX
9 | Deck_Gun | no | 3 | VII,IX
10 | Flak_Gun | no | 8 | see below
11 |Damage_Control| 1 | 12 | XXI
--------------------------------------------------
:hmmm: Right now i do think that 8 flak gunners config is not possible in game. Though, it is possible to change the crew layout in such a way, it is impossible to make a sub with 5 working flak guns (due to lack of controller types). At least manual controlled ones...
==================================================
3) ONLY FOR EXPERIENCED MODDERS! :know:
The actual crew numbers are hardcoded. I've found adresses. It's really easy. Download Artmoney or any free hex editor.
BACKUP YOUR GAME'S .EXE FILE! DO NOT SAY AFTER THAT YOU HAVE NOT BEEN WARNED!
With Artmoney select file as a search object. Browse to game's .exe. Search for exact value of 65392 (2 bytes integer normal order). There should be 52 results. Choose the last one (0x141C70) and right mouse click it. Open File Editor. The crew values are just some lines above.
With any other hex editor just search for adress 0x141AD8. It should be 01h. And that is a type II tower watch officer.
4) ATTENTION! MAKING THOSE CHANGES IS LIMITED BY GAME'S MENU.INI FILE (ITS BARRACKS PAGE).
The only two possible changes without modifying menu.ini - is to make 8 seamen in type VII's stern torpedo room and 14 seamen in type XXI bow torpedo room. If you try something else you will see, that the game engine interprets the "positions" on a barracks page in game as a row and adds "new" patched crew members after the last initially (stock) allowed member (see the last screenshot of my previous post here to understand. That one, with 10 pettyofficers in type VII's electric engine room).
5) But! Looking on the game's .exe through IDA Pro (hi, to h.Sie, Stiebler, Reaper7 and others hardcode modders) i can say it is rather easy to make something like this
http://s0.uploads.ru/t/qcwY5.jpg (http://s0.uploads.ru/qcwY5.jpg)
(well... right now it is a Photoshop)... There are two functions in the .exe which modify the menu.ini designed positions of compartments with some offsets... So, if it would be possible to patch those offsets - it would be possible to enable stern torpedo room for types II and XXI. I mean that it is there already... just out of the screen.
6) As for the deck and flak guns it is more easy. It is just needed to make appropriate changes to config files (so to add nodes, settings and so on) and to patch crew layout as described in unit 3 above.
Ok, that's all for now. Starting to dig the barracks page of the menu.ini... To be continued.
Consigliere
06-19-13, 01:43 AM
I'm particularly interested in how you solve this. I've been attempting to create new sub types and want to find the correlation between the crew management screen and the Basic.cfg file. Have you found that correlation?
Well, as far as i know there is no such correlation at all. With exept of deck and flak gun crew members of course.
Number of crew members per comartment is predetermined and cannot be changed at all. Number of crew members in a compartment of a sub of a given type is hardcoded and can be changed within limits by patching game's .exe file (look at my post above this one).
Compartments layout on a barracks/crew management screen is determined by menu.ini file with some hardcoded changes to possitions (offsets). I'm now to try to patch them...
Essentially, assuming we edit menu_1024....cfg file to remove the graphics too, how do we tell the engine that a certain gun does not exist? Editing just Basic.cfg does not seem to do the trick. I often get errors like, deck gun destroyed right when I launch a mission after I make my edits.
Well... a gun can be deleted just by typing -1 in basic.cfg file under M01, A01, A02, S01, etc. Than, there is a cfg file in each sub's folder and sub and turm models in dat files with appropriate nodes of gun placements...
machiavelli
06-19-13, 03:12 AM
Well, as far as i know there is no such correlation at all. With exept of deck and flak gun crew members of course.
Number of crew members per comartment is predetermined and cannot be changed at all. Number of crew members in a compartment of a sub of a given type is hardcoded and can be changed within limits by patching game's .exe file (look at my post above this one).
Compartments layout on a barracks/crew management screen is determined by menu.ini file with some hardcoded changes to possitions (offsets). I'm now to try to patch them...
Well... a gun can be deleted just by typing -1 in basic.cfg file under M01, A01, A02, S01, etc. Than, there is a cfg file in each sub's folder and sub and turm models in dat files with appropriate nodes of gun placements...
I guess that is what I was missing, the -1. I'll give it a try. Does it remove the graphics for the deck gun on the sub too?
desertstriker
06-19-13, 12:30 PM
Well, as far as i know there is no such
Well... a gun can be deleted just by typing -1 in basic.cfg file under M01, A01, A02, S01, etc. Than, there is a cfg file in each sub's folder and sub and turm models in dat files with appropriate nodes of gun placements...
deck guns can also be removed in SH3 Commander by clicking on your Uboat type in the uboat part of the career selection screen and hitting the remove option. does not option flak guns though.
machiavelli
06-19-13, 01:57 PM
deck guns can also be removed in SH3 Commander by clicking on your Uboat type in the uboat part of the career selection screen and hitting the remove option. does not option flak guns though.
Yes, but adding a new sub type, which is my intention, and using SH3 Commander creates a whole nother set of things I will have to change in Commanders config files. I would have to tell Commander that the sub is a different type.
desertstriker
06-19-13, 02:12 PM
which should be easy enough off of the top of my head you have to add availability dates with a new submarine in the sub folder make a crew config and add Uboat numbers.
machiavelli
06-19-13, 06:29 PM
which should be easy enough off of the top of my head you have to add availability dates with a new submarine in the sub folder make a crew config and add Uboat numbers.
Right. It's easy, but my focus first is getting vanilla to show up nicely. I'll get working on it after my update to SH3DC.
The problem is, if in SH3 hardcode is only six possible operative torp. tubes, or more?:hmm2: Look, in IX You have 4 forward, and 2 stern. BTW; Nice idea with aft tubes for XXI, and I love this sub.
Consigliere
08-13-13, 07:29 PM
The problem is, if in SH3 hardcode is only six possible operative torp. tubes, or more?:hmm2: Look, in IX You have 4 forward, and 2 stern. BTW; Nice idea with aft tubes for XXI, and I love this sub.
Hi, mate.
Sorry for not answering for so long... RL and such... To the topic.
Do not know for now... still...
a) The game's zone files have controllers for 10 tubes (6 bow & 4 stern)... Open any .zon file in S3D and look for zone types... There are:
58 BowTorpedoTubes
131 BowTorpedoTubes2
132 BowTorpedoTubes3
133 BowTorpedoTubes4
134 BowTorpedoTubes5
135 BowTorpedoTubes6
61 SternTorpedoTubes
128 SternTorpedoTubes2
129 SternTorpedoTubes3
130 SternTorpedoTubes4
Mention that the last two are not used in a stock game at all... So, for now we can have up to 10 tubes...
b) In those two posts (http://www.subsim.com/radioroom/showpost.php?p=1782037&postcount=2630 and http://www.subsim.com/radioroom/showpost.php?p=1804709&postcount=2824) reaper7 mentioned that torpedo related data is stored in a single byte in a binary format in the game's memory. The binary for default 6 tubes 111111 = 63. But one byte can contain a value up to 255 which is exactly 11111111 = 8 torpedo tubes...
A-ha... so just 8...
c) But a very good modder here pointed (through pm) to me that there are entries for opening only six tubes (dial type=48,49,50,51,52 and 53) in dials types (.sim files in interior folder) so he was more than sure that the game will not 'recognise' additional tubes...
As you could see in my posts above i do have two additional working (keyboard opening but not firing) tubes (they are present and recognised by game but not the menu (periscope or uzo or interior screens) which was not modified)... So, i do have tubes (with a right zone config) which can be opened (maybe in contrast to point (c) above), but can't be fired... That is due to wrong menu.ini which does not have them, or due to exe limitations...
Though i do understand that all above mentioned could be just "a work in progress" left by the game developers... but think we - modders, definitly should give a try to a possibility of adding additional tubes to subs...
So... i'm stuck here for a long time now due to RL. Will continue some time...
p.s. The reason i can't check that all for sure is that i do not know menu.ini and can't add stern torp room to type XXI now... So i will maybe try to remodel and reconfig type IX by adding two additional front tubes... That could be more easy at first...
SpencerSnake999
07-27-15, 10:09 PM
Hi, mate.
Sorry for not answering for so long... RL and such... To the topic.
Do not know for now... still...
a) The game's zone files have controllers for 10 tubes (6 bow & 4 stern)... Open any .zon file in S3D and look for zone types... There are:
58 BowTorpedoTubes
131 BowTorpedoTubes2
132 BowTorpedoTubes3
133 BowTorpedoTubes4
134 BowTorpedoTubes5
135 BowTorpedoTubes6
61 SternTorpedoTubes
128 SternTorpedoTubes2
129 SternTorpedoTubes3
130 SternTorpedoTubes4
Mention that the last two are not used in a stock game at all... So, for now we can have up to 10 tubes...
b) In those two posts (http://www.subsim.com/radioroom/showpost.php?p=1782037&postcount=2630 and http://www.subsim.com/radioroom/showpost.php?p=1804709&postcount=2824) reaper7 mentioned that torpedo related data is stored in a single byte in a binary format in the game's memory. The binary for default 6 tubes 111111 = 63. But one byte can contain a value up to 255 which is exactly 11111111 = 8 torpedo tubes...
A-ha... so just 8...
c) But a very good modder here pointed (through pm) to me that there are entries for opening only six tubes (dial type=48,49,50,51,52 and 53) in dials types (.sim files in interior folder) so he was more than sure that the game will not 'recognise' additional tubes...
As you could see in my posts above i do have two additional working (keyboard opening but not firing) tubes (they are present and recognised by game but not the menu (periscope or uzo or interior screens) which was not modified)... So, i do have tubes (with a right zone config) which can be opened (maybe in contrast to point (c) above), but can't be fired... That is due to wrong menu.ini which does not have them, or due to exe limitations...
Though i do understand that all above mentioned could be just "a work in progress" left by the game developers... but think we - modders, definitly should give a try to a possibility of adding additional tubes to subs...
So... i'm stuck here for a long time now due to RL. Will continue some time...
p.s. The reason i can't check that all for sure is that i do not know menu.ini and can't add stern torp room to type XXI now... So i will maybe try to remodel and reconfig type IX by adding two additional front tubes... That could be more easy at first...
:wah: Please Get Save.
Greetings, captains.
I have a question, which i already asked before (http://www.subsim.com/radioroom/showthread.php?t=195754)... but now it is more serious.
I want to mod type 3 sub (XXI in game) to have stern torpedo tubes.
Right now i do have a sub model with 2 stern tubes (will be 4 in the release version, so 10 tubes total) and a working config (exept menu buttons to control them, but i can open/close them by Y->Q/W). The only thing left is to introduce a stern torpedo room to the sub, but i do not know how to do it... I've modified basic.cfg and Uboat.zon. But nothing. Have not yet modified files in Menu\cfg\game, but i really doubt that they control this... And still have to modify the menu.ini...
So, for now i do have two questions:
1) have somebody tried to do it before (i mean stern torp room on type 0 or 3 sub)?
2) have somebody (OLC, Makman), who have modified the menu, found something in menu.ini, that controls an appearance of stern torpedo room depending on a sub type?
p.s. and one more:
3) there are menu pages corresponding to sub types (for type 3 it is 0F)... they points to .ini file (menu_UBoats.ini), which is missing in stock game... have somebody tried to introduce it?
Please don't call it type 3 sub, you're confusing everyone. It's the type 21 or type XXI.
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