View Full Version : How to mod ZON files?
I am having a great time setting up SH5 again after a long absence.
Now I would like to modify the max diving depth of the various subs, based on reports in Clay Blairs 2 volumes on the Uboat war. (several instances boats survived because of DC or control failure, depths of 280meters.)
In SH3 you could use a little program by Timetraveller to alter this to a certain depth range with an random 5-10 pct difference to your input, so you newer knew exactly what it was. Loved it.
I tried to be smart, transplanted the SH5 ZON files to SH3, started the application, changed max depth, and copied it back again to SH5...
No avail, I obviously missed something.:hmmm:
Is there any not-overly-complicated-way to mess around with the ZON files?
Is the RSD mod involved, thereby complicating things?
Ah well, who doenst like it deep eh?:arrgh!:
Cheers, Trebb.
NB. Presently using the ZON files of Vecko´s Steel Wolfes Megamod.
NB S3D and Goblin editor? Sounds gibberish...
Hi Trebby I don't think mini tweaker will work on SH5 files. Among the "old" editors, S3d definitely opens them, but it can't handle some controllers which have changed format since SHIV. It can be used for tweaking the CollisionableObject controller though, which is where each unit's CrashDepth is set.
Should you want to used Goblin Editor instead, you should:
set it up, if it is the first time you use it:
http://www.subsim.com/radioroom/showpost.php?p=1328039&postcount=1
http://www.subsim.com/radioroom/showpost.php?p=1999793&postcount=366
http://www.subsim.com/radioroom/showpost.php?p=2125044&postcount=1
open an U-boat GR2 file (it can take a few seconds for it to do it);
merge its zon file in the project (menu file => merge);
from there, everything should be quite intuitive. Once you finish with your changes, right click on the zon file in the project tree (should be highlighted in red by now, meaning that there are unsaved changes), and select save :up:
A couple of additional remarks:
Besides the CrashDepth setting in zon files, there is also a similar line in submarine's cfg file. Dunno which one of the two is applied (maybe the two are combined together);
IIRC, there seem to be a consistent discrepancy between the crash depth set in zon/cfg file and actual crash depth measured in game. :hmm2:
TheDarkWraith
02-02-14, 11:22 AM
IIRC, there seem to be a consistent discrepancy between the crash depth set in zon/cfg file and actual crash depth measured in game. :hmm2:
That's because the sh5.exe randomizes the crush depth. One of the factors in the randomization is the amount of hull damage the sub has. Even if their is no hull damage the exe will randomize the crush depth.
Trevally.
02-02-14, 11:30 AM
That's because the sh5.exe randomizes the crush depth. One of the factors in the randomization is the amount of hull damage the sub has. Even if their is no hull damage the exe will randomize the crush depth.
nice:up:
That's because the sh5.exe randomizes the crush depth. One of the factors in the randomization is the amount of hull damage the sub has. Even if their is no hull damage the exe will randomize the crush depth.
good :up:
Any idea on how cfg file depth settings are used in game?
Thanks guys, for this expert advice!
Gotta love this community :rock:
Got something to sink my teeth in after I get rid of a jetlag.:salute:
This SH5exe randomizer is great for keeping suspense then...
Finding maxdepth should cost dearly in damage, finding crush depth....
..well crush u :dead:
good :up:
Any idea on how cfg file depth settings are used in game?
To my limited knowledge, in SH3 the CFG file maxdepth entry had to be stretched to 500m to allow the sub ingame to dive beyond about 280m or so.
Cheers, Trebb
TheDarkWraith
02-02-14, 02:23 PM
I'm fairly certain the cfg file defines the max depth at which the sub CAN start taking damage. It overrides the .sim file's max depth.
The exe then uses this max depth and randomizes it to get the actual crush depth.
To my limited knowledge, in SH3 the CFG file maxdepth entry had to be stretched to 500m to allow the sub ingame to dive beyond about 280m or so.
I'm fairly certain the cfg file defines the max depth at which the sub CAN start taking damage. It overrides the .sim file's max depth.
The exe then uses this max depth and randomizes it to get the actual crush depth.
Good to know. Thanks to both of you for sharing your knowledge on the topic :up:
A. On using the Goblin clarification question:
Gap said:
Should you want to used Goblin Editor instead, you should:
set it up, if it is the first time you use it:
http://www.subsim.com/radioroom/showpost.php?p=1328039&postcount=1
http://www.subsim.com/radioroom/showpost.php?p=1999793&postcount=366
http://www.subsim.com/radioroom/showpost.php?p=2125044&postcount=1
open an U-boat GR2 file (it can take a few seconds for it to do it);
merge its zon file in the project (menu file => merge);
Ahh, this last line confuses me.
"Merging" meaning something like
"melting together" , so I feel like activating both the CFG and the ZON file, getting\creating an integrated view of both files?
So far, I activated them separately (by clicking on CFG or ZON file), because the goblin allows one file to be selected, before creating a window to apply any changes.
So:
Does "merging" mean selecting in goblin, via flile-merge, first CFG, modifiying it, and then via file-merge, separately ZON and modifiying it successively?
B. Motivation on Messing with depth values:
1. After WW2, as an Experiment, the allies investigated by means of surrendered uboat the results of deep depth\crushing. They "dived" (unmanned) a uboat(s), attached with sensors, and looked what happened.
They found out that the crushing Point of the boat was an sudden and violent Implosion, sounding like an Explosion to the Monitoring vessels....
Exactly as reported during the war as "underwater explosions" or "exploding torpedoes", after some time a succesful attack was launched. (At the site of the loss of Priens U47 amongst others...) These men met their maker in a terrible, but fast way.
2. Several instances the boats severely overdived, as described in Clay Blairs 2 Volumes: (Original text Bilge rat)
"On march 11, 1943, U-432, a veteran VIIc on its 8th war patrol but w. a green skipper sank a merchantman. Incredibly, instead of taking evasive action, the boat stayed at periscope depth and the officers broke out champagne to celebrate... :o
...When the corvette Aconit carried out a standard sweep, it was also surprised to find U-432 still at PD.
Aconit dropped 10 DCs which caused extensive damage to U-432 and drove it down to 1,000 feet (307 meters). This depth "...so terrified all hands.." that the skip decided to surface at which point it was quickly sunk by the escorts. There were 20 survivors."
What I would like to do, and I think is already partly implemented with some mods, is:
a. Slowly increasing damage as Fittings ect give way first, leading to flooding (containable for some time) but no serious Equipment/hull damage. Allowing for survival IF b. is not reached...
b. Parallel and Independent, at best randomized (By SH5exe?) crush depth value. Reaching this will cause sudden death (Implosion).
I think the present depths are too conservative on that....
and realize that for changing it I have to do it myself so...
Any suggestions?:hmmm:
Trebb.
Hang on Gap...
After Messing some more, I think the answer to my A/merging question is:
"Yes dummy, now the ZON and SIM files are listed in a common Frame, on op of each other and ready to be edited"
Thanks, trebb .:88)
Hopefully, the ZON and SIM files are the only variables to be considered
"Merging" meaning something like
"melting together" , so I feel like activating both the CFG and the ZON file, getting\creating an integrated view of both files?
...
Does "merging" mean selecting in goblin, via flile-merge, first CFG, modifiying it, and then via file-merge, separately ZON and modifiying it successively?
In the context of Goblin editing, "merging" means opening a dat or GR2 file (which can contain 3d or dummy models, as well as particle FX), and loading on top any other dat/GR2 or binary file (sim, dsd, val, zon, etc.) pointing to the first file loaded, or that the first file loaded is pointing to.
The first file must be loaded through the menu file => load, whereas any other file is "merged" through file => merge. Id/parent Id references among the files loaded in memory are sorted by Goblin Editor automatically, and displayed in the Project Tree. By double clicking on any controller visible in the Project Tree, you recall the Property Editor, used for tweaking controllers' property settings. Should you see there any field whose content is tagged as 'UNKNOWN', it means that the relative property is set to an Id that couldn't be found among the files loaded/merged in memory.
Refer to The Complete Idiots Guide to Goblin Editor (http://www.subsim.com/radioroom/showthread.php?p=1328039#post1328039) for a visual example of the features I have descibed above. :)
So far, I activated them separately (by clicking on CFG or ZON file), because the goblin allows one file to be selected, before creating a window to apply any changes.
You can't merge cfg, ini, upc, etc. files, because they are unformatted text files (use notepad for opening them). Only GR2 files and files with a binary encoding can be handled by Goblin. :yep:
What I would like to do, and I think is already partly implemented with some mods, is:
a. Slowly increasing damage as Fittings ect give way first, leading to flooding (containable for some time) but no serious Equipment/hull damage. Allowing for survival IF b. is not reached...
b. Parallel and Independent, at best randomized (By SH5exe?) crush depth value. Reaching this will cause sudden death (Implosion).
I think the present depths are too conservative on that....
and realize that for changing it I have to do it myself so...
Good plan :up:
Any suggestions?:hmmm:
Trebb.
yes, a few of them:
1. going by what TDW has recently stated on the topic, crash depths stored in each sub's cfg files override the analogue zon file settings.
2. you can make single systems to take damage/fail at certain depths, independently from u-boat hull's main crush depth. This is done through the 'Crash Depth' property of each system's damage zone (Zones.cfg). In stock game, not every zone has a 'Crash Depth' line, but you can add it manually and it will be correctly applied in game (with some randomness added), as tested a while back by vdr1981. :03:
3. most of the features you are suggesting are already (at least partly) implemented in Reworked Submarine Damage, or they would meddle with it anyway. Before you go on, I suggest you getting in touch with vdr1981, and agreeing with him upon any change his mod might require to meet your ideas. In my opinion, expanding RSD with the features you are suggesting, would be preferable to having two interdependent mods, one of which would become obsolete every time the other is updated. If you have followed the chronic debate about mod compatibility in SH5, you know what I mean ;)
OK Gap,
I will contact Vecko and see if (based on historical data) he can be interested on finetuning the max depth/damage values.
The Beauty of his mod is the relative accessibility/simplicity, indeed nobody Needs another mod if ist just a variant.(if I ever manage it)
I changed all CFG SIM ZON files as also TDW mentioned, but did not manage to be able to "cruize" at 204plus meter without taking serious damage.
I set all to 500m (exaggerated even if some multiplicator is considered, but ist to notice a difference) and still got:
1. Hydrophone damage, then inop at about 100m.(?)
2. 204m::/\\!! press hull damage and flooding and Torpedo Computer damage.
3. Hull integrety loss from 360m, till 100 pct.
4. Death Screen at 460m. (shortly after hull integrety at 100 pct)
Maybe I have to Change the depth in which the different Systems fail as well, via 'Crash Depth' property.
I will take a Long and good look at your Explanation above Gap, and yes I did check all your links before, just a bit thick in the skull:D
Trebb.
Madox58
02-03-14, 01:14 PM
In SH3 you could use a little program by Timetraveller to alter this to a certain depth range with an random 5-10 pct difference to your input, so you newer knew exactly what it was.
TT's programs and S3D can be used if the controlling files are edited.
They just don't open GR2 files. I still use both by editing the controller files.
TT's stuff uses hex values to change things.
S3D has a C# file you edit to work with SH5.
:yep:
Then 010 Hex Editor has a C type language you can code to work the same files.
010 was the Tool used to start decodeing GR2 files so it's not a whimp tool.
:03:
Vids like this aaagh.
http://www.youtube.com/watch?v=6Aknc5hwPI4
It can obviously be done.
Goblin no joy yet... will try further.
Privateer are u saying S3D/TT can do this?
As I descibed in my Initial post, I used TT by copying the files to SH3 and back.
Is there a way to do TT directly for SH5?
Trebb
Goblin no joy yet... will try further.
What is the problem with Goblin? Have you followed my instructions? After making your changes you should right click on the controller turning red in the 'Project Tree', and select 'Save changes' from the following pop-up menu.
Privateer are u saying S3D/TT can do this?
As I descibed in my Initial post, I used TT by copying the files to SH3 and back.
Is there a way to do TT directly for SH5?
Editor used for tweaking game settings doesn't matter. Indeed, numbers are numbers, however you 'write' them :03:
If you have RSD enabled, some systems failing before boat's hull collapses, is a feature (at least as far as the KDB hydrophone is concerned, this is obtained through the 'crash depth' zone setting that I talked about in my previous post).
Regarding the problem with hull collapsing way before the set crash depth is reached, I doubt this is due to any mistake you might have done while tweaking the relevant settings. In my opinion, the point is that as I had written in a previous post, those settings are applied in an odd way that I don't fully understand. The one person that can shed some light on the topic is probably TDW :yep:
OK,
I followed as follows:
Open Goblin app:
In Goblin top menu:
file-open-select "NSS-Uboat7c.GR2", wait a bit...
file-merge- select "NSS_7c.ZON"
file merge- select "NSS_7c.SIM"
In the Goblin Editor:
Double left clic ColisionableObject NSS 7c opens edit field
Single left clic in that opens right Hand field, Change "CrashDepth" value (300m) and Close window.
Now the ZON entries became red.
Did in the ZON the same as before, but new value of 300m was automatically there.
Goblin main: file-save (turns red into black again)
Exit Goblin...
Enter CFG file with Notebook, then:
[Properties]
PeriscopeDepth=12.0
SnorkelDepth=14.0
CrashDepth=300
MaxDepth=500
DiveDepth=35
SurfaceDepth=5
TorpLaunchMaxDepth=20;meters
StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1]
I indeed can dive beyond 300m. However Sub is lost because in Zentrale damage area "pressure hull" starts losing Points (from passing 204m on) till it is destroyed. It keeps sinking till "hull integrety" is also "0".
So the cause of death is passing 204m really. (unless immediate surfacing is done. Then even Zentrale press hull can be repaired.)
This I think matches your description with the remark that only TDW might shed some light on this...
If I could delay the "decay" of the press hull to say 290m I probably would get it done.
You mentioned the ZON files of the Systems, but so far I have not found the pressure hull "decay"depth yet...
This:
Regarding the problem with hull collapsing way before the set crash depth is reached, I doubt this is due to any mistake you might have done while tweaking the relevant settings. In my opinion, the point is that as I had written in a previous post, those settings are applied in an odd way that I don't fully understand. The one person that can shed some light on the topic is probably TDW :yep:[/QUOTE]
Trebb.
I followed as follows:
....
From your description, you used Goblin the right way. If you want to make sure that your settings were saved correctly just close Goblin, run it again, open/merge again GR2 and zon files (merging the sim file isn't really needed in your case), and check that the crash depth property is still set to 300.
I indeed can dive beyond 300m. However Sub is lost because in Zentrale damage area "pressure hull" starts losing Points (from passing 204m on) till it is destroyed. It keeps sinking till "hull integrety" is also "0".
Two thoughts:
- how are you testing your changes? Have you made sure that you are performing your diving drills on the same u-boat whose settings you had previously modded?
- single zones' 'crash depth' settings, as set in zones.cfg, override the main settings found in u-boat's zon and cfg files. If you are using RSD, it is possible that Vecko has set some critical u-boat zone(s) to crash at around 200 m though I doubt it.
You mentioned the ZON files of the Systems, but so far I have not found the pressure hull "decay"depth yet...
To the best of my knowledge, there is not a single "pressure hull" zone, but various system and compartment zones. You should ask vdr1981 on how the general pressure hull damage, as shown in the damage management interface, is calculated :yep:
OK,
Goblin editing double checked, changes saved ok.
All changes/checking on active and stable Steel Wolves Megamod (inclusive RSD).
I only test on VIIC boat, as a separate mod, I: activate-change with goblin-reactivate. Then I use the U110 historical (VIIC) Mission to dive to 300plus and have the damage Screen and depth Counter in sight.
The depth at which the Zentrale pressure hull takes damage is
unchanged:/\\!!, remains at 204m. I tried reducing the "damage Points per hitpoint" value, but that is only working at "0", causing a "crash-to-mainscreen" at 500m.(having no leakage ect is unrealistic anyway)
In other instances (norm dam Point hit value "15") it took till about 450m until deathscreen came. So Eventough crushdepth set at 300m, no sudden death on passing that. The time to "0" hull integrety being determining, sinking all the way, and (insane) depth having no direct influence.
The key seems to Change the start of decay of the Zentrale pressure hull Zone away from 204m if deeper diving allowed.
GAP said:
"- single zones' 'crash depth' settings, as set in zones.cfg, override the main settings found in u-boat's zon and cfg files. If you are using RSD, it is possible that Vecko has set some critical u-boat zone(s) to crash at around 200 m though I doubt it."
I might be wrong, but it does look that way...
Have contacted Vecko, see what happens.
Thanks for coaching me trough the Goblin and your encouragement Gap!
:salute:
Will stay tuned, cheers Trebb.
OK,
Goblin editing double checked, changes saved ok.
At least you learned how to use Goblin :up:
GAP said:
"- single zones' 'crash depth' settings, as set in zones.cfg, override the main settings found in u-boat's zon and cfg files. If you are using RSD, it is possible that Vecko has set some critical u-boat zone(s) to crash at around 200 m though I doubt it."
I might be wrong, but it does look that way...
Have contacted Vecko, see what happens.
There are two easy ways to ascertain it: wainting for an answer by Vecko :D, or disabling temporarily The Wolves of Steel and repeating your tests with stock game.
On a side note: have you tried setting boat.cfg/boat.zon's crash depth deeper than 300 meters? Does it make any difference?
Thanks for coaching me trough the Goblin and your encouragement Gap!
My own pleasure trebby. I am always glad to help as I can someone who wants to learn :salute:
OK, contacted Vecko,
He said crush behaviour is on his radar for the next version of RSD.
Shared some thoughts.
For the record:
Did testing on vanilla versus Steel Wolves:
Vanilla only has struct integrety and no compartment press hull.
It also does not flood because of depth.
Only struct integrety loss happens at depth of choosing, so easy to mod/enlarge crushdepth.
2 days ago that would suit me, now I know theres more possible so it aint good enough....
1. CFG file MAXDEPTH value at 220m or 400m no noticable impact.
2. ZON file:
crash depth value x 0.8 =+/- effective game crushdepth. (based on 3 tests)
Setting the crashpoint per sec up to 2000 versus dam factor of 1000 (represented as "struct integrety") causes immediate death ("implosion")
HOWEVER, that also means the compartment press hull damage starting at 204m, is "0" in 1 sec, dooming the boat. This side effect negates the possibly simulated implosion as unpractical.
The flooding after 204m I like, the pressure hull decay with it I dont like.
The added weight of flooded water should drag the boat down (if kept unchecked) to crushdepth.
In RL the pressure hull either holds or implodes...at ANY (unknown) time.
My 2 cents, really looking forward too Veckos work on RSD.
In the meantime, I gave my boat some slack by increasing crushdept and reducing dam points per sec. The advantage is minimal:
Basically the unchanged hull decay from 204m is stil there, meaning either immediate surface/repair or sure death if no prompt action taken.
Cheers, Trebb.:salute:
vdr1981
02-04-14, 03:15 PM
Hello again Trebby,
Crushdepth in cfg file is nothing more then depth for crash dive. You can test that and confirm easily...
Basically, all values from submarine cfg files are just values for UI commands,
Now, it looks like max depth value (cfg file) only define red mark on your depth gauge, if you use SH3 style for example. Because of TDW's claimes that this value has some effect to the depth when submarine starts to lose hull integrity, I really must to test this again.
Note that large confusion is created with that arcadish navigator ability to somehow increase max depth of the submarine which is totally nonsence IMO. If we get rid of that thins will become much more clear.
Yes, I used crush depth values for some compartments in zone.cfg (RSD)file with values something like 250-270 meters but it looks like this feature doesn't work as it should, probably because of dumb navigator ability again.
We can make submarine to implode suddenly on desired depth as it should, but to simulate "warning signs" will be more difficult. That's why i choose to leave in place gradual loose of hull integrity, to simulate those warning signs.
vdr1981
02-04-14, 03:30 PM
If you want to experiment with crush depths you should do the folowing...
Serach for all crush depth entries in zone.cfg (from RSD , category U-Boat items) and disable them like this...
[UbtEngineRoom] ;Pressure
Category=Engines Room
Multiplier=1.0
Flotability=90
HitPoints=50
Destructible=No
Armor Level=13
Critic Flotation=0.10
Critical=No
Effect1=#dc_bubbles, 10
FloodingTime=540
CargoType=None
;Crash Depth=250
Then , concentrate to submarine .zon file (SHcollision controller) using goblin editor where you will find setting for crush depth, overall HP settings for submarine and settings for speed of submarine HP degradation if critical depth is passed.
Note that your crush depth in game will be always much less then setings from zon file, probably because of the stupid navigator feature. :yep:
Also, you can use some extreme low or high values for max depth in submarine cfg file so we can determent correctly what this value actually do...
vdr1981 said:
"Serach for all crush depth entries in zone.cfg (from RSD , category U-Boat items) and disable them like this..."
1. Ehhh I have Steel Wolfes active, not RSD separately.
Where can I find zone.cfg from RSD in Steel Wolfes setup?:88)
(tried Goblin and manual looking in subfile, no joy)
2. Crushdept in sub cfg is just crashdive depth: yes I conform too.
I made a misstake, I mean the effect of entry "max depth"...
3. I understand now. The navigator feature probably forces all entries to be divided by 0.8.
E.g. crushdepth VIIA around 250m : 0.8 = 312 edit value to get it.
4. This info is best:
Code:
;Pressure
Category=Engines Room
Multiplier=1.0
Flotability=90
HitPoints=50
Destructible=No
Armor Level=13
Critic Flotation=0.10
Critical=No
Effect1=#dc_bubbles, 10
FloodingTime=540
CargoType=None
[U];Crash Depth=250 :yess: 250m x 0.8 = 200m!
That is the too shallow depth where hull decay comes in...
As a quick and dirty fix, I will try to adjust that to: (just my best guess)
VIIA 250m = 312m.
VIIB 275m = 343m
VIIC 300m = 375m
VIIC/41 350m = 437m
(once I find it, see 1. :huh:)
Again, thanks for the guidance mate:salute::salute:
vdr1981
02-04-14, 04:22 PM
vdr1981 said:
1. Ehhh I have Steel Wolfes active, not RSD separately.
Where can I find zone.cfg from RSD in Steel Wolfes setup?:88)
(tried Goblin and manual looking in subfile, no joy)
No problems with that, The Wolves of Steel use zone.cfg file from RSD...
But be careful with your experimenting, you'll manage probably to set instant crush depth to something like 290 meters, but what will happen then with others 250+ meters depths? We don't want to open possibility for U-Boat captains to exploit such extreme depths without any consequences, do we?
Yes, Pandora has shown me a glimpse inside...:D:D
Vecko said:
"But be careful with your experimenting, you'll manage probably to set instant crush depth to something like 290 meters, but what will happen then with others 250+ meters depths? We don't want to open possibility for U-Boat captains to exploit such extreme depths without any consequences, do we?"
Indeed. Realistic Skipper behaviour and suspense (of immenent damage/implosion) are valuable.
Some thoughts:
First problem I suppose is creating an acceptable sim behaviour based on WW2 reports ect.
(hard enough to get consensus anyway)
Then, in hindsight the boats were extremely well built, some real german engineering.... BUT the extend was largely unknown at the time.
Blair describes in his book how through time more and more boats lived to tell the tale about 200m plus escapades. So through scuttlebut the awareness of the ability to push the boats might have been raised, though never to its max survivable extend.(the 300m survivors being KIA/POWs)
Lastly:
Also, I noticed that the Bow torpedoroom, the radioroom and the elec eng room never suffer flooding on deep diving. Maybe worth considering?
Another thing that strikes me is that the ZONE.cfg seems general for all uboat types, therby negating most of the individual boat (ZON) characteristics.
On the whole an acceptable compromise I think.
I will do some private further tinkering eventough my work and the missus suffer from this strange modding fever I have gotten:o...
Thinking about making different versions to be activated depending on uboat type, and giving those "unflooddable" rooms some crushdepth.
Thanks again, Trebb.
Blindside
02-05-14, 04:39 AM
That's because the sh5.exe randomizes the crush depth. One of the factors in the randomization is the amount of hull damage the sub has. Even if their is no hull damage the exe will randomize the crush depth.
In the randomization of the crush depth would this remain based on the original depth or on any depth that has been altered?
Following your discussion with interest, guys :up:
Thinking about making different versions to be activated depending on uboat type, and giving those "unflooddable" rooms some crushdepth.
That shouldn't be necessary: everything related with crash depths has separate settings for each u-boat, and even shared compartment zones can be made individual. Vecko already knows how to do it :yep:
Following your discussion with interest, guys :up:
That shouldn't be necessary: everything related with crash depths has separate settings for each u-boat, and even shared compartment zones can be made individual. Vecko already knows how to do it :yep:
Aha,
I thought because the zone.CFG is in the sata file it was not type specific.
Obviously more is going on in the boat ZONs I suspect.
I really appreciate the work of the modders even more after having this little excursion into the games inners. :yep:
There is a strange addictive "lets see what this change does just oooone more time and then I start working" thing about it....
Anyway, by tinkering some more I can at least dive to 240-250m without serious damage in a VIIC. Thats fine for me until Vecko gets a new TGW version out.:up:
Cheers, Trebb.
In the randomization of the crush depth would this remain based on the original depth or on any depth that has been altered?
Blindside, if you mean with original depth the depth as per vanilla, I would say that any randomization will be based on the new, modded, depth.
So far, I found any variations made by SH5exe hardly noticeable.
Final word by TDW...
Trebb.
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