View Full Version : Editing of SNK_MASK=NSS_Uboattype*_SNK_mask?
Paulebaer1979
03-03-14, 12:29 PM
Hello.
I just want to know, if i can edit the SNK_MASK=NSS_Uboattype*_SNK_mask files and in witch directory they are. In the basic.cfg they are linked - but my search in the hole SH3 directory fore those files did not find them. Can anyone help me?
I did some modifications inside the basic.cfg (more torps) but they caused forced changings of home flotilla - i always told to move to St. Nazaire two minutes after starting patrol.
I checked the .sim-files of the subs - but they offer quite enogh slots for torps (39+4+2 at IXD2). So i had the idea that the SNK_MASK is the reason for the forced changes of home flotilla.
Greets Paul
Madox58
03-03-14, 07:57 PM
Sensors.dat in the Library folder.
:D
Sensors.dat in the Library folder.
:D
That, or if you have the modified boats it will be in a .dat called something Schnorkel
Paulebaer1979
03-04-14, 05:54 AM
Sensors.dat in the Library folder.
:D
Found and opened it with Silent3editor (Version 0.9.9) but iīm too silly to extract the tga. When i choose "export" i only get the chance to export a "raw chunk" - "3D model" and "Embedded image" are not possible.
Btw. how is it possible that a tga file set a limit for torps?
Madox58
03-04-14, 08:26 PM
It don't. But you wanted to know where the SNK files were.
Paulebaer1979
03-05-14, 05:24 AM
It don't. But you wanted to know where the SNK files were.
Yes. Thanks for that info.:)
Hmm. Itīs strange. Because i was not able to change the SNKīs in the sensors.dat i looked closer for other files and found the "NSS_Uboat7c.eqp" in the submarine folder. Opened with hex-editor and changed the link from NSS_Uboattype7_SNK_mask to NSS_Uboattype9d2_SNK_mask. Now my Type VII can carry 28 torps without a forced change of the flotilla and the equipment works just fine. It seems to depend on the SNK_maskīfiles how many torps a sub can carry away without changing the flotilla randomly. 28 is the limit - one more torp and the game send a message from bdu that forces me to change flotilla every time i leave port.
So it must give a file that limits the number of torps for each sub. Inside the "NSS_Uboat7c.sim" are enough slots for torps (19 fore intern, 10 fore extern, 10 aft intern and 10 aft extern) so this file does not set the limit. Basic.cfg doesnīt do it, too. Changing the SNK from type 7 to 9d2 changes the limit from 19 up to 28 so itīs possible that this is the searched file. But how to edit it?
OK then i ask directly: Which file i have to modify when i like to have more torps without getting a new flotilla/homeport every patrol?
Paulebaer1979
03-07-14, 07:54 AM
Hello again.
After a day with trial and error (more errors) i figured out, that 28 torps are the maximum loadout at the subs:
4 in the bow tubes
2 in the aft tubes (only type IX)
4 in the fore intern reserve
4 in the fore intern extra reserve
8 in the fore extern reserve
6 in the aft reserve (intern or extern makes no difference)
Reducing the fore extern and put them to intern or extra everytime results in a new flotilla/homeport at start of a patrol. I tested it with stock sh3, LSH5.1 and GWX3 - same results.
So which file limiteds the loadout and how can i edit it?
Greets Paul
Paulebaer1979
03-22-14, 05:18 AM
I donīt belive that since 2005 anyone has found that file. Is anyone able to tell me which file is limiting the torpedo loadout of the subs?
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