View Full Version : Hedgehogs / dc_x_h
totheorder
12-26-15, 12:43 PM
Greetings fellow Kaleuns...
Weapon: hedgehog
Game File: dc_x_h
I am interested in making some changes regarding the start date for this weapon to begin in 1940. Though not historically accurate, the weapon did not come around till 1942 and in SH5, I haven't seen them till 1944. I have looked everywhere in the Goblin Editor app which can allow me to change many aspects of the weapon, but not the start date. I have also looked in location: C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects
in attempts to locate a start date, but still no luck in finding when this weapon becomes activated. Lastly looked over the OH II & equipment fix MOD by the beast to see if it was edited, but again, no luck on finding the location to where this weapons start date can be changed. Any help on this would be appreciated. <SALUTE>
https://upload.wikimedia.org/wikipedia/commons/3/33/Hedgehog_anti-submarine_mortar.jpg
Hi Frank,
equipments and armaments that each unit can be equipped with are set in its eqp file and editable in notepad. Any ship unit has a variable number of bones disposed around its 3d model, acting as configurable equipment/armament hardpoints. For each equipment bone, there are one or more entries in the aforementioned eqp file used for linking different equipments to the same bone (depending on date). Each entry looks more or less like this:
[Equipment #]
NodeName=W03
LinkName=Hhog
StartDate=19440301
EndDate=19451231
I am not sure whether star/end dates are actually applied in campaign though. For sure, they don't in single player missions. There's an 'equipment' parameter in campaign mis layers which can be set to "early", "mid" and "late". This parameter is likely overseeding equipment start/end date information stored in eqp files, or combined with it to determine how ship armaments will evolve during the war. :know:
totheorder
12-27-15, 11:16 AM
Thanks Gap!
Location here: C:\Ubisoft\Silent Hunter 5\data\Sea
The following ships are the only units that can be armed with HHOG. I changed the equipment start date to 1-1-1940 via .eqp files
USA
Clemson
Buckley
Evarts
CANADA
A Class Destroyer
Town Lend-Lease Destroyer
V & W Class Destroyer
V & W Walker
Draug
UNITED KINGDOM
A & B Class Destroyer
R Class Destroyer
HMS Stork
HMS Walker
Black Swan
**Could not locate R-Class Destroyer within the same location. It is featured in the museum, but not showing up with the rest of the ships. The Type IIA U-Boat is featured in the Museum, has a .cfg, .eqp file, but is unplayable and absent from the game.
Research reveals R-Class succeeded the Q-Class destroyers with the first being produced after the end of WWII and not to be confused with early R-Class destroyers of WWI which were all scrapped or inoperable by the start of WWII.
If you find the location of the R-Class Destroyer, let me know. I'm going to test the changes Ive made. Will report back. Thanks again. <S>
pedalboat
12-27-15, 12:26 PM
NDD_Rocket must be the ship
DDRocket=R Class Destroyer
totheorder
12-27-15, 12:32 PM
NDD_Rocket must be the ship
DDRocket=R Class Destroyer
Thanks Pedalboat...
I did in fact check out NDD_Rocket, but it was not enabled with Hedgehog charges, so that should be all the ships capable of deploying the weapon. After some testing, if successful, I will archive the files and make JGSME ready for an optional MOD if anyone ever desires to see more of the weapon in-game.
Thanks Gap!
My pleasure mate :03:
The following ships are the only units that can be armed with HHOG. I changed the equipment start date to 1-1-1940 via .eqp files
USA
Clemson
Buckley
Evarts
CANADA
A Class Destroyer
Town Lend-Lease Destroyer
V & W Class Destroyer
V & W Walker
Draug
UNITED KINGDOM
A & B Class Destroyer
R Class Destroyer
HMS Stork
HMS Walker
Black Swan
Interesting. Is that list based on historical information, or those are the ships that in game can be found with hedge hogs?
**Could not locate R-Class Destroyer within the same location. It is featured in the museum, but not showing up with the rest of the ships.
...
If you find the location of the R-Class Destroyer, let me know.
Sure, it is C:\Ubisoft\Silent Hunter 5\data\Sea\NDD_Rocket :up:
The Type IIA U-Boat is featured in the Museum, has a .cfg, .eqp file, but is unplayable and absent from the game.
Yep, IIA boats are AI-only submarines. Despite the fact that their files are found in vanilla game, they are not used in campaign. IIRC, there was an old version of Open Horizons featuring them, but misteriously the new unit seemed to crash the game for some players at campaign start, and Trevally had to remove them from the next version of his mod.
Research reveals R-Class succeeded the Q-Class destroyers with the first being produced after the end of WWII and not to be confused with early R-Class destroyers of WWI which were all scrapped or inoperable by the start of WWII.
Are you sure? According to Wikipedia (https://en.wikipedia.org/wiki/Q_and_R-class_destroyer) vessels of both Q and R classes were completed and commissioned starting from mid-late '42. The WWI destroyers that you refer to as "early R-Class" are probably what Wikipedia classifies as "Rocket-class (https://en.wikipedia.org/wiki/Rocket-class_destroyer)", whose leadship, HMS Rocket (https://en.wikipedia.org/wiki/HMS_Rocket_(1894)), is not to be confused with the omonymus R-class destroyer HMS Rocket (H-92) (https://en.wikipedia.org/wiki/HMS_Rocket_(H92)) featured in game.
I'm going to test the changes Ive made. Will report back. Thanks again. <S>
Let us know if it works. When you change hedgehogs start date make sure to adjust the end date of the preceeding equipment fitted on the same bone, so that dates wont overlap :03::salute:
Thanks Pedalboat...
I did in fact check out NDD_Rocket, but it was not enabled with Hedgehog charges, so that should be all the ships capable of deploying the weapon. After some testing, if successful, I will archive the files and make JGSME ready for an optional MOD if anyone ever desires to see more of the weapon in-game.
You should be able to add any new armament to any ship, as far as there is space for it on deck, and the equipment bone that the new armament is getting linked to, is correctly placed/oriented (i.e. the bone that hedgehogs get linked to should be close to a bullwark on ship's stern, and pointing outside) . In any case, due to ship armaments being divided into early, mid, and late in campaign mis layers, it is preferable not having more than three different armaments per equipment bone. :yep:
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