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ThePastor
11-07-05, 04:26 AM
I'm trying to find a way to modify the damage of my torpedoes, just to tweak it a little. I read in one post that damage is universal across all the torps, and that sucks if that's the case, but, still, where is that universal damage amount? I have SH 3 File Analyzer, Commander, and Inspector, but none of them seem to have that which I need. I saw mention of 'nuclear torpedoes', but couldn't find any more information than that. One other topic I saw is this one:

http://www.subsim.com/phpBB/viewtopic.php?t=36145

But I didn't find anything useful there.

Thanks for any help you can give.

Marhkimov
11-07-05, 04:30 AM
Actually, this is a job for either SH3 Inspector or SH3 File Analyzer.

ThePastor
11-07-05, 04:28 PM
Okay... well, I have both of them, as I said.

SH 3 Inspector has a 'Torps' page, but that allows you to change range, speed, depth, turn radius and suchlike; not damage.

SH 3 File Analyzer can open a number of files, including torpedo.sim, but within none of those files have a found anything regarding the damage of torpedoes.

Am I missing something? If so, what? Do I need a different .rul file for SH 3 File Analyzer? Is it within a text .cfg file somewhere? Does anyone actually know?

Marhkimov
11-07-05, 04:33 PM
I'm pretty sure the setting is called impulse. Default is at 2000, but no one has ever found a need to change it. But if you want to, you can go ahead.

ThePastor
11-07-05, 04:39 PM
Impulse is damage? But, in Physics, impulse is related to acceleration. I guess it could be the acceleration of the shockwave from the explosives...

Thanks.

rulle34
11-07-05, 04:42 PM
The file for changing explosive power is the "Torpedo.zon"
There is no rule for that file in TT's SH3 File analyzer. You need to do some "traditional" hexediting.
I wish there was a rule for that file, cos it would be nice to set different explosive charges for different torpedotypes. I think the T1 was more powerful than the T2 for i.e.

Marhkimov
11-07-05, 04:48 PM
hmm... interesting

ThePastor
11-07-05, 04:49 PM
I feared as much. If only these Ubisoft buggers had properly documented their data files, this wouldn't be such a bloody chore...

Marhkimov
11-07-05, 04:53 PM
Well, someone can always write a new set of rules for the torpedo ZON files.

Der Teddy Bar
11-07-05, 06:03 PM
The issue is not the torpedo, but the ships.

ThePastor
11-07-05, 10:06 PM
For me, it'd be easier to tweak the damage of the couple types of torpedoes I actually use than to change the armor and HP values of about forty different ships. Any sucker....er.... noble human being want to volunteer to right the .rul file?

Der Teddy Bar
11-08-05, 12:20 AM
Was not aware that anyone had been able to change the maximum hit points for a ship?

Jungman
11-08-05, 01:26 AM
For me, it'd be easier to tweak the damage of the couple types of torpedoes

Very easy to do. I do not remember what order they are in but trial and error again. :D

I did this for a 'non released' mod to get people to use the slow ass electric torps in game instead of the most effective fast steam torp by reducing the steam torp damage down. (Not real but the game does not really avoid visible steam torps like it was in real life..or they were hard to get?).

Each torpedo has its own individual damage called MinEFF_XXXX and MaxEFF_XXXX. You can set each one different in the Torpedo.zon file. I think there are 11 torpedo, one is not used in game. values are in that backward Float Integer single point.

Impulse in Torpedo.sim is the simulated shock wave to rock your boat/ship , not damage. In it you can set the 'Impulse' radius effect too.

EDIT for Clarity: Not to be confused with the Blast radius which is in the Torpedo.zon.

rogerbo
11-08-05, 01:50 AM
We had this long time ago. There are some threads in this forum about. As Jungman did point it out the Min and Max Eff are the power of the Torpedos you also can change the Range of the Explosion. The total HP of a ship is changed the same wai as the HP of your Sub, it's either in the .sim or zon (don't remember right now ) at the bottom of the file.

Marhkimov
11-08-05, 01:52 AM
damage is most certainly always in zon files

rogerbo
11-08-05, 02:00 AM
Here is a link to a thread http://www.subsim.com/phpBB/viewtopic.php?t=35605&highlight=
in here i have posted a torpedo.zon file with which you can Sink ANY Ship with 1 Hit :rotfl: How ever there is a warning to it You MUST be over 300M away from the target (sure once because the Torpedo is a dud below that range but also you would blow yourselfe out of the water with this)

Jungman
11-08-05, 02:02 AM
Was not aware that anyone had been able to change the maximum hit points for a ship?

Yes, even your own sub.zon to get your "Hull" to last longer for a fun death experience.


Sink ANY Ship with 1 Hit

That is your infamous 'Nuclear Torpedo" made awhile ago, Rogerbo. :cool:

Der Teddy Bar
11-08-05, 02:55 AM
Was not aware that anyone had been able to change the maximum hit points for a ship?

Yes, even your own sub.zon to get your "Hull" to last longer for a fun death experience.


Sink ANY Ship with 1 Hit

That is your infamous 'Nuclear Torpedo" made awhile ago, Rogerbo. :cool:
Can someone 'show' me how? Pretty please :rotfl:

rogerbo
11-08-05, 03:04 AM
Teddy Bär, it's easy but Dangerous as it is a secret weapon of the Marine only available for super ueber Kaleuns. LOL
but if you wan't to know, change the MinEff and MaxEff to aprox.
8000 and change the range to aprox. 300 - 400 Meters. Now all in that radius get's hit by that torpedo, if you attack a Convoy this will blow up only 1 ship as they are further apart then the 300m so you would need to increase the Range, however the disadvantage of this is clear as biger the range as biger your Shoting distance MUST be or you sink yourself LOL, Do make the changes slowly as i experienced some CTD when i did enter wrong datas in the .zon file.

Der Teddy Bar
11-08-05, 05:17 AM
rogerbo,
I was actually after the ships :up:

rogerbo
11-08-05, 06:23 AM
Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point

Der Teddy Bar
11-08-05, 07:40 AM
Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point
I must confess to being a Hex Editor Idiot :88)

I can see where you are refering to, but Hit_Points 00 00 00 7a 43 0f 00 00 00 mean didely squat to me :rotfl: This is in the NKSQ_.zon file....

rogerbo
11-08-05, 09:07 AM
Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point
I must confess to being a Hex Editor Idiot :88)

I can see where you are refering to, but Hit_Points 00 00 00 7a 43 0f 00 00 00 mean didely squat to me :rotfl: This is in the NKSQ_.zon file....
O.k. lets explain

In the hexeditor you have normaly the Ofsets then the hex values and on the far right txt. ehwn you see on the right Hit_Points place the cursor at the end of that , then look at the left side where the cursor is there (should look like 7300 ) Now from here it starts. the line would look like this

7300 0000 7A43 0F00 for us the important part is

0000 7A43 It is a Floating integer

you can open the Base Converter adjust to Raw Hex , Float(32)

now when you enter 437A0000 in the Hex field you get 250 in the Decimal field which are the Hit Points for this Ship.

If you change now the entry to 0000 7A44 the Hit points are increased to 1000 and with 0000 7A45 you'r on 4000 and so on.

I hope this will help

timetraveller
11-09-05, 09:15 AM
Guys,

I wrote a rule for the NKSQ unit, covering hit points, crash depth, and crash speed.

Right click and Save Target As if it comes up as text in a browser window:
www.delraydepot.com/tt/unit_hit_points_zon.rul

The file path is specific for the NKSQ ship. Change the path to any unit, including subs. It will then work for all.

Hint:
When the rule is loaded in Sh3 File Analyzer, click Choose Path, browse for the unit file, then click Path=. It will put a path line on your clipboard. Paste it over the NKSQ path line.

Or:
Remove the Path= line altogether from the rule and use Choose Path each time just before you want to run the rule.

I've also added the new rule to the general Rules package download.

www.delraydepot.com/tt/Rules.zip

Have fun.

TT

rulle34
11-09-05, 09:27 AM
Guys,

I wrote a rule for the NKSQ unit, covering hit points, crash depth, and crash speed.

Right click and Save Target As if it comes up as text in a browser window:
www.delraydepot.com/tt/unit_hit_points_zon.rul

The file path is specific for the NKSQ ship. Change the path to any unit, including subs. It will then work for all.

Hint:
When the rule is loaded in Sh3 File Analyzer, click Choose Path, browse for the unit file, then click Path=. It will put a path line on your clipboard. Paste it over the NKSQ path line.

Or:
Remove the Path= line altogether from the rule and use Choose Path each time just before you want to run the rule.

I've also added the new rule to the general Rules package download.

www.delraydepot.com/tt/Rules.zip

Have fun.

TT

That's just great TT :up:
Can you please make a rule for the "Torpedo.zon" file as well? Would really like to mixture with torpedo explosive powers as well, because I want to try to make a mod where torpedos are different as they where in real.
I hope it's not to much work with this :-?

timetraveller
11-09-05, 11:32 AM
That's just great TT :up:
Can you please make a rule for the "Torpedo.zon" file as well? Would really like to mixture with torpedo explosive powers as well, because I want to try to make a mod where torpedos are different as they where in real.
I hope it's not to much work with this :-?

I'll have a closer look at that Torpedo.zon file. I see there are 11 categories. That matches the 11 torps in the game. At first I don't see a way to identify which torp each belongs too. I'll figure something out.

TT

rulle34
11-09-05, 12:18 PM
Great TT and big thank's for trying :up:

Marhkimov
11-09-05, 12:25 PM
Much thanks timetraveller! :up:

timetraveller
11-09-05, 01:25 PM
Okay my fellow underwater explosive freaks. Here's a rule for Torpedo.zon for SH3 File Analyzer.

In it you can modify MinEF, MaxEF, MinRadius, and MaxRadius for each torpedo. Maybe a nuclear torpedo?

PLEASE READ THIS: I have had to guess at which torpedo is which, and I hope I have them correct. In the .zon file they have no identifiers, but they *should* follow the same order as in the Torpedo.sim file, and that's the order I used (that's the order you will see in SH3 Inspector in the Torps section).

Torpedo.zon rule.
Right click and Save Target As:
www.delraydepot.com/tt/Torpedo_zon.rul

Again, all rules are in the new Rules package:
www.delraydepot.com/tt/Rules.zip

Could someone make some changes to a few torps and let me know if I have the naming correct? Thanks.

TT

rulle34
11-09-05, 01:33 PM
This is just great timetraveller :up:
Big thank's :up: and I promise I wont make any nuke torps :P

Marhkimov
11-09-05, 01:36 PM
besides, there are no nuclear graphic effects... :hmm:

rulle34
11-09-05, 01:54 PM
besides, there are no nuclear graphic effects... :hmm:

Please marhkimov, don't challenge all the modders :P , then we maybe have to go out on a radiak patrol soon :rotfl:

Marhkimov
11-09-05, 01:58 PM
Please marhkimov, don't challenge all the modders :P

I wouldn't dream of it... :rotfl: ... though I do need that flying submarine... :cool:

rulle34
11-09-05, 02:08 PM
... though I do need that flying submarine... :cool:

Use TC instead of flying :rotfl: :rotfl: :rotfl:

timetraveller
11-09-05, 02:43 PM
Please marhkimov, don't challenge all the modders :P

I wouldn't dream of it... :rotfl: ... though I do need that flying submarine... :cool:

So I take it bumping the horsepower to 150,000 and speed to 100 knots didn't do it?? hehe

TT

Marhkimov
11-09-05, 02:44 PM
I'll bet the surface angle is hardcoded. The sub always levels off before it breaks the surface.

timetraveller
11-09-05, 02:49 PM
I'll bet the surface angle is hardcoded. The sub always levels off before it breaks the surface.

Probably so. Did you try upping the surface depth to 100 or so?

TT

Marhkimov
11-09-05, 02:51 PM
I'll bet the surface angle is hardcoded. The sub always levels off before it breaks the surface.

Probably so. Did you try upping the surface depth to 100 or so?

TT
It should read SurfaceDepth=-100

Last time, I made a mistake and put 100... I'll try again later...