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dize
02-10-06, 11:28 AM
how can i edit the explosive power of all topedoes?im kinda tired of c2/c3 swallowing my eels, without even droping out of convoy formation.

gdogghenrikson
02-10-06, 04:50 PM
how can i edit the explosive power of all topedoes?im kinda tired of c2/c3 swallowing my eels, without even droping out of convoy formation.

I agree

iambecomelife
02-10-06, 06:15 PM
Download the SH3 Mini Tweaker program, along with the associated tweak file for torpedo_zon. Then, increase the MinEF and MaxEF values.

dize
02-10-06, 06:57 PM
ah nice. thnx for ur answer, but where can i find this program?

iambecomelife
02-10-06, 07:49 PM
http://www.delraydepot.com/tt/sh3sdk.htm

Der Teddy Bar
02-10-06, 09:05 PM
May I suggest that you will get better value for money from using the NYGM Ship Damage Mod, where a C2 can be brought down with 2 torpedoes?

iambecomelife
02-10-06, 09:39 PM
Good point; NYGM makes the sinkings more interesting, and it can take some time to adjust the blast effect settings manually...

gdogghenrikson
02-11-06, 05:49 AM
Download the SH3 Mini Tweaker program, along with the associated tweak file for torpedo_zon. Then, increase the MinEF and MaxEF values.

do you know what minradius and maxradius do?..just curios

andy_311
02-11-06, 06:43 AM
As far I can remember there was a post on this a while ago on the forums with a d/load link for it but can't remember where it is, you can take a shot at a c2 or any ship for that and take her down but it was considered a cheat because you could also take out a BB with 1 shot

Hartmann
02-11-06, 11:13 AM
Increase the power of the torpedo over his true values could be considered a cheat. :yep:

except if you want a nuke warhead that can sink or blow up a entire convoy with a shot :rotfl:

Redwine
02-11-06, 12:22 PM
Download the SH3 Mini Tweaker program, along with the associated tweak file for torpedo_zon. Then, increase the MinEF and MaxEF values.

do you know what minradius and maxradius do?..just curios

If i am not wrong

MaxEF will be applied up to MinRadius, then the EF damge or effort or effect.....will be reduced up to the MinEF at just the MaxRadius.

In example if the settings are :

MinEF = 320
MaxEF = 380
MinRadius = 3
Maxradius = 7

It means a torpedo explosion power of 380 will be applied up to 3 meters and then it will decrease down to 320 at 7 meters.

:up:


Edit :

Thanks Teddy bar .....

I was wrong, according with Teddy info, Max and Min values was the limits for random effect.

:up:

Anvart
02-11-06, 12:43 PM
2 Dize.
U can to sink C2 by one torp. Torp depth 1...1.5 m lower keel. Aim
slightly forward from middle of ship. And without any MODs!!?


Anvart :yep:

Der Teddy Bar
02-11-06, 05:31 PM
Download the NYGM Ship Damage Mod, and look at the Read-Me. I have explained everything in great detail. Lots and Lots of detail with great examples.

It all depends on what you are after, if you want things to go BOOM just make the MIN & MAX big and any value that you want.

If you want to have ships that sink, then I have already done it with the NYGM Ship Damage Mod.

dize
02-12-06, 06:53 AM
2 Dize.
U can to sink C2 by one torp. Torp depth 1...1.5 m lower keel. Aim
slightly forward from middle of ship. And without any MODs!!?


Anvart :yep:

well, im playing on high realism settings, with iub and some other mods enabled. im doing my shots manualy, thus making it rather hard to aim for certain parts of the ship. im also not playing arcade style or something, so i have many long range fanshots when im attacking heavyly escorted convoys.

i will definetly take a closer look at the NYGM Ship Damage Mod. thanx for pointing me to that.

dize
02-12-06, 07:00 AM
Download the NYGM Ship Damage Mod, and look at the Read-Me. I have explained everything in great detail. Lots and Lots of detail with great examples.

It all depends on what you are after, if you want things to go BOOM just make the MIN & MAX big and any value that you want.

If you want to have ships that sink, then I have already done it with the NYGM Ship Damage Mod.

well, im after a realistic behaviour of the targeted ships. im very well aware of the fact, that in reality one torpedo hit wont guarantee a kill every time. but otoh its a pain to see that a 5500 tons merchant(sh3 commander) can take a eel without having to lower its speed or even halting. best example: last convoy encounter. i did two night runs. had 3 ships hit, incl two c2´s and a small merchant. both c2´s continued to stay on theri pos, on fire, without having to drop speed. the small merchant came to a halt, which gave me the oportunity to sink him later. result: 9 fired torpedoes, with 5 hits, and only one small merchant sunk.

Anvart
02-12-06, 01:55 PM
2 Dize.
It's very good! Good luck! But i don't understand, if u playing on high realism set, why u want cheat?... About long range, i think, u must wait convoy at calculated point & with min noise to have good closed salve position. U must to have good sonarman, target speed, AOB & calculated table + good eye & luck. It's my tactics, but u ....

Yours truly,
Anvart :up:

Der Teddy Bar
02-12-06, 05:30 PM
well, im after a realistic behaviour of the targeted ships. im very well aware of the fact, that in reality one torpedo hit wont guarantee a kill every time. but otoh its a pain to see that a 5500 tons merchant(sh3 commander) can take a eel without having to lower its speed or even halting. best example: last convoy encounter. i did two night runs. had 3 ships hit, incl two c2´s and a small merchant. both c2´s continued to stay on theri pos, on fire, without having to drop speed. the small merchant came to a halt, which gave me the oportunity to sink him later. result: 9 fired torpedoes, with 5 hits, and only one small merchant sunk.
It is obvious that you have not read the NYGM Ship Damage Mod readme file. It explains everything in EXCELLENT detail of how it all works. If you expect to just up the HP and get that 'real' feeling you will be sadly mistaken.

So have you tried the NYGM Ship Damage Mod?

For your information, just because a ship was torpedoed does not mean it HAS to slow down. There are many instances where this is not the case during WWII.


Doenitz wrote...
40% of ships were sunk with 1 impact torpedo
38% required two or more impact torpedos
22% escaped after being hit with 1 to 4 torpedos!


I would also ask if tou can guarentee to me that you actually HIT the ship? That is, did you see the explosion up the side of the ship or just hear the explosion. If you just heard the explosion the the torpedo has hit the hull and bounced of due to the small AOI (Angle Of Impact) or missed, and exploded at the 'end of run'.

Always happy to advise if I can, but if you are trully after realism, the NYGM Ship Damage Mod has already achieved this within the contraints of the SHIII structure.

dize
02-13-06, 10:11 AM
lol u where totally right. i havnt read the nygm mod readme before. i had a ~4 month break from sh3 and it was a ratgher tedious thing to get back into it, with all those mods avail. ;) i did it now, installed and played with it. its realy a great mod thanx for it. had a convoy attack over 2 nights, and it was a substantial increase in immersion!

iambecomelife
02-13-06, 05:15 PM
As a side note, it's too bad SH3 doesn't account for crew abandonment. IIRC many of the ships that took two or more hits to sink would have been drifting helplessly after their crews took to the boats. Merchant sailors often (understandably) abandoned ships that were technically seaworthy because early war convoys lacked enough rescue tugs and spare escorts for damaged ships. Uboat.net is full of references to subs finishing off ships that other U-Boats had crippled earlier. Thus, while the stock game is correct to have many large ships survive more than one torpedo hit , having them continue in formation at standard speed just creates the wrong impression.

dize
02-15-06, 03:02 PM
As a side note, it's too bad SH3 doesn't account for crew abandonment. IIRC many of the ships that took two or more hits to sink would have been drifting helplessly after their crews took to the boats. Merchant sailors often (understandably) abandoned ships that were technically seaworthy because early war convoys lacked enough rescue tugs and spare escorts for damaged ships. Uboat.net is full of references to subs finishing off ships that other U-Boats had crippled earlier. Thus, while the stock game is correct to have many large ships survive more than one torpedo hit , having them continue in formation at standard speed just creates the wrong impression.

that is exactly the problem. im also a regular uboat.net visitor, and i developed the habbit to check what happend today thing very regulary. it gives alot of insight of how the "average sinking" took place. the blabla was hit btw the nr2 and nr3 hold. the crew secured the engines etc etc etc...

Patboot
02-15-06, 08:30 PM
except if you want a nuke warhead that can sink or blow up a entire convoy with a shot :rotfl:


I...really don't have a problem with that.

The T1 runs what, 20,000m? Plenty of time to launch and dive like a whale for the bottom to avoid the blast!! :rock: