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gap 02-21-13 06:17 PM

Quote:

Originally Posted by volodya61 (Post 2013941)
I don't like it.. :O:
authors' names at the first place? :shifty:

Nevermind, I don't really care the name at this stage. whatever you like :)

Quote:

Originally Posted by volodya61 (Post 2013941)
I've set only HE shells for 20mm Flaks (AP=0) as you mentioned earlier..
now the problem is - gunners are too slowly switching from AP to HE because AP at the first place as default and they don't have enough time before the aircraft's first approach..
the question is - how can I remove AP shells from the .sim file at all? I can't do it using Goblin.. new tool which you sent me didn't open weapon's controller in the .sim..
GR2 editor?
or is this not possible?

EDIT: or at least how to swap AP and HE?

Read this post, please:

http://www.subsim.com/radioroom/show...&postcount=482

You can swap AP/HE shells positions without problems. Or better, you can set the AP shells designation to 'none'. In this way the game woud know that the gun has not AP shells assigned, and would use HE shells as default ordnance... or at least I think so :03:

volodya61 02-21-13 06:37 PM

Quote:

Originally Posted by gap (Post 2014012)
Or better, you can set the AP shells designation to 'none'. In this way the game woud know that the gun has not AP shells assigned, and would use HE shells as default ordnance... or at least I think so :03:

No.. it's not working.. I tried that before.. when I next time opened the file designation is again 'unknown'.. will try other way..

EDIT: I'm a blind mouse.. I've tried that without merged shells.dat and.sim.. now I'll try it with shells files..

gap 02-21-13 07:12 PM

Quote:

Originally Posted by volodya61 (Post 2014023)
EDIT: I'm a blind mouse.. I've tried that without merged shells.dat and.sim.. now I'll try it with shells files..

let me know if you don't manage doing it before this week-end :D :O:

volodya61 02-21-13 08:04 PM

Okay..

method with designation 'none' - not working
because AP still remains the default..

method with assign ammo type - working.. but..
it's virtual method.. on the game screen I still see AP on the first 'default' place.. I know that there are HE shells, not AP.. but.. uncomfortable..

is there a way to swap rows in the .sim.. AP and HE..?

http://s19.postimage.org/nen9w0b2b/image.jpg

EDIT: it may be controlled by Page...py, though :hmmm:

EDIT2: forget it all.. I was bored.. :rotfl2:

TheDarkWraith 02-21-13 08:55 PM

Quote:

Originally Posted by volodya61 (Post 2014051)
is there a way to swap rows in the .sim.. AP and HE..?

http://s19.postimage.org/nen9w0b2b/image.jpg

Good question. I would bet that changing their order via hex editor would do it :up:

gap 02-21-13 08:55 PM

Quote:

Originally Posted by volodya61 (Post 2014051)
Okay..

method with designation 'none' - not working
because AP still remains the default..

Really? I was 99% sure that it would have worked. I wonder why this damn 1% is always popping up when it is about SH5 :dead: :O:

Quote:

Originally Posted by volodya61 (Post 2014051)
method with assign ammo type - working.. but..
it's virtual method.. on the game screen I still see AP on the first 'default' place.. I know that there are HE shells, not AP.. but.. uncomfortable..

I know what you mean: I feel the same...

Quote:

Originally Posted by volodya61 (Post 2014051)
is there a way to swap rows in the .sim.. AP and HE..?

unfortunately not, as far as I know :-?

Quote:

Originally Posted by volodya61 (Post 2014051)
EDIT: it may be controlled by Page...py, though :hmmm:

I have no idea. Maybe we can give Flaks a small amount of AP shells (around 25%): according to Admiraly's Interrogation of U-Boat Survivors - Cumulative Edition (June 1944):

Quote:

The 20 mm. and 37 mm. ammunition only differ from each other in calibre and range. Up to August 1943 tracer plugs were fitted to H.E. Some H.E./A.P. are now fitted with tracer (B3). It is claimed that all tracer ammunition will in future be tracer/incendiary. A new type of 37 mm. phosphorous incendiary ammunition and the introduction of 20 mm. incendiary is also reported.
The statement seems to imply that, after all, A.P. shells were used :yep:

TheDarkWraith 02-21-13 08:57 PM

To set no shell type in goblin leave the entry blank

gap 02-21-13 08:58 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014074)
Good question. I would bet that changing their order via hex editor would do it :up:

Hehe, I knew you had to pop up with one of your unhortodox methods ;)

TheDarkWraith 02-21-13 09:00 PM

Quote:

Originally Posted by gap (Post 2014080)
Hehe, I knew you had to pop up with one of your unhortodox methods ;)

Not unorthodox at all. Study the .sim file in hex editor for it and you'll see that the shells are listed in order - just like they are seen in Goblin. Coincidence? maybe, maybe not.

gap 02-21-13 09:15 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014081)
Not unorthodox at all. Study the .sim file in hex editor for it and you'll see that the shells are listed in order - just like they are seen in Goblin. Coincidence? maybe, maybe not.

give the "unorthodox" therm its best meaning. :O:
I will try messing with gun's sim files in Hex editor, but I can't promise that I will get through it. :88)

gap 02-21-13 09:54 PM

http://img706.imageshack.us/img706/2484/hexsim.jpg

:doh:

TheDarkWraith 02-21-13 09:58 PM

which file and which item are you trying to change the shell layout on?

gap 02-21-13 10:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014107)
which file and which item are you trying to change the shell layout on?

I ignore which file Volodya is currently working on. What we are trying to achieve is switching the default ordnance from AP to HE shells.

Personally I think that the easier way to do it would be switching AP and HE settings in Goblin, and then changing addresses 533, 534, 55B and 55C respectively to 48, 45, 41 and 50. This is relative to the file I have used as example (20mm_C30.sim).

I am not sure that after this tweak Goblin Editor would be still able to read correctly the controller, so this one should be the last change. What do you think? :hmm2:

TheDarkWraith 02-21-13 10:10 PM

nevermind. Just picked the first one and shuffled the shells around in the .sim file. Result: no change. Looks to be hard coded to AP, HE, AA, then SS. It was worth a try :D

TheDarkWraith 02-21-13 10:11 PM

Quote:

Originally Posted by gap (Post 2014112)
I ignore which file Volodya is currently working on. What we are trying to achieve is switching the default ordnance from AP to HE shells.

Personally I think that the easier way to do it would be switching AP and HE settings in Goblin, and then changing addresses 533, 534, 55B and 55C respectively to 48, 45, 41 and 50. This is relative to the file I have used as example (20mm_C30.sim).

I am not sure that after this tweak Goblin Editor would be still able to read correctly the controller, so this one should be the last change. What do you think? :hmm2:

Why don't you just set the AP shell type to nothing in goblin and it's amount to 0 so it will ignore the AP shells?

gap 02-21-13 10:11 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014116)
nevermind. Just picked the first one and shuffled the shells around in the .sim file. Result: no change. Looks to be hard coded to AP, HE, AA, then SS. It was worth a try :D

Yes, definitely worth :03:

gap 02-21-13 10:13 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014117)
Why don't you just set the AP shell type to nothing in goblin and it's amount to 0 so it will ignore the AP shells?

This was my first guess, but unfortunately it didn't work:

Quote:

Originally Posted by volodya61 (Post 2014051)
method with designation 'none' - not working
because AP still remains the default..


TheDarkWraith 02-21-13 10:15 PM

Quote:

Originally Posted by gap (Post 2014121)
This was my first guess, but unfortunately it didn't work:

Hmm :hmm2: I'll verify that.....give me a few...

gap 02-21-13 10:15 PM

Quote:

Originally Posted by TheDarkWraith (Post 2014122)
Hmm :hmm2: I'll verify that.....give me a few...

Okay, take your time :up:

TheDarkWraith 02-21-13 10:37 PM

Quote:

Originally Posted by gap (Post 2014123)
Okay, take your time :up:

yep, still defaults to AP. I can find hidden menu items no problem but I've never figured out how to call their events (click, mouse over, etc.). If I can figure this out this it will open up lots of things I've wanted to do along with solving your 'problem'.


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