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Refresh Tweak File reloads the tweak file and display the values again using the new tweak file roadmap. It's for those people who want to edit the tweak files on the fly (with Mini Tweaker open), resave, then refresh them. Like if you're experimenting with a value, unsure of its type (maybe it's displaying funny) and trying different possibilities to see if it's a Single, Long type, etc.). Use Open In Notepad to open the tweak file. TT |
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Which makes it basically untouchable unless you are a Uber hacker with a good disassembler and a lot of time on your hands. We may have to be happy with what we can tweak in the DAT, SIM, ZON, and CFG files. TT |
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C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\AirStrike.c fg C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\Sensors.cfg C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\Sim.cfg C:\Program Files\Ubisoft\SilentHunterIII\data\Menu\en_menu.tx t C:\Program Files\Ubisoft\SilentHunterIII\data\MultiMissions\E nglish\Storm\storm.mis TT |
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in SH2 there were statements like--ASWapproach ASWCreep etc (i can't rememer the exact terms but this gives the idea) giving a mental picture of how the AI went about it buisness--and sometimes you get lucky and discover you can substitute one command for another (same amount of letters in the term used) and get something interesting gameplay-- any way it's just frustrating not knowing where the stuff is-- will check the DLL for clues--it certainly doesn't appear to be in the exe or act files at least using any conventional language a lay man (such as myself) could read --which isn't saying much i know--given it could well be there in full and i wouldn't recognise it for what it was-- ##EDIT !! :up: cheers for the info on the detection search---it doesn't seem to be the key word--that's half the battle knowing what precise term to search for-- was worth a shot-- |
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SIM MACHINE ACTION CONTROLLER is a new one for me. Any other info in it?? TT |
Sorry to keep spamming the forum, guys.
Have you looked at the RPMDetLevel value in Sensors_dat.txt in the Mini Tweaker? Appears to be the RPM Detetion Level for each of the sensors. I know this is the player sub and not the AI, but....???...maybe. TT |
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it's found at 033556 (if that's the correct way to locate it?) :oops: it maybe that Sim action machine and controller are seperate terms sorry bwt that and it may just refer to actions perfromed by the sim.cfg as those entrys follow imediately afterwards-- at 034a28 there's the rpm/kt=% which is why i thought it may be editable i'm shooting in the dark here as i don't have any real crasp on hex stuff at all-- |
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if we in effect make the subs props noiser at a given speed then this will allows us to (in effect) increase the performance of the DD sensors dynamically--and very precisely-- :sunny: yep rpm detection level --has to be it!!! |
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TT |
:up: cheers TT keep it coming !! :rock:
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CB,
Another idea too on the RPM thing if the RPMDetLevel doesn't work. I am betting that if you increase the max RPM on the subs, you will get more detection chance at a given speed. For instance, the VII-C max RPM is 480. Raise it to 600-700 or so and I bet you are detected more often. Somewhere in this sim it has to check the current RPM level of units for detection purposes. My bet is it is proportional to the current speed. TT |
i will definitely try that TT --thanks! :yep:
have you seen at all any indication on how silent running actually works?--thinking along the same lines-- making the sub easier to detect at normal settings but making silent running slightly more effective to compensate-- |
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And of course this is in case the RPMDetLevel change goes nowhere. TT VII-C .CFG file example- Original: [EngineProperties] AllStop=0.00 AheadSlow=0.40 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 New: Original: [EngineProperties] AllStop=0.00 AheadSlow=0.05 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 |
Going off the above method, I altered my sub speed higher to compensate having no deck-guns, my slow speed is 4kts instead of 3kts, it doesn't SEEM to make any difference but I'm not as good a skipper as CB. In other words I get detected and toasted a lot. :)
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Thanks TT & CB
Great ideas coming out here. I have spent the best part of the day checking if DD do a better escort than DE etc etc blah blah blah. I will be editing u505 mission tommorow and removing the link between DE and their leader yet leaving them in the same places. I just need to find out, if they are a bit more free to move when loose and not tied to objects i.e. the give up times etc. Maybe worth a try if a DE was the leader of the convoys or are they already in campaign games. Not that there is much I can do even if they do behave better :shifty: All pretty futile experiments but I gotta hope and see if anything can come from it. I also think ships are pretty blind to the scope here so am thinking of tweaking my scope to be very tempermental. Remember, I like playing with all warnings off :smug: . I have yet to try these settings on the improved convoy mod though so maybe things may not be that bad in game after all. |
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