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-   -   How change Torpedoes Loadout and fuel ? (https://www.subsim.com/radioroom/showthread.php?t=190765)

Hartmann 12-20-11 10:40 PM

How change Torpedoes Loadout and fuel ?
 
I want to change the loadout of torpedoes and fuel to make possible long patrols like i used to do in sh3 with a IX-B/C boats.

The idea is a VII boat with the specifications of a IX-B increasing torpedoes, fuel load and dive times to "emulate" a bigger boat .

I know that it´s like a cheat and the external hull and interior is not the same but it could be the only way to emulate IX boats performance in shV.

Could be this done ?? :hmmm:

I´m coming from Sh3 and i´m trying to figure the new game structure and mods available, but there are a lot of new information and mods so it´s a lot difficult for me start a new setup and choose what i need . :88)

andycaccia 12-22-11 09:19 AM

A thorough modification of .sim files would be required to "simulate" a type IX u boat, but it can be done. Range, speed and underwater endurance are easily modded...I'm not sure about the torpedoes loadout though..

TheBeast 12-22-11 11:30 AM

Using VIIC/41 as example:
Make new MOD containg
- data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge
- data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sim
- data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.zon

Edit the data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge file and change the following:
Code:

[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
Capacity=1;<--How many Torps are in Reserve Aft
IDLinkAmmunitionIntervalDefault1= NULL, 1943-03-01, T2Torpedo, 1
IDLinkAmmunitionIntervalDefault2= 1943-03-02, 1943-09-01, T2Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1943-09-02, NULL, T2Torpedo, 1
 
 
[UserPlayerUnit 1.Compartment 1.Bunker 2]      ; Deck reserves
ID=SternTorpedoReserves
Capacity=1;<--How many Torps are stored External Aft
IDLinkAmmunitionIntervalDefault1= NULL, NULL, T3Torpedo, 1
ExternalReserves=Yes
 
 
[UserPlayerUnit 1.Compartment 7.Bunker 1]      ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6;<--How many Torps are in Reserve Foreward
IDLinkAmmunitionIntervalDefault1= NULL, 1943-10-31, T1Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1943-10-31, 1944-06-31, T1Torpedo, 2, T2Torpedo, 4
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1945-01-31, T1Torpedo, 2, T2Torpedo, 1, T2Torpedo, 3
IDLinkAmmunitionIntervalDefault4= 1945-02-01, NULL, T1Torpedo, 1, T2Torpedo, 2, T2Torpedo, 3
 
 
[UserPlayerUnit 1.Compartment 7.Bunker 2]      ; Deck reserves
ID=BowTorpedoReserves
Capacity=1;<--How many Torps are stored External Foreward
IDLinkAmmunitionIntervalDefault1= NULL, NULL, T1Torpedo, 1
ExternalReserves=Yes

Just assume Tube 6 is damaged but add 1 extra Torpedo in Reserve that would be in Tube 6 at start.

Now edit the data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sim file.
Adjust Internal and External storage adding array items to match quantities specified above.
Adjustt Ranges.

Now edit the data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.zon file.
Adjustt Crush Depth and Armor Level.

Now you have Suedo Type-IX Sub.
Enable MOD and have fun!

NOTE:
I have not verified if this will even work or not.
If Torpedo Quanities in SIM exceed Quanities specified in UPCGE, this may result in CTD.
ALL above changes MUST be enabled prior to starting Campaign with Type-VIIC41 Submarine for these changes to be in effect.
Also NOTE that you can change what Type of Torpedo's are loaded in these Bunkers by default in these same sections listed above.
Menu Pages for Torpedo Management may only display the same number of Torpedo's as stock. You may have to use Auto-Loading to gain access to the Additional Torpedo's.
It is also possible that adding additional Torpedo's that exceed the Torpedo Management storage may result in CTD.


Regards!:salute:
TheBeast


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