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-   -   4 engines (https://www.subsim.com/radioroom/showthread.php?t=193921)

Dice Holder 04-01-12 01:38 AM

4 engines
 
OK there has to be some way to get the game to read 4 engines instead of two

Bubblehead1980 04-01-12 01:57 AM

Quote:

Originally Posted by Dice Holder (Post 1863640)
OK there has to be some way to get the game to read 4 engines instead of two


Pretty sure it's hardcoded or would have been solved by now.From what I understand, SH 4 is basically SH 3 with a facelift.SH 3 was u boats which only had 2 engines.They took a short cut and just tied the engines together, so you only really have two engines even though it says four.Perhaps one day the devs will kind enough to give the community the source code so can fix some of long standing, hard coded issues.

Dice Holder 04-01-12 01:58 AM

thats what i was forgeting about the SC isnt there some way to look at the files

DrBeast 04-01-12 11:31 AM

I think Ducimus managed to separate the engines in TMO.

TorpX 04-01-12 09:29 PM

I'm pretty sure Bubblehead is right. If the problem could have been solved, someone would have done it by now. It's too bad; I guess we can add this to the thousand other little SH 4 oddities. :-?

Quote:

I think Ducimus managed to separate the engines in TMO.
I think Ducimus figured out how to change the way battery charging operates, and this sort of thing, but the game still only "sees" two engines.

Dice Holder 04-01-12 10:35 PM

how is this game modable is you cant get the SC. i thought you needed the SC in order to mod

TorpX 04-01-12 10:54 PM

Essentially, much of it is done by changing some of the data files the game uses. For example; changing the speed or depth charge loadout for an enemy destroyer, or substituting a different graphic for a periscope view, in your sub. Things like that.

A lot of improvements have been accomplished, but many problems are insoluble (or so it would seem).

Hinrich Schwab 04-02-12 12:26 AM

Real Fleet boat addresses this issue by pairing the two port and starboard diesels together. Its manual indicates that it emulates the multiple diesels by having the pair act as a single diesel if there is sufficient damage. Without damage, the efficiency and fuel consumption is the equivalent of both diesels at full working order.

Char 04-02-12 10:42 PM

It's sad that it's like that,especially when you have only 2 of the 4 Engines destroyed,and yet you still can't use the 2 undamaged disel engines.

Cost me a few good patrols.

Dice Holder 04-02-12 11:15 PM

thats whats bugs me

DrBeast 04-02-12 11:28 PM

Two recent mods worth checking out, if your career has met a premature end due to destroyed engines: Rescue Sub and Take Me Home

Bilge_Rat 04-03-12 08:48 AM

The game only sees 2 engines, but the speed, fuel usage and battery recharge time is based on 4. It is only an issue for damage.

If you want to make your diesels more resistant to damage or even indestructible, it is fairly easy. Just open your Data/Zones.cfg file (notepad will do), find the entries [Diesel engine 1] and [Diesel engine 2] and bump up the hitpoint factor. Stock has I believe 100, TMO has it at 600, but you can easily bump it up to 2000 or more each.

Char 04-03-12 04:31 PM

Quote:

Originally Posted by Bilge_Rat (Post 1864736)
If you want to make your diesels more resistant to damage or even indestructible, it is fairly easy. Just open your Data/Zones.cfg file (notepad will do), find the entries [Diesel engine 1] and [Diesel engine 2] and bump up the hitpoint factor. Stock has I believe 100, TMO has it at 600, but you can easily bump it up to 2000 or more each.

Pretty much what I do.Kinda ruins the immersion a bit,but whatever.

and sadly Dr. Beast,right now im stick in 1.4,so I dont think those awesome looking mods will work.Plan on using em once I find my UBM disk again!

(I'm THIS CLOSE to just buying Gold Edition)

Dice Holder 04-04-12 01:53 AM

ok so if i am right then if 1 engine gets destoryed then you lost half of your engines or 3/4s of your engines


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