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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I want it gone, it's gamey.
Any ideas where to find it? tater |
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#2 |
Stowaway
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Try this in the menu.txt file:
589=;HULL INTEGRITY %s % Let me know if it works. ![]() |
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#3 |
Rear Admiral
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Thats easy. As NVDrifter pointed out. (although its further down in the menu.txt like a 4 digit line number that starts with 5)
I added it to TM 1.7, but ill be remarking it out again too. I have a more complex question. How do i get rid of that bloody timestamp that preceeds the target destroyed message?! Getting rid of the message itself s easy, the preceeding timestamp illudes me still. |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Thanks, nvdrifter.
Thanks, ducimus. ![]() tater |
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#5 |
Stowaway
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Sorry guys. I just tried it and it didn't work. I could remove the text from the game, but the number still shows. The hull integrity number is probably located in the menu_1024_768.ini file.
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#6 |
Rear Admiral
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Dammit.
One biggest difference betwen SH3, and SH4, is the location of variables, or if their hardcoded or not. If its not in the menu.ini file, were stuck with it most likely. (edit: ill run a file comparision on the INI (again) when i get home. ) |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I'll mess with it later. I can only dream upstairs right now, gotta wait til wife gets out of the OR, and kids go asleep before I can mod...
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#8 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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#9 |
Rear Admiral
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If it can, its in the INI. If its in the INI, we can do something about it. Most likey its in the INI, taht file basically controls UI elements and where they're displayed.
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#10 | ||
The Old Man
![]() Join Date: Sep 2004
Location: Melbourne, Australia
Posts: 1,509
Downloads: 4
Uploads: 0
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__________________
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#11 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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It WILL be useful for testing, however. I wasn't watching when I did some DC testing earlier. Now I will.
tater |
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#12 |
Rear Admiral
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Yeah i was noticing that too. Its amazing how little damage a shell does. Or a torpedo. (by my guestimate, a sub could take 3 to 4 fish before being utterly destroyed, when just ONE should do it)
I want to do something abut this, but not sure how im going to go about it. Im thinking about lowering the hitpoints on the sub hull and/or just flat out increasing the shell damage. First part of that, is isolating exactly which shells the AI is throwing at us. Another option is lowering the armor level of the sub hull or components, but that might have adverse reactions with say, a DC killing the entire crew of a compartment. edit: Think im going to experiment with a hp rating of say 250 or 300, and crash speed. One oncern i have is how fast a sub implodes. Less hp's the shorter its lifespan when deep. |
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#13 |
The Old Man
![]() Join Date: Sep 2004
Location: Melbourne, Australia
Posts: 1,509
Downloads: 4
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Would changing shell damage effect both IJN and US ships? If it only effected IJN shells some surface battles could have problems with USA being torn apart.
__________________
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#14 | |
Rear Admiral
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Yes it would. I was just thinking, the answer is probably in making the sub weaker, NOT making the shells stronger, given the HP based damage model that ships use. (IE, Not NSM, or NSM like mechanics). If you have a sea battle, it will be over very quickly with increased shell damage. |
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#15 | |
The Old Man
![]() Join Date: Sep 2004
Location: Melbourne, Australia
Posts: 1,509
Downloads: 4
Uploads: 0
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__________________
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