SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-10-10, 04:10 AM   #1
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default (question) How to change renown for torpedos? Dont want cheap and early torpedos mod

Just wondering which files I need to look at to change the renown for Mark 16 torpedos.

While the cheap and early torpedo mod is great, I dont want all fish avail once Jan 43 rolls around and dont like losing the info boxes for torpedos even after removing the mod.

I just want the Mark 16 to be more affordable for late war use, esp now since someone was so kind to make a mod that makes the Mark 16 wakeless as it was in RL.Will be in 1945 soon and want to use them but at 1300 renown each, would have to play an entire career to afford many of them and considering I play 4-6 patrols and then start new career, wont save that much.Plus due to the 100 realism and running RSRD, tonnage and thus renown is kept realistic.

So, files needed to change renown? Use a text editor like notepad I assume? Include the steps if dont mind.Thanks in advance.
Bubblehead1980 is offline   Reply With Quote
Old 11-10-10, 04:29 AM   #2
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

got to UPCdata\UPCUnitsdata\ammunition.upc

- copy the file

- make a directory tree like :

MoreExpensiveTorpedoes_Mod\Data\UPCdata\UPCUnitsda ta\

- copy ammunition.upc in the last directory

- now you have a jsgme ready mod (except that for now it doesn't change anything )

open ammunition.upc with notepad

it should look like :

Quote:
;
; Weapon Functional Types
;
; Type= AmmoShell
; Type= AmmoTorpedo
; Type= AmmoDecoy
;
;
; Shells
;

etc...
- go to :

Quote:
[Ammunition 9]
ID=Mk14Torpedo
NameDisplayable= Mark 14 Torpedo
Type= AmmoTorpedo
Subtype=Mk14TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1931-01-01, 1950-12-31, 0
Volume= 1
PackSize=1
Info=Mk14TorpInfo
Notes=Mk14TorpNotes

[Ammunition 10]
ID=Mk16Torpedo
NameDisplayable= Mark 16 Torpedo
Type= AmmoTorpedo
Subtype=Mk16TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1945-01-01, 1975-01-01, 400
Volume= 1
PackSize=1
Info=Mk16TorpInfo
Notes=Mk16TorpNotes

[Ammunition 11]
ID=Mk18Torpedo
NameDisplayable= Mark 18 Torpedo
Type= AmmoTorpedo
Subtype=Mk18TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1943-07-12, 1944-01-15, 500
AmmunitionIntervalOptions2= 1944-01-16, 1944-08-31, 200
AmmunitionIntervalOptions3= 1944-09-01, 1950-05-31, 0
Volume= 1
PackSize=1
Info=Mk18TorpInfo
Notes=Mk18TorpNotes
the numbers in bold are the renown prices for each interval

change them to more expensive prices i.e. 500 -> 800

save

enable with jsgme

you now have made a new price mod !

regards

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 11-14-10, 02:11 AM   #3
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default

Quote:
Originally Posted by keltos01 View Post
got to UPCdata\UPCUnitsdata\ammunition.upc

- copy the file

- make a directory tree like :

MoreExpensiveTorpedoes_Mod\Data\UPCdata\UPCUnitsda ta\

- copy ammunition.upc in the last directory

- now you have a jsgme ready mod (except that for now it doesn't change anything )

open ammunition.upc with notepad

it should look like :

- go to :

the numbers in bold are the renown prices for each interval

change them to more expensive prices i.e. 500 -> 800

save

enable with jsgme

you now have made a new price mod !

regards

keltos

Thanks.Just to clarify, are you telling me for the torpedo to be cheaper or free, you have to INCREASE the number in bold or just lower it? Increasing if you want cheaper torpedos makes no sense to me.Just checking.

Last edited by Bubblehead1980; 11-14-10 at 02:29 AM.
Bubblehead1980 is offline   Reply With Quote
Old 11-14-10, 05:20 AM   #4
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

it's basically a price so :

decrease it makes it cheaper

increase to make it more expensive

sorry about the mixup !

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 11-14-10, 01:11 PM   #5
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default

Quote:
Originally Posted by keltos01 View Post
it's basically a price so :

decrease it makes it cheaper

increase to make it more expensive

sorry about the mixup !

keltos

No prob, thanks for your help.

Which file controls the magnetic detonator failure chance as well as the dud rate and the dates torpedos become reliable? I'd like to adjust that myself to reflect history more.Magnetics should never become reliable at any date as they do.Duds should be a prob till mid to late August 43.Can edit with notepad? I learned a little fixing the Lots Wife for RSRD so kind of interested in which files do now.Perhaps begin stages of Complusive Tweaking Disorder lol
Bubblehead1980 is offline   Reply With Quote
Old 11-14-10, 01:14 PM   #6
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by Bubblehead1980 View Post
No prob, thanks for your help.

Which file controls the magnetic detonator failure chance as well as the dud rate and the dates torpedos become reliable? I'd like to adjust that myself to reflect history more.Magnetics should never become reliable at any date as they do.Duds should be a prob till mid to late August 43.Can edit with notepad? I learned a little fixing the Lots Wife for RSRD so kind of interested in which files do now.Perhaps begin stages of Complusive Tweaking Disorder lol
the torpedo .sim, edit with s3d, it's easy !

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 11-14-10, 05:54 PM   #7
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default

Quote:
Originally Posted by keltos01 View Post
the torpedo .sim, edit with s3d, it's easy !

keltos

hmm guess ill have to break down and learn S3D.Just downloaded S3D.
where is the torpedo.sim file located? Installed S3D.

Last edited by Bubblehead1980; 11-14-10 at 08:07 PM.
Bubblehead1980 is offline   Reply With Quote
Old 11-15-10, 02:56 AM   #8
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by Bubblehead1980 View Post
hmm guess ill have to break down and learn S3D.Just downloaded S3D.
where is the torpedo.sim file located? Installed S3D.
go to data\library

make the same directory in your torpedo mod

copy all torpedoUS files :

Torpedoes_US.dat contains the models and animations

Torpedoes_US.sim contains the characteristics of the various torps

Torpedoes_US.zon contains the hitpower

Torpedoes_US.dsd is just a sound file


open Torpedoes_US.sim with s3d :



you'll have to open up the tree to the left to see this, now you can choose what you want to change, i.e. the speed of the torpedo etc...

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 11-15-10, 03:21 AM   #9
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default

Thanks, got it open with S3D.Thanks for your help.

Now...trying to figure out exactly what I want to do but I like S3D so far, what a great tool skwas built.Thanks for your help Keltos, much appreciated.
Bubblehead1980 is offline   Reply With Quote
Old 11-15-10, 03:22 AM   #10
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Thanks, got it open with S3D.Thanks for your help.

Now...trying to figure out exactly what I want to do but I like S3D so far, what a great tool skwas built.Thanks for your help Keltos, much appreciated.
ask if you have moer questions

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 11-15-10, 03:29 PM   #11
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,122
Downloads: 605
Uploads: 44


Default

Quote:
Originally Posted by keltos01 View Post
ask if you have moer questions

keltos
Edit:Trouble with S3D.Created a subfolder for a torpedo mod in SH 4 mods folder named "torpedo_changes" created subfolders in there data/libary and pasted the UStorpedo files from TMO in there.Opened the USTorpedo.sim file, made changes with S3D and tried to save and thne enable mod via jsgme, gave a message saying "access denied" and wouldnt let me save.What am I doing wrong?


Thanks.Basically it looks like all I have to change with the Mark 14 are the dates, make it so the duds and premature last until September 1943. What do you think a reasonable chance for Mark 18's to circle run would be? Too low currently at 0.5 percent but dont want it to be too high either.

Also, I take it you mean for me to create a folder in mods folder, say "torpedo_changes" copy the UStorpedo files...in the mod create a data folder, then a libary subfolder and paste the torpedo files in there? Then edit those files via S3D, once made changes, activate the mod via JSGME? Could I just change the settings in TMO UStorpedo.sim file and save it? Instead of making a mod etc.(I made the mod but havent made the changes yet) I changed the Mark 16 and Mark 18 renown that way via notepad and saved it to TMO, works fine.

I think I will do that mod.However, would it hurt to just put the .sim file in or need to put all the ustorpedo files in mod even if no changes to the .DAT file etc. Sorry for all the questions, new to this but figuring it out.



On to next subject.


Every since patch 1.5 has came out, the crews have drove me crazy.One thing I liked about V 1.5 was you got a different crew nearly every time you started a new career and always plenty of replacements, even for Officers and CPO's and not just Ensigns, would be a Lt JG in there usually.

I hate special abilities so would like to eliminate them except the one ducimus left in TMO to fix the battery charge time.

Would like to make it so crew composition is more realistic.....currently boat full of ensigns with one JG and one full LT....its crap.So how would I alter this?

Also.Ranks on the uniforms are not displaying correctly.My XO who is a LT is sporting an Ensign's butter bar while the JG and Ensigns have LT bars.Small thing but its an immersion thing I'd like to fix if possible.Could be beyond my ability even with S3D but any ideas?

Last edited by Bubblehead1980; 11-16-10 at 01:42 AM.
Bubblehead1980 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:14 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.