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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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This exercise will be to get a career start with the option of a GATO class in December 1941. Files involved;
\Data\UPCData\UPCCampaignData\CareerStart.upc \Data\UPCData\UPCUnitsData\UpgradePacks.upc \Data\Submarine\NSS_GATO\NSS_Gato.upc Before beginning, COPY THOSE FILES TO A BACKUP LOCATION. Important, if you make a mistake the easiest way to recover is to copy the backup files in to overwrite the ones you messed up. Starting with the simplest hack, just give me a Gato in December of 41. Browse to \Data\UPCData\UPCCampaignData\ and open CareerStart.upc with notepad. [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 FlotillaBriefingText= FlotillaCommonality= 1 [CareerStart 1.Flotilla 2] ID= C1Flotilla2 NameDisplayable= Manila IDLinkFlotilla= FremantleCommand IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11 FlotillaBriefingText= FlotillaCommonality= 2 Add a comma after the last boat, then an F1Gato to the Pearl Harbor start, F2Gato to Manila; [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4, F1Gato, 10 FlotillaBriefingText= FlotillaCommonality= 1 [CareerStart 1.Flotilla 2] ID= C1Flotilla2 NameDisplayable= Manila IDLinkFlotilla= FremantleCommand IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11, F2Gato, 10 FlotillaBriefingText= FlotillaCommonality= 2 Save the file, then start the game and test by starting new careers, both Pearl and Manila. If the game crashes, check your syntax - one misplaced or missing comma will cause the game to crash. Note also the F1 and F2 have to match the other subs for each flotilla. After testing, we want something better than the default early war Gato, so open the \Data\Submarine\NSS_GATO\NSS_Gato.upc file. EDIT, FIND, "conning", [UserPlayerUnit 1.UnitPartSlot 1] ID=GatoConningSlot NameDisplayable=Conning Tower Mount Type=NULL AcceptedTypes=GatoConningTower IDLinkUnitPartIntervalDefault1= NULL, 1942-09-31, GatoConningEarlyWar IDLinkUnitPartIntervalDefault2= 1942-10-01, 1943-03-31, GatoConningMedWar IDLinkUnitPartIntervalDefault3= 1943-04-01, 1944-10-31, GatoConningLateWar IDLinkUnitPartIntervalDefault4= 1944-11-01, NULL, GatoConningElite ExternalNodeName3D= Z01 Rather than fiddling with all that cutting and welding, let's take the last year conning tower and change it so we have the same one for the entire war. [UserPlayerUnit 1.UnitPartSlot 1] ID=GatoConningSlot NameDisplayable=Conning Tower Mount Type=NULL AcceptedTypes=GatoConningTower IDLinkUnitPartIntervalDefault1= NULL, NULL, GatoConningElite ExternalNodeName3D= Z01 Note that NULL replacing the first date means it's available from the start, NULL for the second date means it never expires. Simple way to change most upgrade packs, but be sure to replace the Default4 with Default1 for whatever is in the first slot. That gives you a Gato with the Elite conning tower, which has 40mm Bofors fore and aft by default. For other sub types you have "late war" in the first slot. For the deck gun(s); \Data\UPCData\UPCUnitsData\UpgradePacks.upc For the double 5 inch 25s scroll down to upgrade pack 25; [UpgradePack 25] ID= Upack5in25calDGDouble NameDisplayable= 5" 25 cal Deck Guns (Bow and Stern) FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGunAdv Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= 1945-01-01, NULL, 2000 IDLinkUpgradePackElements= 5in25calUS, 5in25calUS Change to [UpgradePack 25] ID= Upack5in25calDGDouble NameDisplayable= 5" 25 cal Deck Guns (Bow and Stern) FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGunAdv Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 0 IDLinkUpgradePackElements= 5in25calUS, 5in25calUS Then save, exit, try in game. For other subs, in this example the Porpoise; [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgDeckGun NameDisplayable= Deck Gun Type=NULL AcceptedTypes=USDeckGunBasic UserCustomizable=Yes IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun IDLinkUpgradePackSlotsIntervalDefault1= NULL, 1943-09-01, Upack3in50calDGStern IDLinkUpgradePackSlotsIntervalDefault2= 1943-09-02, NULL, Upack3in50calDGBow You can edit the NSS_Porpoise\NSS_Porpoise.upc file by copying and pasting the datablock from the NSS_Gato.upc to overwrite that; [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgDeckGun NameDisplayable= Deck Gun Type=NULL AcceptedTypes=USDeckGunBasic, USDeckGunAdv UserCustomizable=Yes IDLinkUpgradePackSlots= BowDeckGun, SternDeckGun IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack4in50calDGBow IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, Upack3in50calDGBow IDLinkUpgradePackSlotsIntervalDefault3= NULL, NULL, Upack3in50calDGStern IDLinkUpgradePackSlotsIntervalDefault4= NULL, NULL, Upack5in25calDGBow And that gets you the double 5 inch 25s on any fleet sub. For radar, simplest way is to get it by default, back to \Data\Submarine\NSS_GATO\NSS_Gato.upc to find and null; [UserPlayerUnit 1.UpgradePackSlot 1] ID= UpgSurfaceSearchRadar NameDisplayable= Surface Search Radar Type=NULL AcceptedTypes=GatoSurfaceRadars UserCustomizable=Yes IDLinkUpgradePackSlots= EqSlot42, EqSlot43, SurfRadarAntenna IDLinkUpgradePackSlotsIntervalDefault1= 1942-07-05, 1943-07-01, UpackGatoSJRadar IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, UpackGatoSJ1Radar ;IDLinkUpgradePackSlotsIntervalDefault3= 1945-09-01, NULL, UpackGatoSSRadar [UserPlayerUnit 1.UpgradePackSlot 2] ID= UpgAirSearchRadar NameDisplayable= Air Search Radar Type=NULL AcceptedTypes=AirRadars, AdvAirRadars UserCustomizable=Yes IDLinkUpgradePackSlots= EqSlot33, AirRadarAntenna IDLinkUpgradePackSlotsIntervalDefault1= 1941-12-25, 1943-03-11, UpackGatoSDRadar IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, UpackGatoImpSDRadar IDLinkUpgradePackSlotsIntervalDefault3= 1945-08-01, 1945-12-31, UpackGatoSVRadar For this example I have Improved SD and the SJ-1 by default, if desired you could change the start date to NULL for the early sets then upgrade later. |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Always forget something, AA guns. With the Gato using the Elite conning tower it automatically includes fore and aft single mount 40mm Bofors AA cannon, for other subs you might need to edit the
\Data\UPCData\UPCUnitsData\UnitParts(number)(subty pe).upc file. Example UnitParts5Salmon.upc at the very bottom has AcceptedTypes=USLightAA and 20mmsingle or double, no heavy AA so no Bofors. Edit that whole smash; [UnitPart 3.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Aft Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, Upack40mmSingle [UnitPart 3.UpgradePackSlot 2] ID= UpgBowAAGun NameDisplayable= Fore Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTForeAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, Upack40mmSingle And when you start a new career with the late war Salmon conning tower you can change the default Oerlikons to Bofors. If you edited the UpgradePacks.upc file previously; [UpgradePack 10] ID= Upack40mmSingle NameDisplayable= 40mm AA Gun FunctionalType= UpFTypeWeaponFlak UpgradePackSlotType= USHeavyAA Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 0 IDLinkUpgradePackElements= 40mmSingleUS The swap won't cost any renown, the last number is the cost. |
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#3 |
Weps
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Tutorials like these are priceless, thanks for posting.
I could never get the .50 Cal AA mod to add a .50 to the S-Boats in TMO/RSRD and this gives me the confidence to try again. -C |
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#4 |
Sonar Guy
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This is fantastic, Sniper. I'm in the process of implementing all this on a fresh installation, possibly in conjunction with some of the GFO items if they seem unlikely to conflict.
One other question: is it possible to change torpedo availability as well? I'd like to have Mark 16s available from 1941 if it's possible. There's an existing mod for that but it begins in 1943 and may have been the source of conflicts with GFO that I've posted about before. |
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#5 |
Sonar Guy
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I've never seen the twin-40mm option on the Balao class before looking into these files. Note the discrepancies between Functional Type and UpgradePackSlotType. To enable it, I changed the UpgradePackSlotType to =USHeavyAA and it seems to work so far.
[UpgradePack 10] ID= Upack40mmSingle NameDisplayable= 40mm AA Gun FunctionalType= UpFTypeWeaponFlak UpgradePackSlotType= USHeavyAA Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= 1942-10-08, 1943-04-05, 300 UnitUpgradePackIntervalOptions2= 1943-04-05, NULL, 150 IDLinkUpgradePackElements= 40mmSingleUS [UpgradePack 11] ID= Upack40mmTwin NameDisplayable= Twin 40mm AA Gun FunctionalType= UpFTypeWeaponFlak UpgradePackSlotType= USDeckGun Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 0 IDLinkUpgradePackElements= 40mmTwinUS [UpgradePack 12] ID= Upack3in50calDG NameDisplayable= 3" 50 cal Deck Gun FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGun Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 200 IDLinkUpgradePackElements= 3in50calUS Also, I've gone into the Ammunition file for the Balao and NULLed the starting date for the Mark 16. I'd mentioned the Tench above but looking into the files, there was never an option for that. I must have seen someone's mod and assumed it was stock. The main difference that I'm interested in between the Balao and Tench is an extra four torpedo reloads in the bow. I'll see if I can find how to do that and post it here. Last edited by Mios 4Me; 06-16-19 at 01:19 PM. |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Beats me, I add resupply bases and use Mark 14s, I found with the 16s it was TOO easy, no challenge when you can knock them off 4 miles away.
Adding more tubes is relatively simple; http://www.subsim.com/radioroom/show....php?p=2600351 I didn't look into adding more reloads, limit is probably how much space is in the reload screen. Twin mount 40s I found crashed the game if they were added forward; http://www.subsim.com/radioroom/showthread.php?t=240965 Although they work fine on the aft AA platform. A twin 40 aft and a single 40 forward causes no problems, don't know why. |
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#7 |
Sonar Guy
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Thanks for the info on the twin 40s - I'd run into the CTD issue with those in combat, athough they could be fired without a nearby target.
Edit to add: The aft position on the Balao results in a CTD too. The weapon appears to be unusable on the Balao class. Mk 16s: Understood; I'm still at the stage where I'm curious about the absolute minimum number of hits required to sink various ships. I realize this is early days yet, but if anyone runs these hacks along with elements of the GFO supermod, please report your findings. Last edited by Mios 4Me; 06-20-19 at 10:22 AM. |
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#8 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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That's kind of like the "how many licks to get to the center of a tootsie pop" question.
![]() Thing about the Mark 14, started the war with 600 pounds of TNT, changed to 668 pounds of Torpex, which had 150% of the explosive power of TNT - so the equivalent of a 1000 pound bomb. The default in game feels like the early war TNT model, but even with that it's possible to sink a BB with one hit if you get the sweet spot; You can adjust the blast power and damage radius in the \Library\Torpedoes_US.zon file, there's an assortment in this mod; http://www.subsim.com/radioroom/down...o=file&id=4380 |
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#9 |
Sonar Guy
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Thanks for the torpex hack. I'm running stock without GFO this time and the Mk 16s seem underpowered, so I think I'll try replicating the previous versions.
Tootsie Pops - that's exactly what I was thinking when I wrote that. With the better Mk 16s, my best was three hits minimum on a Yamato, stacked along a magazine. I think I once did it with two but the third hit so soon after, I couldn't be sure. OBBs, and anything else, definitely only one if lucky, usually two. Someone at UbiSoft dropped the ball on relative structural strengths on some of the CV classes. The Hiryus often take an extra Mk 16 or maybe 50% more hits from the 5" gun(s) than the much larger Shokakus or Taiho, though I haven't shelled the latter. Considering the contrast between Shokaku's and Soryu's combat damage records, it's almost as glaring as having two Taihos in the same battle group. At least there's no third Yamato yet, although there was that second one off Samar (probably standing in for Nagato). |
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