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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Mar 2007
Posts: 85
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Well, sort of a mod. It's gonna be mostly for me and my friends to play around with.
Basically I want to make a little mini-mod that we can enable with JSGME that changes the VIIC used in '43 onward to have the VIIC/4 conning tower and a U-Flak configuration rather than the default VIIC/2 configuration for when we play certain MP missions we've made. For those missions where we wouldn't be surfacing of course we'd rather have the VIIC/2 tower with a deck gun. I read another thread that talked about what to change in the basic.cfg file to enable the VIIC/4 conning tower U-flak configuration for multiplayer. That's nice and all, but that would mean we'd always have to go back and make changes to that file everytime we wanted to switch between the VIIC/2 and VIIC/4. That part of basic.cfg that you edit is here: Year4=1943 ForeTube40=3 ;T3 ForeTube41=3 ForeTube42=3 ForeTube43=1 ForeResIntern40=0 ForeResIntern41=3 ForeResIntern42=3 ForeResIntern43=4 ForeResExtern40=0 ForeResExtra40=0 ForeResExtra41=0 AftTubes40=3 AftResIntern40=3 AftResExtern40=0 Z01_40=6 ; VIIC/2 M01_40=-1 A01_40=6 A02_40=6 ;Z01_40=8; VIIC/4 ;S01_40=4 ;S02_40=5 ;S03_40=5 SuperCharger_40=-1 Snorkel_40=-1 Batteries_40=1265 AftBatteries_40=1265 Hydrophone_40=1270 Sonar_40=-1 Radar_40=1275 RadarWarningReceiver_40=1280 Decoy_Launcher_40=1284 SonarCoatings_40=-1 RadarCoatings_40=-1 Renown4=3000 From what I understand you change: Z01_40=6 ; VIIC/2 M01_40=-1 A01_40=6 A02_40=6 ;Z01_40=8; VIIC/4 ;S01_40=4 ;S02_40=5 ;S03_40=5 to be: ;Z01_40=6 ; VIIC/2 ;M01_40=-1 ;A01_40=6 ;A02_40=6 Z01_40=8; VIIC/4 S01_40=2 S02_40=2 S03_40=2 That will enable the VIIC/4 conning tower with the 3,7cm M42 twin guns at all 3 locations. So basically, if I were to make a basic.cfg with the options like that, and then I made a folder structure with that file like this: VIIC4\data\Cfg\basic.cfg And then I put that folder structure with my edited basic.cfg into the MODS folder in SHIII, would that then make it JSGME compliant? So that I could go to JSGME, turn that mod on, it would make the VIIC/4 conning tower available for multiplayer? And then if I were to then remove it via JSGME it would be back to the VIIC/2 that is standard? Have a second question, but will put that in a 2nd post in this same thread. Any help or tips would be greatly appreciated. --Genferret |
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#2 |
Loader
![]() Join Date: Mar 2007
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2nd question for this same mod idea.
Often we're not happy with the torpedo layout that they give us by default. No we're not looking for uber homing torps, we mostly want to get rid of the 3km electric eels in the reserves (after that first shot and ships get hit, they know you're there and start zig zagging, so the element of surprise the electrics give you is gone). What we'd like to do is have the front tubes loaded with 2 electric eels and 2 steam powered eels. All reserve eels we'd prefer to be steam powered, as well as the first loaded eel in the aft tube(s). I'm guessing that: ForeTube40=3 ;T3 ForeTube41=3 ForeTube42=3 ForeTube43=1 ForeResIntern40=0 ForeResIntern41=3 ForeResIntern42=3 ForeResIntern43=4 ForeResExtern40=0 ForeResExtra40=0 ForeResExtra41=0 AftTubes40=3 AftResIntern40=3 AftResExtern40=0 Is what determines what is loaded in each tube/reserve slot when you start out. That part was easy enough to figure out. What I'm not sure on is what the numbers are for particular eel types, so if someone has either a link to someplace that explains it or could post "0=T1 steam; 1=blahblah; etc" for me that would be greatly appreciated as well. The idea being to make yet another basic.cfg that has our preferred torp layouts set for each boat type, and using JSGME to enable/disable the changed boats whenever we play multiplayer with each other, but able to quickly go back to default if we play with someone outside of our group. -- Genferret |
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#3 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
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![]() Quote:
However, please note that to play MP ALL players must have exactly the same files intalled and running. That is why many have a second install of SH3/GWX that has not been modded and is deemed 'clean'.
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#4 | |
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
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![]() Quote:
As far as running the same things, that part was easy. ![]() We all run SHIII with GWX 1.03 w/ 16km optional and that's it for our MP sessions. I have a second install where I use GWX 1.03, SHIII Commander 2.7, toy around with your spysat mod and etc, etc for my campaigns/careers. And I have yet a 3rd install that is just stock SHIII patched to 1.04b that has no mods at all. This is my baseline that I copy over the others if something gets messed up. |
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#5 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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The torpedos are listed further down on basic cfg and each
has an Id # starting at 0 its about 4/5ths of the way down the page Heres the segment [TORPEDO_TYPE0];T I (G7a) Idx=0 Year=1939 Month=1 Renown=0 [TORPEDO_TYPE1];T I FaT I (G7a) Idx=1 Year=1942 Month=10 PrototypeYear=1941 PrototypeMonth=5 Renown=100 [TORPEDO_TYPE2];T II (G7e) Idx=2 Year=1939 Month=1 Renown=0 [TORPEDO_TYPE3];T III (G7e) Idx=3 Year=1942 Month=6 PrototypeYear=1941 PrototypeMonth=5 Renown=0 [TORPEDO_TYPE4];T III FaT II (G7e) Idx=4 Year=1943 Month=3 PrototypeYear=1942 PrototypeMonth=9 Renown=250 [TORPEDO_TYPE5];T IV (G7es) - Falke Idx=5 Year=1943 Month=7 PrototypeYear=1942 PrototypeMonth=11 Renown=500 [TORPEDO_TYPE6];T V (G7es) – Zaunkönig I Idx=6 Year=1943 Month=10 PrototypeYear=1943 PrototypeMonth=1 Renown=800 [TORPEDO_TYPE7];T I LuT I (G7a) Idx=7 Year=1944 Month=3 PrototypeYear=1944 PrototypeMonth=3 Renown=350 [TORPEDO_TYPE8];T III LuT II (G7e) Idx=8 Year=1944 Month=9 PrototypeYear=1944 PrototypeMonth=9 Renown=450 [TORPEDO_TYPE9];T XI (G7es) – Zaunkönig II Idx=9 Year=1944 Month=7 PrototypeYear=1943 PrototypeMonth=11 Renown=1000 [TORPEDO_TYPE10]; T VII - Steinbarsch Walter (G7ut) Idx=10 Year=1944 Month=5 PrototypeYear=1943 PrototypMonth=12 Renown=500 |
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#6 |
Loader
![]() Join Date: Mar 2007
Posts: 85
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Doh!
Sorry for posting that question then. Feel like a moron now since that info was there for me already. ![]() ![]() ![]() I thought I had looked up and down that file pretty extensively, guess I missed that somewhere. ![]() Thanks Mush. |
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#8 |
Loader
![]() Join Date: Mar 2007
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Thanks all.
Got it set up the way I wanted for the VIIC in '43 being U-Flak. Also got modified all the torpedo load outs for multiplayer use (unlimited torps) so that there is a variety of torpedoes to choose from. Next step I guess I'm gonna go through and check the equipment on each U-boat and put in the correct upgraded equipment as it was available by year. Is there any way to modify the crew you're given in multiplayer btw? Ie: For the U-flak missions I'd prefer to have at least 1 qualified Flak Gunner. |
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#9 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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I think what youd need to do is go to cfg folder and locate
the appropriate crew file for your boat and put him in there somewhere I have a mapped out list of which qual = which # but I cant seem to find it , its not really that hard to figure out though. |
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