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#1 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
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Hitzones in the Ship Recording Manual?
Ahoi!
I had a mod for my old Stock-SH3 wich added the hitzones to my Recording Manual (like Engine Room, Fuel Bunker, Keel, Rudder...) permanently, that you can fire on these copartments manually on bigger distances than 1km. Is there a Mod for GWX 3.0 wich does the same? I already looked at the .tga files for the SRM but I couldn't find a easy way to do it myself. I hoped that there were a second .tga wich is fading in when the enemy ship is in range, but I couldn't find such. Maybe it's in another folder. I found in the .cfg files something like X/Y-coordinates under the point [2DCompartments], but I don't know how it works. I hoped someone of you can help me with it. If there's no such mod, I think I do it myself, sharing it with the community, if you're interested. But still, its just an idea. P.S.: One way I can imagine, is that I can take screenshots of every enemy ship in the game, when the compartments are shown in the SRM. By using the Mission Editor to generate a mission with all ships. But that would be probably a pain in the ass way to do it... |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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IIRC the zones themselves only came into play when under 1000metres
Most shipping that isnt stock wont work with that mod anyway Most stock shipping wont work with it either in GWX The mod took its info from the ships Sea folder cfg [2DCompartments] UnitPos=42,2,426,25 NbOfComp=4 Name1=Propulsion Area1=58,5,30,18 Name2=Keel Area2=164,2,187,10 Name3=Engines Room Area3=207,13,52,18 Name4=Fuel Bunkers Area4=261,13,30,18 As new units have been built using stock shipping no one has ever changed those values Even if the ship is longer\shorter\engines in a diff place etc than the original |
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#3 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Sorry, I think I my first post might be confusing...
The old mod changed only the .tga graphics in the SRM. When you want to fire at a compartment by just klicking on the hitzone, you had to be within 1000m range to the target. But if you are outside these 1000m you can aim at them with your periscope and the right torpedo depth. The hitzones were just marked on the .tga file. Wich can be done on a weekend full of Photoshop-fun, editing the .tga's. ![]() But how can I achive the graphics of the hitzones, to add them to the graphics of the SRM? (Without taking screenshots, if it's possible... ![]() |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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No I didnt mis understand your post
Even if you add the graphics back in the torpedo wont be targetting the correct location AFAIK you will have to photoshop the sils for all the new units not in the mod - if someone has it And even then it wont work as did in stock EDIT Found in one of my back up discs http://ultrashare.net/hosting/fl/3c2...erchantVulnMod Last edited by bigboywooly; 01-08-09 at 03:04 PM. |
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#5 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
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Is there a way to have those zones shown over 1000m? My stepbrother wants to know.
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#6 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Hmm, ok. Then I missunderstood you. (my english isn't the best
![]() I thought it worked, when I used it with my old SH3. And in my last Patrol (GWX 3.0), I fired a single torpedo under the front guns of a Southhampton where I expected the Ammo Bunkers and I got nice fireworks and a single torpedo kill (about 2km distance), so I thought this might work. But I don't know enough about the damage system of SH3, my modding experience is very limited. (Mostly editing .cfg files and other easy stuff.) EDIT: @Lagger123987: That's the point ![]() @bigboywooly: I just looked at your upload. It does exactly the same, like my old mod. I had just a german version. And this does't work? *confused* |
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#7 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Not sure they will show over 1000 metres
Tis hardcoded somewhere I expect It MAY work Smutje What I am trying to say is When you click on the part of the ship you want to hit ( if you are under 1000m ) thats where the torp should go with or without the ID manual boxes However When you click say on the propulsion of lets say the Liberty Sh3 uses these co ordinates on the cfg Name1=Propulsion Area1=58,5,30,18 Now the Liberty is 147m long The M09 ( one of Iambecomes fleet ) is made from the Liberty BUT is only 88m long On the cfg are the same co ordinates Name1=Propulsion Area1=58,5,30,18 So if you was to click on the propulsion and fire your torp it may well miss the stern of the ship completely as those figures are outside of the ships model So it may work on some ships but not others And IIRC during the build of GWX 2 rezoning was done to some ships to improve the damage model So again even if you aim at the fuel bunker Name4=Fuel Bunkers Area4=261,13,30,18 The zone that was there may have moved so you wont get the big explosion you were expecting Does that make sense ??? |
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#8 |
Machinist's Mate
![]() Join Date: Jan 2009
Location: Germany, about 200km upwards the Weser from bunker "Valentin"
Posts: 125
Downloads: 0
Uploads: 0
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Yes, it looks like it wouldn't be so easy as I thought...
![]() But thanks for answering my questions with patience. Without your advice this could have been a "Try & Error" session, without knowing why it doesn't work properly. Too bad, I liked lurking beneath the surface like a crocodile, waiting for the right moment to fire a single, deadly torpedo. Not very realistic, but fun. ![]() ![]() Thanks again! Next time more, "I don't know how to do it, but might this work?" questions. ![]() |
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#9 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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It does work for some ships not all
Used it myself funnily enough yesterday after being in this thread - dont have the coloured sils ingame but on some ships still allows you to click the right areas Just not all ![]() Await your next "I don't know how to do it, but might this work?" question. ![]() :rotfl: |
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#10 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
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I had the same mod instaled time ago with RUB.
![]() it show all hit zones at all moment when you use the recon book, independent of the realism settings, distance, and other factors i don´t know it it will work with GW and i think that the new ships are not represented. Here is a sample of the mod in my screenshots collection. http://img442.imageshack.us/my.php?i...416562bxf0.jpg http://img186.imageshack.us/my.php?i...410671btl3.jpg ![]()
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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