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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Jul 2009
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I find this in some thread writen in 2009 by Ford Prefect
right, lets start in torpedo.sim first you've got a tree for each torpedo type 3 acoustic, 2 fa, 2 lu and 4 standard, these are numbered 2 to 22 2 is the falke 4 in the Zaunkönig 6 is the Zaunkönig II 8 is the steam fat (pattern running 10 is the electric fat 12 is steam Lut (pattern running, more adjustable) 14 is electric Lut 16 is the g7a (basic steam torp) 18 is the g7e (T2 basic electric torp at the start of the war) 20 is the g7e (T3 improved electric torp) 22 is not used in the game as far as I know. If you open these trees you'll see the torpedo type default depth max dive angle available speeds (can be added or removed, max of 3) max turn angle then the bit you're interested in mostly "detonating" impulse is the amount of explosive force the warhead has, the bigger this number the more force is applied to the target upon detonation, it's quite possible to send a ship into orbit with a high number! the other numbers are for effects and best left alone on the acoustic torps you'll see "straight run" this is how far the torpedo travels before it begins to home, too long and it passes the target before seeking, too short and it hears you and you sink yourself. Now for Torpedo.zon The torpedo types follow the same numbers as before, so 2 is falke etc open it up and you'll see: min ef (lowest damage the warhead can cause) max ef (highest damage) AP = armor penetration I believe min radius (obvious) max radius (also obvious) with these settings it's possible to create the infamous "nuclear torpedo" fire at the central ship of a convoy from long range and BOOM. I tried to edit this files by my self with editor but i do not see any changes. I did not change the original files i make a edited ones and put them in separate folders in jsgme and enable them tried to play the academy exam but like i sad nothing spectacular happened. Is there a max value for torpedo damage that is recognizable by Sh3 engine? The starting value in gwx is 114 min and 155 max...i tried to put something like 350 min -400 max but i still have to shoot 2 torps to sink a medium cargo. Does someone knows how much HP does he has? Thanks in advance |
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#2 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
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If you're looking to sink with a single shot, try increasing the blast radius. When push comes to shove, it's more about the size of the breach (with the corresponding increase in flooding) than arbitrary 'damage points'.
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#3 |
Engineer
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What value for this do you recommend?
The gwx value of blast radius i 4.3 - 5.5. |
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#4 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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If I had to recommend a figure, I'd try to keep it within the realm of possibiltiy. Say a 10 to 25 percent increase to allow for a more efficient payload. That way you've got a better chance to take a merchant down with a single shot, but you're not vaporizing them at the push of a button. ![]() |
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#5 | |
Engineer
![]() Join Date: Jul 2009
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But in my game i will leave the stock values for all torps because it is ridiculous to win the game in that way. So thanks for reply and do you know by any chance how to increase the damage dealt with a flack and deck gun? What are the files am looking for. |
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#6 | |
Grey Wolf
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Location: In the mountains, now. On the edge of the sea before.
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#7 |
Engineer
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I wonted to learn how to edit sh3 files an for me this was the easiest way to do it.
Just wanna see how it would look like to fire a torpedo into a medium cargo or something bigger and kill it with a first hit. The main reson for all is becase i can find a proper way to add all my mods witout a conflict betwen them. There is to much good mods and to little compatibility bit wen the same, so am experimenting with this to help me pass the time ma by even learn something in the process. I would like to learn the way to make a mod compatible one with another and then i could play this game the way I wont. ![]() |
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#8 | |
Navy Seal
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I don't think there is anything wrong with having a little bit of unorthodox fun with the game. Might get downright boring after awhile, though. If you want some real fun, bump up the maximum speed on an acoustic torp and send one after an Elco. ![]() Gun damage is either in the GUNS_sub.sim(?) or Shells.sim -- I am not entirely certain as I don't have my cheat mod anymore. Might be easier to replace the shell ID for a given gun to one that is already present, for instance: setting your deck gun to fire the shell ID's that are used by the main guns of a heavier warship. You'll want to have a look at the GUNS.sim (or is it .dat?), not GUNS_sub, for the ID's used by warship armaments. Been awhile since I've made those kinds of changes. Good luck! ![]() </devil's advocate>
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#9 |
Engineer
![]() Join Date: Jul 2009
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I tried to increase the torpedo damage editing the max and min power bit with no success.
The S3E recommend that you save your modifications in MODS folder for JSGME and so i did. But like i sad even with a power of 600 per torpedo load (stock gwx is 114 min- 155 max) and radius set from stock 4 to 50 nothing spectacular happens. ![]() I edited the "zon" files of 16th torpedo it should be g7a (basic steam torp) and save the modified file and make a folder ITD and in it data/Library/modified zon file enable it via JSGME but no luck. So any tip is good at this point. @krashkart thanks for that comment ![]() |
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#10 |
Navy Seal
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#11 |
Sea Lord
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So if you make nuclear torpedoes does it make like a massive wave from the explosion, too? That would be fun to see - the entire ocean erupt in a massive plume.
Steve |
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#12 |
Engineer
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I tried to edit files, but still i see nothing spectacular.
I don't know what is the highest value for damage and radius which the sh 3 engine will recognize. Am also downloading a bunch of mods form the community and testing them one by one to see which mods are best for me. But if i succeed to make a nuclear torpedo i will post the impressions here, you can count on that. |
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#13 | ||
Navy Seal
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![]() ![]() In the game you wouldn't see a spectacular plume like that by simply modifying the explosive power of a torpedo. But with some artistry (of which I have none) it can be done in the effects data, which is in a separate file if I'm not mistaken. More eye candy, just for the heck of it... ![]() Quote:
Don't be afraid of using huge numbers. When the game crashes you'll know you've broken the limit. When it finally does crash, work your way down from that value until you find what you're looking for. I started my torp impulse tweak at around 20000 or so and the game ran just fine. You could conceivably go much higher than that. I never had reason to. ![]()
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sent from my fingertips using a cheap keyboard Last edited by krashkart; 05-14-11 at 02:13 AM. |
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#14 | |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
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![]() And i made it happen. Finally make the perfect torpedo that work flawlessly in the academy but unfortunately i can not test it in the single missions vis some BS because my game can load SP missions for unknown reason. Still work to sort that out. But vs medium cargo works excellent...and that was my main goal. |
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