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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: May 2005
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[REL] SH4 Cheats
I completely re-worked the torpedo and deck gun cheats from the v1.2 patch.
Cheat files: SH4 Deck Gun Cheats SH4 Torpedo Cheats Divx movies of the cheats: 3000m blast-radius deckgun movie 100m blast-radius torpedo movie They aren't compatible with JGSME because I'd have to break apart the different versions. However, you just copy 'n paste the files into the folder -- I've included the original v1.2 files to make things easy to restore. *********************************************** 1. The deckgun cheat is self-explainatory. It only applies to the AP/HE shells on the 4/50" deck gun -- both shell types are identical. The folder name indicates the blast radius of the shells. 100m blast radius will take out single boats, the kilometer blasts will take out convoys. Make sure you're out of the blast radius. ************************************************** 2. The torpedo cheats are a little different because there are two types, and the second type is dependent on the first. There would be no point in breaking them apart because the second mod will be utterly useless with stock torpedoes. 2a. The first set of 3 folders indicates the blast radius of the warhead. 100m will destroy single boats, the 1/2/3km blasts can destroy multiple. Copy one of these files into the sh4/data/library folder, as indicated. All torpedo types have been altered in these cheats, so they are all packing the same warhead strength. 2b. The second set of 3 folders combine varying magnetic detonator sensitivities (20m, 200m, 500m) and altered arming runs (150m, 1100m, 3100m), as well as increased running range (10,000 meters on both slow and fast setting) -- but only on the Mark-14 torpedo. This second "magdet" cheat only applies to the Mark 14 torpedo. If you are using the 1/2/3km blast radius, is is *HIGHLY* advised that you also use the 1100m or 3100m arming run cheats -- a premature detonation will end your game. Remember that this second torpedo cheat will only work if combined with an appropriate one from the first set (don't combine the 100m blast radius with the 500m magdet), and that it only applies to the Mark-14. So a Mark-27 at 12kts with a 3000km warhead can end your career with a premature detonation. ********************************************* To illustrate how this works, here's a video of the 200m magnetic-detonator / 1000m blast-radius torpedo. As shown in the video, the torpedo detonates when it closes to within 200m of the target. Could have missed astern or forward and it would have gone off the same.Here's a picture to show what is possible with the large blast-radius cheats. I forget the tonnage involved, but there were two +30kt ships in there -- probably topped 150,000 tons for the whole load. ![]() ![]() Last edited by tycho102; 06-21-07 at 01:00 PM. Reason: updated links |
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#2 | |
Torpedoman
![]() Join Date: Feb 2006
Location: The HEART of Fly Over Country
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#3 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
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#4 |
Swabbie
![]() Join Date: Mar 2007
Posts: 5
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Thankyou for your efforts
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#5 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
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#7 |
Helmsman
![]() Join Date: Dec 2006
Posts: 106
Downloads: 32
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Now.. if only someone could figure out how to increase the torp speeds.
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#8 |
Planesman
![]() Join Date: Mar 2007
Posts: 197
Downloads: 22
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*sigh*
Pretty soon people will have photon torpedoes... *points and clicks on an enemy battleship and watches it disappear* ![]() ...what's the point? The game's aim is to be fun, but be fun in a realistic way...ships even now adays need alot of stuff before they go under...Heck! Even during the atomic tests the BBs , DDs and CVs needed a couple days before they went under! Good effort ![]() ![]() |
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#9 | |
Silent Hunter
![]() Join Date: Nov 2006
Location: Jakarta
Posts: 4,794
Downloads: 89
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:rotfl:
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#10 |
Swabbie
![]() Join Date: Mar 2007
Posts: 14
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1000 power? Bah, I jacked mine up past 3500 just to see what it would do.
Sank a Kongo BB in it's own port (Kobe is awesome for this, it's just west of Osaka. It's not even guarded and I found 2 BBs, 2 CVs, a CL and a minisub all parked there) with two shots. It went up like the HMS Hood. Now I just need to get my gramaphone to play the Imperial Theme March when I start my attacks ... "You may fire when ready" |
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#11 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
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Actually I think that people should play the game anyway that seems fun to them.
If they want to share the fun with others then more power to them (no pun intended... really). JCC |
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#12 |
Ace of the Deep
![]() Join Date: May 2005
Posts: 1,100
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That's pretty much what I figure. Plus, no one else really has any "cheats" out for it. When someone goes looking, this is the thread they'll find -- probably the only thread.
The torpedo power isn't as important as its effective radius. You could leave the stock 200 and crank the radius up to 500 meters. I actually tried out a 1km nuke (I think I put 1000 meters, and something wicked like 5 million power) but got caught in the blast at 1200 meters, so I figured that wasn't a very good "cheat" to make. When I did the torpedo cheats for SH3, the game would actually crash out on me with a specific Nvidia driver version -- too many explosions for the game or card to handle. So, 1000 power is more than enough given the large burst area, and people still have the option of crippling a ship even if it is somewhat difficult to do. |
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#13 |
Watch
![]() Join Date: Sep 2006
Location: Southern California
Posts: 19
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Any news on a cheat for the deck guns?
-d |
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#14 | |
Canadian Wolf
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#15 |
Torpedoman
![]() Join Date: Apr 2005
Location: Tucson, AZ USA
Posts: 113
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To each their own.....
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U.S.S. Harder "Hit'em Harder" "How long can you tread water?" |
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