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#1 |
Samurai Navy
![]() Join Date: May 2005
Location: Greece
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(req) a/a mod
hi all
after the gwx 2 went out am searhing a mod that making the planes more weak or increasing the power of a/a guns, but i havent.. if somebody can do something about it... i will appreciate cheers!! ![]() |
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#2 |
Commander
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Location: UK
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I think the easiest ( but "sledgehammer") way is to change (reduce) the plane entries (Hit Points) and armour value in the data/Zone.cfg file. You can open it in any text editor (Notepad, Word etc.) It would have to be through trial and error - e.g halving the values, then if that didn't do what you want, reducing further.
The aircraft section is very near the end of a very long file and divided into different types of plane and different sub-components of planes. |
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#3 |
Samurai Navy
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tried but... when the notepad opens i see aquares, sympls etc i cant find what am looking for
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#4 |
Commander
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The path is (usually):
C:\Program Files\Ubisoft\SilentHunterIII\data\Zones.cfg. N.B. BackUp the Zones.cfg file first. Then right click on the Zones.cfg file and select "open with..." choose Notepad, or Word. It should open as a lengthy text file. Scroll down, almost to the end until you come to the following section: ;************************************************* ****** ;Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber) ;************************************************* **** ;Fighters [F_WingsBack] Multiplier=1.000000 Flotability=0.000000 HitPoints=24 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#plane_on_fire, 90 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [F_WingsFront] Multiplier=1.000000 Flotability=0.000000 HitPoints=15 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#Plane_splinter_explosion, 80 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [F_PlaneEngine] Category=Engines Room Multiplier=5.0 Flotability=0 HitPoints=18 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 30 Effect2=#Plane_splinter_explosion, 40 Effect3=#plane_on_fire, 65 FloodingTime=20.999996 CargoType=None Crash Depth=1.0 [F_PlaneFuelBunker] Multiplier=5.000000 Flotability=0 HitPoints=12 Destructible=No Armor Level=2.5 Critic Flotation=0.300000 Critical=Yes Effect1=#plane_damaged, 25 Effect2=#Plane_splinter_explosion, 35 Effect3=#plane_on_fire, 50 FloodingTime=20.999996 CargoType=Fuel Exploding Time=0 Crash Depth=0.01 ;************************************************* **** ;Light Bombers [LB_WingsBack] Multiplier=1.000000 Flotability=0.000000 HitPoints=25 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#plane_on_fire, 80 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [LB_WingsFront] Multiplier=1.0 Flotability=0.0 HitPoints=20 Destructible=Yes Effect1=#plane_damaged, 40 Effect2=#plane_on_fire, 80 Effect3=#Plane_splinter_explosion, 80 Armor Level=-1 Critic Flotation=0.3 Critical=No FloodingTime=20 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 etc. What you do then, is up to you. I've never fiddled with it myself, but I would suggest - first off - simply dividing the HitPoints in each of the "planes items" sections by the same number ( 2, or 3 ) to ensure some kind of balanced response and ensure that no sections Hitpoints go below 5. So you could try something like: ;************************************************* ****** ;Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber) ;************************************************* **** ;Fighters [F_WingsBack] Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#plane_on_fire, 90 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [F_WingsFront] Multiplier=1.000000 Flotability=0.000000 HitPoints=5 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#Plane_splinter_explosion, 80 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [F_PlaneEngine] Category=Engines Room Multiplier=5.0 Flotability=0 HitPoints=6 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 30 Effect2=#Plane_splinter_explosion, 40 Effect3=#plane_on_fire, 65 FloodingTime=20.999996 CargoType=None Crash Depth=1.0 [F_PlaneFuelBunker] Multiplier=5.000000 Flotability=0 HitPoints=5 Destructible=No Armor Level=2.5 Critic Flotation=0.300000 Critical=Yes Effect1=#plane_damaged, 25 Effect2=#Plane_splinter_explosion, 35 Effect3=#plane_on_fire, 50 FloodingTime=20.999996 CargoType=Fuel Exploding Time=0 Crash Depth=0.01 ;************************************************* **** ;Light Bombers [LB_WingsBack] Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#plane_on_fire, 80 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [LB_WingsFront] Multiplier=1.0 Flotability=0.0 HitPoints=7 Destructible=Yes Effect1=#plane_damaged, 40 Effect2=#plane_on_fire, 80 Effect3=#Plane_splinter_explosion, 80 Armor Level=-1 Critic Flotation=0.3 Critical=No FloodingTime=20 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 [LB_PlaneEngine] Category=Engines Room Multiplier=5.0 Flotability=0 HitPoints=6 Destructible=No Armor Level=10 Critic Flotation=0.3 Critical=No Effect1=#plane_damaged, 20 Effect2=#Plane_splinter_explosion, 30 Effect3=#plane_on_fire, 45 FloodingTime=20 CargoType=None Crash Depth=1.0 [LB_PlaneFuelBunker] Multiplier=5.0 Flotability=0 HitPoints=5 Destructible=No Armor Level=2.5 Critic Flotation=0.3 Critical=Yes Effect1=#plane_damaged, 20 Effect2=#Plane_splinter_explosion, 30 Effect3=#plane_on_fire, 45 FloodingTime=20 CargoType=Fuel Exploding Time=0 Crash Depth=0.01 ;************************************************* **** ;Medium Bombers [MB_WingsBack] Multiplier=1.000000 Flotability=0.000000 HitPoints=11 Destructible=Yes Effect1=#plane_damaged, 60 Effect2=#plane_on_fire, 80 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=20.999996 CargoType=Ammo Exploding Time=0 Crash Depth=0.01 etc. That should make planes 3 times as vulnerable to damage from AA fire |
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#5 |
Eternal Patrol
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or as an alternative maybe this
http://www.subsim.com/radioroom/showthread.php?t=106453 |
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#6 | |
Gunner
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#7 | ||||
Weps
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from: http://www.subsim.com/radioroom/showthread.php?p=781544 Quote:
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#8 |
Gunner
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LOL, good eye Ken. But the blasting part hasn't got to do with the planes but the gunner. It happens to stock too. So, after the gunner starts shooting then you can evaluate how tough you want your planes: plain or on steroids
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#9 | |
Weps
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well, it's always a LOT easier to press "C".
Also, with the "new" machineguns and auto-cannons the Aircraft have now, trying to shoot at it is like sending your gunners against the wall. The AA on a submersible is only a secondary. He surely has enough reason to want them "softened". :hmm: I dont shoot much at airplanes, I preffer to order crash dive as soon as i hear "Aircraft spotted!". But from my experience, it does take some time to bring them down, and in that time, specialy when on the surface, you will get banged up pretty badly because of the bombs and probably have some wounded (or even KIA) gunners. ![]()
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#10 | |
Gunner
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Since this could evolve into a generic discussion about gwx design, it all just brings up the question: is gwx for you? Personal choice thats all. |
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