SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-19-09, 02:09 AM   #1
Blissed
Swabbie
 
Join Date: Mar 2009
Posts: 5
Downloads: 15
Uploads: 0
Default sry to bother you but i ndeed some help with the cfg files

Hi,

i've been playing SH3 for some time now on both realistic and rather non realistic settings and i'm loving it.

At some point i wanted to change some stuff for example having some other torps available on earlier dates, equipment , subs ( yes not very realistic but can be fun as well once in a while ).

I more (or less!!!) managed most ( do have the message radar destroyed on the XXI but i can live with that, if there is any info why this comes up at the start plz let me know )
but what i fail at is making torp available to buy at earlier dates. It has been changed in the basic cfg file yet to no avail. (equipment and subs are buyable tho not the XXI fixed that in a different way by changeing the starting sub in willemshaven to subtype=3 )

I'm sure that i'm simply missing something but after many houres i gave up.

Thank you in advance for your ( hopefully ) helpfull comments.
Blissed is offline   Reply With Quote
Old 03-19-09, 03:25 AM   #2
gordonmull
Lieutenant
 
Join Date: Apr 2005
Location: Scotland
Posts: 269
Downloads: 20
Uploads: 0
Default

To change your torpedo loadout for all boats get Wolfie's Tweak Pack here:
http://www.subsim.com/subsim_files/patches2005_sh3.html

Also, Wreford Browns' excellent type XXI in 1939 mod will give you acess to most of the future equipment in 1939 and fix your broken radar on the XXI be sure not to get the beta version. It does mean you have access to the XXI from '39 though, maybe that is not what you want (it's a lot of fun though!!!). Get that here:
http://www.subsim.com/radioroom/show...highlight=1939
gordonmull is offline   Reply With Quote
Old 03-19-09, 03:26 AM   #3
Blissed
Swabbie
 
Join Date: Mar 2009
Posts: 5
Downloads: 15
Uploads: 0
Default

going to test brb
Blissed is offline   Reply With Quote
Old 03-19-09, 04:33 AM   #4
Blissed
Swabbie
 
Join Date: Mar 2009
Posts: 5
Downloads: 15
Uploads: 0
Default

wreford's mod works like a charm just have try the tweek tool to set torps as i would like them.


Thank you very much
Blissed is offline   Reply With Quote
Old 03-19-09, 06:22 AM   #5
gordonmull
Lieutenant
 
Join Date: Apr 2005
Location: Scotland
Posts: 269
Downloads: 20
Uploads: 0
Default

No probs.

There's always plenty of help around here. It's nice to be on the giving end of it for once!!
gordonmull is offline   Reply With Quote
Old 03-19-09, 06:35 AM   #6
Graf Paper
Ace of the Deep
 
Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
Default

In addition to Basic.cfg you have to edit the u-boat's equipment file. Look in 'data/submarine'. There are folders there for each of the playable u-boats, labeled 'NSS_Uboatxx' (where XX is going to be the uboat type, 2a,7b,7c,7c41, etc...).

Let's say you wish to modify the torpedo types available to the VIIB. That information, along with the loadouts for guns and equipment, would be contained in the file labeled 'NSS_Uboat7b.eqp', inside the 'NSS_Uboat7b' folder.

Wolfie's Tweak Tool can do this for you or you can simply open the chosen 'eqp' file with Notepad, or any plain-text editor, and change the appropriate lines.
__________________
Still sailing the high seas, hunting convoys with those who join me.
Graf Paper is offline   Reply With Quote
Old 03-19-09, 06:54 AM   #7
Oneshot/Onekill
Captain
 
Join Date: Feb 2009
Location: Drinking a cold one in Davey Jone's locker.
Posts: 487
Downloads: 26
Uploads: 0
Default

Thats exactly what i use to do back in SH3's infancy Graf.
Oneshot/Onekill is offline   Reply With Quote
Old 03-19-09, 05:08 PM   #8
RoaldLarsen
Weps
 
Join Date: Jan 2007
Location: Control Room
Posts: 355
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by Graf Paper View Post
In addition to Basic.cfg you have to edit the u-boat's equipment file. Look in 'data/submarine'. There are folders there for each of the playable u-boats, labeled 'NSS_Uboatxx' (where XX is going to be the uboat type, 2a,7b,7c,7c41, etc...).

Let's say you wish to modify the torpedo types available to the VIIB. That information, along with the loadouts for guns and equipment, would be contained in the file labeled 'NSS_Uboat7b.eqp', inside the 'NSS_Uboat7b' folder.
Hmm, I have successfully changed torpedo loadouts for types VIIC and IXC/40 without editing anything in data/submarine .eqp files. And when I looked in one of these files just now I didn't see any reference to torpedoes - just towers, guns and snorkels.
RoaldLarsen is offline   Reply With Quote
Old 03-23-09, 11:17 AM   #9
kdv
Loader
 
Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
Default

I have been unable to change load-outs so far . Wolfie's tweaks don't seem to work on my PC.

Nothing corresponds in the .eqp file, and changing the basic.cfg in BOTH the CFG root directory, or Data\CFG\basic.cfg seem to do anything.

Could SubCommander be interfering adjusting it back to historical?

What else needs to be changed?

All I'm looking for really, is a few late-war acoustic homing torpedo's to wipe out the destroyers .
kdv is offline   Reply With Quote
Old 03-23-09, 11:29 AM   #10
Synthfg
Sparky
 
Join Date: Mar 2009
Posts: 154
Downloads: 64
Uploads: 0
Default

Destroyers are easy enough to destroy without acoustics, at least until they get hedgehogs,
Synthfg is offline   Reply With Quote
Old 03-23-09, 12:51 PM   #11
RoaldLarsen
Weps
 
Join Date: Jan 2007
Location: Control Room
Posts: 355
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by kdv View Post
I have been unable to change load-outs so far . Wolfie's tweaks don't seem to work on my PC.

Nothing corresponds in the .eqp file, and changing the basic.cfg in BOTH the CFG root directory, or Data\CFG\basic.cfg seem to do anything.

Could SubCommander be interfering adjusting it back to historical?

What else needs to be changed?

All I'm looking for really, is a few late-war acoustic homing torpedo's to wipe out the destroyers .
If you haven't added anything to SH3 Commander's Cfg/Static settings.cfg file, try putting these lines at the end:

;VIIB in '43
SUBMARINE_AMMO2|ForeTube41=5 ;Falke
SUBMARINE_AMMO2|ForeResIntern41=5 ;Falke
SUBMARINE_AMMO2|AftTubes40=5 ;Falke
SUBMARINE_AMMO2|AftResIntern40=5 ;Falke

;VIIC in '43
SUBMARINE_AMMO3|ForeTube41=5 ;Falke
SUBMARINE_AMMO3|ForeResIntern41=5 ;Falke
SUBMARINE_AMMO3|AftTubes40=5 ;Falke
SUBMARINE_AMMO3|AftResIntern40=5 ;Falke

;VIIC in '44
SUBMARINE_AMMO3|ForeTube51=6 ;Zaunkoenig
SUBMARINE_AMMO3|ForeResIntern51=6 ;Zaunkoenig
SUBMARINE_AMMO3|AftTubes50=6 ;Zaunkoenig
SUBMARINE_AMMO3|AftResIntern50=6 ;Zaunkoenig

;VIIC in '45
SUBMARINE_AMMO3|ForeTube61=6 ;Zaunkoenig
SUBMARINE_AMMO3|ForeResIntern61=6 ;Zaunkoenig
SUBMARINE_AMMO3|AftTubes60=6 ;Zaunkoenig
SUBMARINE_AMMO3|AftResIntern60=6 ;Zaunkoenig

;IXC/40 in '44
SUBMARINE_AMMO8|ForeTube31=6 ;Zaunkoenig
SUBMARINE_AMMO8|ForeResIntern31=6 ;Zaunkoenig
SUBMARINE_AMMO8|AftTubes30=6 ;Zaunkoenig
SUBMARINE_AMMO8|AftResIntern30=6 ;Zaunkoenig

;IXC/40 in '45
SUBMARINE_AMMO8|ForeTube41=6 ;Zaunkoenig
SUBMARINE_AMMO8|ForeResIntern41=6 ;Zaunkoenig
SUBMARINE_AMMO8|AftTubes40=6 ;Zaunkoenig
SUBMARINE_AMMO8|AftResIntern40=6 ;Zaunkoenig

This should give you 4 Falke's in type VII B and C in 1943 and 4 Zaunkoenigs in type VIIC and IXC/40 in '44 and '45. You can make similar changes for other boat types/years/tubes/etc.

Cautions:

1) I haven't got the latest version of SH3 Commander installed. The above instruction assumes that the last config file referenced in Static settings.cfg is still:
[data\Cfg\Basic.cfg]

2) I haven't tested those lines. They are adapted from what I actually do for my own setup, which is a bit more convoluted.

Quote:
Originally Posted by Synthfg View Post
Destroyers are easy enough to destroy without acoustics, at least until they get hedgehogs,
He said "late war", so DDs have hedgehogs.
__________________
100% realism, DiD
Harbor Traffic 1.47(incl. RUB)
Using SH3 Commander to implement many custom realism tweaks
Covered 1939-1945; now restarting in 1939 again.
Completed 39 careers, 210 war patrols, 4.7Mt sunk, 19 subs lost

Last edited by RoaldLarsen; 03-24-09 at 03:07 PM.
RoaldLarsen is offline   Reply With Quote
Old 03-24-09, 11:04 AM   #12
kdv
Loader
 
Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
Default

My thanks to you Mr. Larson,

I know it's not historically accurate, but sometimes I'm pretty much spending an hour (real time using TC) to escape the DD's after hitting a convoy.

It'd be nice to just sink the buggers, bug out 50km's away - save, then go to bed.

Am going to plug that info in tomorrow, and see how it goes. I was using this page ( http://forums.ubi.com/eve/forums/a/t...3/m/9051019517 ) as guide of sorts as to how to modify the loadouts, but nothing seemed to work.

Thanks again, bed time already .

Edited - Yup, that worked! Have modified it a little bit, nice to know it's a Commander issue, I can now merely 'tag' stuff onto the .cfg file in Commander and make things work - Thanks!

Last edited by kdv; 03-26-09 at 11:36 AM.
kdv is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:33 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.