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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Resupply edit question
Going to toss this one out for you all who have chewed on the game mechanics.
Other than firing a few extra eels at nothing and running full to burn more fuel instead of 1/3 for example, is there any way to adjust provisions from a resupply ship or cow? We all know after you resupply your loaded up for the most part as you do from home port. I think it woud be cool to limit the amount of eels and or fuel you get if you use a cow. Resupply ship I could maybe see more, but I would gladly settle for a way to change in general the resupply deal. thanx
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#2 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Secondary question;
![]() Is there a way to perhaps edit what kind of torpedoes you get from a resupply? And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels? I know, I should cut back on the coffee in the morning.
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#3 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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lol no its a good point mate
Not sure if its do able though Be great if could |
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#4 | |
Chief
![]() Join Date: Feb 2001
Posts: 319
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![]() Quote:
2- The game will still put in a torpedoe if the tube exists. zz |
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#5 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
I think the idea is if you dock at a resupply\milkcow you will only get half a dozen fish and a percentage of fuel Editing the basic will affect both I dont think there is a way to seperate the fact you are at home or another friendly base |
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#6 | |||
Chief
![]() Join Date: Feb 2001
Posts: 319
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![]() Quote:
Maybe if Commander can tell the difference of in port/milkcow and sets days in base accordingly, it can do torpedoes too. To have less than full torp load, you need to remove the tube. The game will load a torp even if the value is set to a blank in SUBMARINE_AMMOX. zz |
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#7 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Please excuse the long post
Ok, disected the basic.cfg and under the correct sub type of course we have this;
Year1=1940 ForeTube10=0 ;T1 ForeTube11=0 ForeTube12=2 ForeTube13=2 ForeResIntern10=0 ForeResIntern11=0 ForeResIntern12=0 ForeResIntern13=0 ForeResExtern10=0 ForeResExtra10=0 ForeResExtra11=0 AftTubes10=0 AftResIntern10=0 AftResExtern10=0 I'm thinking write a batch file that can switch out one cfg for another simple enough. If I understand the correct edit would be something like ;editing out; ForeResExtern10=0 ForeResExtra10=0 ForeResExtra11=0 AftResExtern10=0 That then should reduce the load out. Question then is yes oviously you need to shut down the game and do the switch. But, lets say you already have docked at the resupply ship or cow. The edit should stick since you haven't launced the new patrol correct? Next question- I noticed ;T1 next to; Year1=1940 ForeTube10=0 ;T1 For the year 1940 all tubes =0, at first I thought this to indicate these tubes all get T-1's. Then if you look at years further down; Year2=1941 ForeTube20=0 ;T1 ForeTube21=0 ForeTube22=2 =2 for T2 ?, well then what the heck is 5? Year3=1942 ForeTube30=0 ForeTube31=0 ForeTube32=2 ForeTube33=2 ForeResIntern30=5 Yet further down; Year4=1943 ForeTube40=3 ;T3 ForeTube41=3 ForeTube42=3 =3 is T3?, ok then why in 44 is =1? Year5=1944 ForeTube50=3 ;T3 ForeTube51=3 ForeTube52=3 ForeTube53=3 ForeResIntern50=3 ForeResIntern51=3 ForeResIntern52=1 The edit eliminating tubes looks easy, but identifying or changing what eels resupply, cow, even non-home port gives you I'm not clear on. Thanks for the interest and help btw.
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