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Old 05-08-11, 04:30 PM   #1
bojan811
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Default Increasing Torp damage via SIlent 3ditor

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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Old 05-08-11, 07:19 PM   #2
Fish In The Water
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Originally Posted by bojan811 View Post
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.
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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Old 05-08-11, 07:43 PM   #3
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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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Old 05-08-11, 07:57 PM   #4
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What value for this do you recommend?
The gwx value of blast radius i 4.3 - 5.5.
We all play however we most enjoy it, so whatever makes you happy. Personally I don't recommend a 'nuclear option,' as I find it takes the fun and challenge out of the game. But that's just me.

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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Old 05-09-11, 07:21 AM   #5
bojan811
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We all play however we most enjoy it, so whatever makes you happy. Personally I don't recommend a 'nuclear option,' as I find it takes the fun and challenge out of the game. But that's just me.
You are wright about that...this i will do just for fun...to see what happens.
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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Old 05-09-11, 11:52 AM   #6
desirableroasted
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Quote:
Originally Posted by bojan811 View Post
You are wright about that...this i will do just for fun...to see what happens.
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.
Why don't you just play stock? The ships went "kerbloom" with great regularity, and the deck gun was so overpowered that you could bring down a BB with it.
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Old 05-10-11, 06:01 PM   #7
krashkart
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Quote:
Originally Posted by bojan811 View Post
You are wright about that...this i will do just for fun...to see what happens.
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.

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!

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