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#1 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
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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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#2 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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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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#3 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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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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#4 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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![]() Quote:
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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#5 | |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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![]() Quote:
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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#6 | |
Grey Wolf
![]() Join Date: Feb 2006
Location: In the mountains, now. On the edge of the sea before.
Posts: 933
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"Well, now, that's true... the IXC is a bit of a chick magnet..but you really can't beat the VIIB for off-road fun." |
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#7 | |
Navy Seal
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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! ![]() </devil's advocate>
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