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#1 |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
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Hey folks,
I dont care about 1.2, I am at 1943 and I wanna change the dud rate for magnetic detonation to 0% = I want the magnetic detonator to function 100% as a by-pass to the game.. There was one guy on youtube (German fellow) who posted a vid of some magnetic detonation.. I also would like someone who can give me the altered file (or files) to copy and replace in the root folder or whatever folder.. for it to work regardless of realism.. (I play at 0%) so, help needed ASAP..
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Whilst I cannot give you the location of the game engine setting for default dud chances, I can show you where you can reduce dud chances significantly within your abilities.
Go to the special abilities file located similar to the following location C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCCrewData Open this up with notepad, Scroll down to [SpecialAbility 17] ID=Ability-Reduce-Torpedo-DudChance NameDisplayable=Ability-Reduce-Torpedo-DudChance-Name Description=Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description Levels= 5 AbilityType=TorpedoMalfunctions ;reduce torpedo dud chance (in percents) AbilityValue= -10, -20, -30, -40, -50 PointsRequirement= 0, 0, 0, 0, 0 AbilityRequirements= 0, 1, Ability-Reduce-Torpedo-DudChance, 1, 1, Ability-Reduce-Torpedo-DudChance, 2, 1, Ability-Reduce-Torpedo-DudChance, 3, 1, Ability-Reduce-Torpedo-DudChance, 4 LevelUpTree= 2, 3, 4, 5, 0 MoraleCost= 0, 0, 0, 0, 0 PointsCost= 1, 1, 1, 1, 1 You will note the numbers in red reflect the levels of dud reduction available e.g. if you invested all 5 points in this passive ability you would get a 50% reduction of duds. Now you want to change this to -100% in all cases or paste the following in its place, see below [SpecialAbility 17] ID=Ability-Reduce-Torpedo-DudChance NameDisplayable=Ability-Reduce-Torpedo-DudChance-Name Description=Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description, Ability-Reduce-Torpedo-DudChance-Description Levels= 1 AbilityType=TorpedoMalfunctions ;reduce torpedo dud chance (in percents) AbilityValue= -100, PointsRequirement= 0, AbilityRequirements= 0, LevelUpTree= 0, MoraleCost= 0, PointsCost= 0, AbylityActsIn= ALL Duration=0, Cooldown=28800, You will also need to change the following ability [SpecialAbility 19] ID=Ability-Active-Overcharge-Torpedo NameDisplayable=Ability-Active-Overcharge-Torpedo-Name Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description Levels= 3 AbilityType=TorpedoRange, TorpedoMalfunctions ;increases torpedo range and increases torpedo dud chance (in percents) AbilityValue= 10, 5, 20, 4, 30, 2 PointsRequirement= 0, 0, 0 AbilityRequirements= 0, 1, Ability-Active-Overcharge-Torpedo, 1, 1, Ability-Active-Overcharge-Torpedo, 2 LevelUpTree= 2, 3, 0 MoraleCost= 1, 1, 1 PointsCost= 2, 2, 2 AbylityActsIn= ALL Activation=OnDemand Duration=600, 600, 600 Cooldown=4320, 2880, 1440 You then change the numbers highlighted in red to 0 or if that does not work, try 1. Or again, replace text with the following:- [SpecialAbility 19] ID=Ability-Active-Overcharge-Torpedo NameDisplayable=Ability-Active-Overcharge-Torpedo-Name Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description Levels= 1 AbilityType=TorpedoRange, TorpedoMalfunctions ;increases torpedo range and increases torpedo dud chance (in percents) AbilityValue= 15, 0, PointsRequirement= 0, AbilityRequirements= 0, LevelUpTree= 0, MoraleCost= 1, PointsCost= 0, AbylityActsIn= ALL Activation=OnDemand Duration=600, Cooldown=2880, That should do the trick. Please remember there is most likely also a other location which has the dud chance specified. I do not know if this can be found or changed but at least this reduces the chances of duds significantly. If all this was too difficult to understand, PM me and I will try and do a little mod for you tommorow. ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#3 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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There is no dud rate for magnetic detonation.
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#4 | |
Grey Wolf
![]() Join Date: Sep 2009
Location: Egypt
Posts: 840
Downloads: 132
Uploads: 0
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![]() Quote:
Thanks for the feedback mate, it's just that I dont wanna lower the dud rate for T3. I actually want it to work.. with a rate of 20% being triggered, we have a *itload of boats to be taken out with very few eels... I read that as you head to the equator (0 degree latitude) the magnetic field of the earth is almost horizontal, and that magnetic detonators either prematurely impacted or were triggered by the wake not under the keel.. Is all this depicted in game? Say I were to create a mission with a merchant still on LAT 0 degree and fired from perpendicular to the equator or parallel to the equator, would this trigger the magnetzundung each time?? What is the effect of preheating the eel on magnetic detonator??
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