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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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battery "life" was in the sim or the zon files under electric "ranges" for sh3/sh4
the battery rechanrge time was connected to the amount of battery life not sure if that will help you with sh5 but there it is ![]() |
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#2 |
Mate
![]() Join Date: Mar 2007
Location: Scotland, UK
Posts: 55
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Yup, you're right Webster, I found the battery "life", is basically the E_range in the uboats sim file. What I can't find for the love of God is the recharge parameter(s). Might be hardcoded I guess...
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- You command such an extraordinary ship, a ship that can sink! - Well 'mam, to be honest I'm more thrilled by the fact that she can resurface! |
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#3 |
Planesman
![]() Join Date: Jan 2010
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I'm currently having the same problems with the torpedos range, I wanted to increase the speed of the torpedos, but they would only go like 1km before they ran out of gas, I tried increasing the range, and it didnt make any difference. Same with increasing underwater speed, sub went like 3 km n batteries were dead, lol. If I find anything on that, ill let you know. I'm beginning to think theyre hardcoded as well.
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#4 |
Mate
![]() Join Date: Mar 2007
Location: Scotland, UK
Posts: 55
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You can get the torps to run at high speed/and/or long distances. Just mod the .sim file. Load the torpGE file into goblin, then merge the sim and zon files. You can edit the toros that way (I played around with type IX acoustic one, and I managed to get it to run 10km at 50 knots. Also changed the max turn angle from 135 deg to 180. Worked like a charm. Also you can change the zon files to mod the damage amount/ min max radius.
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- You command such an extraordinary ship, a ship that can sink! - Well 'mam, to be honest I'm more thrilled by the fact that she can resurface! |
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#5 | |
Planesman
![]() Join Date: Jan 2010
Posts: 190
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Last edited by lorka42; 03-14-10 at 02:59 PM. |
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#6 | |
Stowaway
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it takes lots of testing but i found different "combinations" of those numbers would make small changes to recharge times but its like figuring out just the right combination that has an effect you want and then you have no way to know if it will be a miniscule change or something noticable. start with the stock range setting then just change your speeds and test each number 1kt, 2kt, etc. and you will see what happens, then go back and pick another range setting (i would jump in ranges of 500 at a time) and retest (if its like sh3/sh4) the numbers dont give the expected results because there is some coded formula the game uses to do in game results. you cant just use the numbers you want and expect to see it in the game, for the results you want in the game you will most likely need to use numbers that "look" wrong but give you the results you want. i played around with this a lot for my s-boat mod and had only very minor success with effecting recharging times because when i started to see something on the recharge times change my actual sub ranges were so far off it wasnt something i could use. |
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#7 |
Mate
![]() Join Date: Mar 2007
Location: Scotland, UK
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Yeah, you're right Webster, been trying the same thing myself. In SH3 I had some success modding the type XXI recharge, but no luck with types VII or IX. In sh4 I had some minor success with the gato but not with Balao!!! Really frustrating. I was hoping for a change in SH5. After hours of tweaking type VIIa I gave up. I just assumed I dint have the brains to guess the formula they must have harcoded.
I had an idea this morning but couldn't explore it further as I had to report for duty at Mother's Day ![]() ![]()
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- You command such an extraordinary ship, a ship that can sink! - Well 'mam, to be honest I'm more thrilled by the fact that she can resurface! |
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#8 |
Stowaway
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i think the recharge time value is a hard coded thing but there is something like a +/- value that effects it slightly.
i also found differences in times depending on how far you drained it recharging at 50% or 10% or when you get the batery discharged warning |
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#9 | |
Rear Admiral
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What i think is missing, is this little bit from SH3:
Quote:
That energy modifer was hardcoded in Sh4. We couldn't touch it. So i was hoping this would be left open in SH5. Doesn't appear to be, if it is, it's in a place you wouldn't think to look. |
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