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Old 03-12-10, 08:46 AM   #1
Webster
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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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Old 03-13-10, 10:02 AM   #2
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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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Old 03-14-10, 12:04 AM   #3
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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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Old 03-14-10, 09:12 AM   #4
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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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Old 03-14-10, 02:39 PM   #5
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Quote:
Originally Posted by CrocodileDundee View Post
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.
Would you mind posting the values you used? for the range, anyway. Bah I fingered it out, I had changed the mag det range without changing the arming run, D'oh!

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Old 03-14-10, 09:38 AM   #6
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Quote:
Originally Posted by CrocodileDundee View Post
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...

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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Old 03-14-10, 10:29 AM   #7
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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. Can't write in detail as typing on an iPhone can be annoying at times. However I'm thinkig the motor officer batery recharge ability must be scriped somewhere, so I plan to have a look into the py files on Monday (screw work). Maybe that's the key. Or script a new ability (active one) that would decrease recharge times dramatically for a limited time (so you could rapidly charge from 5-10% to 30-50% in a few hours (3-4 maybe rather than the current 12). That would also solve krupp88's realism issue. Dunno just a thought. I honestly hope I could get someone interested into this, so we could solve this once for all - it really bugs me and I wanna nail it. I'll keep reporting my progress meanwhile!
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Old 03-14-10, 11:39 AM   #8
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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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Old 03-14-10, 11:53 AM   #9
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What i think is missing, is this little bit from SH3:

Quote:
NameIdx2=1265
Year2=1939
Month2=1
NbSub2=1
Sub20=1
Renown2=0
Name2=AFA27MAK740
Energy2=1

NameIdx3=1266
Year3=1940
Month3=4
NbSub3=1
Sub30=1
Renown3=600
Name3=AFA27MAK800
Energy3=1.15

NameIdx4=1267
Year4=1941
Month4=10
NbSub4=1
Sub40=1
Renown4=1500
Name4=AFA33MAL800
Energy4=1.30

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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