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Old 02-23-09, 06:54 PM   #1
clayp
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Can someone give me a quick course in how to change the MK14 power and speed with this tool?....
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Old 02-23-09, 07:03 PM   #2
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I assume "power" means damage.

The damage stuff is in the zon file. The speed, etc is in the sim.

If you cannot figue what fish you are looking at, for each parent in the sim, for example there will be an ID, and a "Parent ID."

The latter from the root of the sim will point at the dat file ID of the fish. So you can look for the mk14 in the dat, then find that ID listed as "Parent ID" in the sim or zon. Some of the stuff below the root level in those files lists the name though, so you won't always have to check the ID.

That's it.

S3D tells you what each entry is if you click on it (damage at max radius, etc).

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Old 02-23-09, 10:03 PM   #3
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Thanks Tater I think I can figure it out from there...
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Old 02-24-09, 12:55 AM   #4
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in the zon file dont change the radius settings, or you'll be splitting ships in half and seeing torpedo holes all the way up to the flight deck on carriers lol. they literally mean the size of the hole made. but the hole isnt what sinks the ship, its the internal damage you do and for that you need to stay with just the MinEF and MaxEF effect settings and you'll like the results you get. think of them as pounds of tnt so when you change it do it in percentages not just a few numbers. (example if its 100 try 125 for a 25% increase)


i think the speed and distance setting is in the sim file

good luck and happy hunting
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Old 02-24-09, 04:58 PM   #5
clayp
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Quote:
Originally Posted by WEBSTER
in the zon file dont change the radius settings, or you'll be splitting ships in half and seeing torpedo holes all the way up to the flight deck on carriers lol. they literally mean the size of the hole made. but the hole isnt what sinks the ship, its the internal damage you do and for that you need to stay with just the MinEF and MaxEF effect settings and you'll like the results you get. think of them as pounds of tnt so when you change it do it in percentages not just a few numbers. (example if its 100 try 125 for a 25% increase)


i think the speed and distance setting is in the sim file

good luck and happy hunting

Thanks Webster..I tried it last night but I dont think I saved the file right after I changed it.I dont understand what the program is telling me at that point....
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Old 02-24-09, 06:18 PM   #6
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when you go to close it the box will pop up asking if you want to save your changes. if not you either already saved your changes or you never made any.

click on wht you want to change then click the value in the window to the right and at the bottom a small box opens showing that value, make your changes there.

if you did that then maybe you didnt setup your files to install correctly when you made the mod folder.if your not sure then make a huge change just to see a change in the game to know your doing things right.

maybe the change you made was just too small to notice.

look at my torpedo test missions, they might work for v1.4, if not use mission editor to setup every merchant or warship or both and make them all docked. then run tests to compare "x" number of torps to sink each ship with setting "y"
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Old 02-24-09, 06:26 PM   #7
clayp
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Quote:
Originally Posted by WEBSTER
when you go to close it the box will pop up asking if you want to save your changes. if not you either already saved your changes or you never made any.

click on wht you want to change then click the value in the window to the right and at the bottom a small box opens showing that value, make your changes there.

if you did that then maybe you didnt setup your files to install correctly when you made the mod folder.if your not sure then make a huge change just to see a change in the game to know your doing things right.

maybe the change you made was just too small to notice.

look at my torpedo test missions, they might work for v1.4, if not use mission editor to setup every merchant or warship or both and make them all docked. then run tests to compare "x" number of torps to sink each ship with setting "y"
Thank you very much sir!!! I'll try your missions,I have never used the mission editor....
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Old 02-24-09, 07:41 PM   #8
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You've made a mod with a copy of the file(s) you are changing, right? Then you enabkle the mod to test it.

Don't ever change the installed game files, you're setting yourself up for a reinstall doing that.
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Old 02-24-09, 08:09 PM   #9
clayp
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Quote:
Originally Posted by tater
You've made a mod with a copy of the file(s) you are changing, right? Then you enabkle the mod to test it.

Don't ever change the installed game files, you're setting yourself up for a reinstall doing that.

OOOPPPPS!!!
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Old 02-24-09, 08:18 PM   #10
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Quote:
Originally Posted by clayp
Quote:
Originally Posted by tater
You've made a mod with a copy of the file(s) you are changing, right? Then you enabkle the mod to test it.

Don't ever change the installed game files, you're setting yourself up for a reinstall doing that.
OOOPPPPS!!!
Happens to all of us
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Old 02-24-09, 08:27 PM   #11
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what have you done clay?

tell us the file you played with and maybe someone can upload a pure v1.4 copy of the file for you to restore your files with.

if not we can tell you the stock valuese to reset it to.


after you restore your files and before you do anything else make a complete copy of your unmodded data folder then copy it to your "my documents" folder and i would also make a dvd copy if you can. this way you always have a clean set of files to fix mistakes like this.

anytime you want to mod a file, you first have to uninstall all your mods so your back to the stock version. not doing this will make the mods and your game files get corrupted. if you want to mod a mod then after it is uninstalled "copy" the mod folder to your desktop then rename it in some manner so you know its the one you changed and then start poking around its files, but ("copy" is the key word) never move but always "copy" your files.

copy the files you want to work on to your desktop to work on, then place them in folders properly named to work with jsgme.
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Old 02-24-09, 08:40 PM   #12
tater
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Make a new mod by making a folder in MODS.

Create folders inside
Clays torp mod/Data/Library

Then COPY the torpedo files into the folder Library inside your mod. Work on those, save.

Enable your mod. Test.
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Old 02-24-09, 10:03 PM   #13
clayp
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Thanks guys.The game seems to still run ok so I will wait awhile..I just changed the top two values for the power of the MK14..But I'm sure I saved it to the main data folder and not my mod folder..
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Old 02-24-09, 11:20 PM   #14
Webster
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Quote:
Originally Posted by clayp
Thanks guys.The game seems to still run ok so I will wait awhile..I just changed the top two values for the power of the MK14..But I'm sure I saved it to the main data folder and not my mod folder..
well the main data folder means you perminently change the stock game file itself so now you know better

if you can remember the settings then reset them or ask someone for the stock settings.

any time your gonna mess with a file expect to have to delete it if you mess something up so use a copy of the file so there is never an oops.

one things for sure, if your modding your gonna mess up files all the time. its normal so no worries, just make sure to keep extra copies of all your mods and files in a safe place like a thumb drive or cd/dvd if you can burn them. hell im pretty sure i still have a disk somewhere around here with all the latest brand new v1.2 mods lol.
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