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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
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S3D Editor help..
Gents,in the S3D Editor what file do you open to adjust the number of torpedos the boat carries?
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#2 |
Stowaway
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most everything is in the sim dat or zon files, those are the main three but often there will be more than one dat, some ships have there own specific dat plus a main dat to control everything non specific..
sim usually handles what i call power settings and the zon handles damage settings, the dat handles animations, grafics like smoke fire explosions and basic control type stuff. as for your question im guessing its the dat file or maybe menu_768 or cfg files because it needs to put torps in those slots so other files get involved. i do remember that there is a limit if you add too many you get ctd issues. which sub is it? |
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#3 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
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Open the sim for the sub change the settings in this node wpn_SubTorpedoSys in the rooms subsection fore and aft. Then change the upc for the sub with a text editor. Change the number each torp room can hold in the bunker. Here are examples from the gato.
[UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room ID=SternTorpedoRoom Capacity=4 IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4 IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1 IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2 IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1 [UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=10 IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 10 IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 4, Mk23Torpedo, 3 IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 5, Mk18Torpedo, 4, Mk23Torpedo, 1 IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 4, Mk18Torpedo, 6 If you change just the capacity you will have empty slots. To have no empty slots also change the number after the torp type you want to add just keep it less than or equal to the total capacity for the room. I do not know what the max allowed number is.
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#4 |
The Old Man
![]() Join Date: Mar 2007
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#5 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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![]() Quote:
Currently for my playable Depth Charges 80 torpedoes (which function as dcs) are carried. So if there is a limit it's definitely higher than 80. Which should be well enough for you ![]() |
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#6 | ||
Stowaway
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#7 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
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I want to add a nuclear sub "rumble" to the ohio, but have no idea how. Help.
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#8 | |
Stowaway
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as to how to actually do that im not sure. sounds is a part of modding i havent done yet as for creating the noise lay a microphone on a table or desk when a train passes then just edit and loop the sound |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Check the sub DSD file.
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#10 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Summary:
- Create your (ambient) sound loop (wav-file) and place it in the Sound-folder. - Add a new sound definition to the SH.SDL file. Give it a unique name (use similar naming semantics as the other sound definition, f.ex. 'Ambient.Nuclear'). Point it to the wav-file, and set all the appropriate attributes, like 3D sound properties, volume, loop, etc. - In the DSD file add a SoundSource controller and in it's properties, reference the unique name specified in the SDL-file (in the 'Name' property, the 'Identifier' is for special purposes and can be left blank). This controller basically 'instantiates' the sound. - In the DAT-file create an empty and invisible dummy node (or if you have a specific object that is already in the correct place you can also use this node) and position it where you want to 'hear' the sound. If it's an ambient sound or non-3D sound the position doesn't matter (you always hear it at same volume regardless of the position) but if it is a 3D sound then it does, since the sound will be loudest here, and fades off the farther you are away from it. - Take the id of the dummy node and put it in the 'parent id' field of the controller you just created in the DSD-file. This ties the 'sound instantiation' to an actual 'location'. With this info I suggest you first analyze existing (stock) sounds, it will become clear then. It's actually quite easy and takes just a couple of minutes... That wraps it up.
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