SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-06-12, 04:35 PM   #1
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default How do I change torpedo strengh?

I have silent 3ditor and I was wondering what file do I edit so that a torpedo will blow a nice size hole in the ship but not annihilate it if you know what I mean. Right now the torpedoes will only blow like a 5 inch chunk out of a crusiers armor, ( The one in the torpedo training mission ) I would like to edit it so it would be oh say a 3 foot chunk out of the armor.
If anyone could help that'd be great, Thanks!
7499275 is offline   Reply With Quote
Old 05-06-12, 05:14 PM   #2
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by 7499275 View Post
I have silent 3ditor and I was wondering what file do I edit so that a torpedo will blow a nice size hole in the ship but not annihilate it if you know what I mean. Right now the torpedoes will only blow like a 5 inch chunk out of a crusiers armor, ( The one in the torpedo training mission ) I would like to edit it so it would be oh say a 3 foot chunk out of the armor.
If anyone could help that'd be great, Thanks!
Torpedoes_US.zon in Data\Library. MinEF/MaxEF defines minimum and maximum damage done, MinRadius is the minimum radius of splash damage, with the torpedo doing all the damage up until this distance, with the damage then being gradually reduced until MaxRadius.

Keep in mind that the damage depicted in-game (i.e. size of the hole) doesn't always correspond to actual damage being done. It's more of an eye-candy than a true indicator of how much damage has been done.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-06-12, 05:25 PM   #3
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

You kinda lost me on what file to change and what to change in it, I understand where just not what but I'm using NSM so I thought the bigger the hole the better.
7499275 is offline   Reply With Quote
Old 05-06-12, 07:12 PM   #4
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by 7499275 View Post
You kinda lost me on what file to change and what to change in it, I understand where just not what but I'm using NSM so I thought the bigger the hole the better.
Sorry! The file you need to modify is Torpedoes_US.zon, and you will find it in the Data\Library folder.

NSM4 does alter torpedo (and deck gun) damage (are you still running v1.4 of the game, btw? That mod is not compatible with 1.5), so an alternative approach would be to disable the mod, go to its Data\Library folder and remove the Torpedoes_US.zon file. Reactivate the mod and see if you like the result.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-06-12, 07:25 PM   #5
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

Yes I am running V1.4. So with NSM even though the ship may not look damaged she is taking on water?

and I do not have a "Torpedoes_US.zon" file i have a SIM and a DSD and a DAT.
7499275 is offline   Reply With Quote
Old 05-06-12, 08:47 PM   #6
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by 7499275 View Post
Yes I am running V1.4. So with NSM even though the ship may not look damaged she is taking on water?

and I do not have a "Torpedoes_US.zon" file i have a SIM and a DSD and a DAT.
Look in MODS\NSM4\Data\Library. The file should be there. Deactivate the mod, remove the file (move it to, say, your desktop), then reactivate.

NSM has lowered the damage done by torpedoes, that's why it's rarely visible. The ship does, indeed, take in water, in fact the ship will sink due to flooding - as opposed to the stock damage model where the ship will sink mainly because of hit point depletion.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-06-12, 09:04 PM   #7
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

I did know about the flooding and the hit point damage system that NSM changed but I didn't know that even though you can't see it, she'll take on water. Thanks, It's late now here I'll try it tomorrow evening and comment back if it helps or not. but thanks!
7499275 is offline   Reply With Quote
Old 05-07-12, 10:21 AM   #8
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

try my increased torpedo damage mod, it has three settings depending on how much you want to increase the torpedos damage/power

if it doesnt suit you then compare my files to the stock file to see what i changed and try your own settings

i found if you change the radius it tends to turn ships into rediculous looking swiss cheese hulls
  Reply With Quote
Old 05-07-12, 03:57 PM   #9
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

Quote:
Originally Posted by Webster View Post
try my increased torpedo damage mod, it has three settings depending on how much you want to increase the torpedos damage/power

if it doesnt suit you then compare my files to the stock file to see what i changed and try your own settings

i found if you change the radius it tends to turn ships into rediculous looking swiss cheese hulls
Alright thanks, I tried one mod that if a fish hit the hull below the bridge the whole deck hull and bridge would be disentergrated. And may I have a link? ( new to the site suck at finding stuff :P )


EDIT: nevermind sorry webster I found it, and now that i realize who you are I've been browsing this site for a couple of weeks and seen a lot of your work, you are a excellent and helpful modder if I may say so!

Last edited by 7499275; 05-07-12 at 05:56 PM.
7499275 is offline   Reply With Quote
Old 05-07-12, 07:41 PM   #10
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

thanks, most modders will have links to their mods in the sigs of their posts like i do so if you mouse over them and you can see what mods they did

also dont forget to look over the popular mods sticky at the top of the forums for some of the most poppular mods
  Reply With Quote
Old 05-07-12, 08:05 PM   #11
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

Quote:
Originally Posted by Webster View Post
thanks, most modders will have links to their mods in the sigs of their posts like i do so if you mouse over them and you can see what mods they did

also dont forget to look over the popular mods sticky at the top of the forums for some of the most poppular mods
Thanks for the info! A little bit of forum advice from a hardened sea captain to a some what new captain is always nice!
One thing though, your test map, I have it and it crashes when ever I try to load it and yes I am using the correct version.
7499275 is offline   Reply With Quote
Old 05-07-12, 08:23 PM   #12
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by 7499275 View Post
Thanks for the info! A little bit of forum advice from a hardened sea captain to a some what new captain is always nice!
One thing though, your test map, I have it and it crashes when ever I try to load it and yes I am using the correct version.

test map i dont have a test map

must be someone elses mod
  Reply With Quote
Old 05-07-12, 08:32 PM   #13
7499275
A-ganger
 
Join Date: May 2012
Location: In the middle of the pacific.
Posts: 73
Downloads: 38
Uploads: 0
Default

It's your torpedo test map included in the torpedo mod pack.

And I hate to be a bother ( Which i am good at ) I installed V3 over nsm, though the torps looked the same. So I removed NSM used yours only, could see a massive improvement, what do I do because in the NSM folder there are 2 torp files and I think V3 of your mod is only over writing one of them.

Last edited by 7499275; 05-08-12 at 08:19 AM.
7499275 is offline   Reply With Quote
Old 05-08-12, 02:59 PM   #14
DrBeast
The Old Man
 
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by 7499275 View Post
It's your torpedo test map included in the torpedo mod pack.

And I hate to be a bother ( Which i am good at ) I installed V3 over nsm, though the torps looked the same. So I removed NSM used yours only, could see a massive improvement, what do I do because in the NSM folder there are 2 torp files and I think V3 of your mod is only over writing one of them.
If min/max radius are left untouched (I think they are), you won't see much of a difference with NSM. In order for the ships to sink faster there, a torpedo doesn't have to hit harder (more hit points damage), but over a more wide-spread area, so multiple compartments can start flooding.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-08-12, 03:45 PM   #15
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by DrBeast View Post
If min/max radius are left untouched (I think they are), you won't see much of a difference with NSM. In order for the ships to sink faster there, a torpedo doesn't have to hit harder (more hit points damage), but over a more wide-spread area, so multiple compartments can start flooding.

yep, by design NSM removes most of the damage caused by hitpoints so ships sink almost exclusively from flooding only so NSM is a mod to slow ships sinking times and reduce the effect of torpedos so you are using a mod to weaken torpedo effects and adding another mod to boost torpedo effects kinda doesnt make a whole lot of sense to do that now doesnt it

as DrBeast said it can be done by increasing the min/max radius of each torp in my mod but the reason i left them alone was you will be seeing the swiss cheese thing going on which looks stupid IMO
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:08 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.