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 05-10-12, 10:31 PM   #1
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Traveller View Post
Welcome to Subsim.


Most of us modders here don't have the time to give detailed, step-by-step instructions on how to mod SH4... but I'll do it this time. Here's how to change the gun ammo for your sub:


1. Download S3d editor here- http://s3d.skwas.com/downloads.aspx

2. Make a backup copy of USSSubParts in the data/library folder first. With S3D editor, go to data/library/USSubParts

3. Open the gun .sim file you want in the backup copy folder.

4. On the left side of the screen in the S3D editor, open wpn_Cannon

5. On the right side of the screen, under ammo_storage, open AA, AP, HE, or SS (star shell)

6. Under amount= change the amount of ammo

7. save

8. Download JSGME mod installer here: http://www.subsim.com/radioroom/down...o=file&id=3559

9. Copy and place your new mod folder (backup copy) into the MODS folder of JSGME and install. (Must be in a data/library/USSubParts folder)


10. Done!


Hope this was helpful. Good luck.

you also need to open the "data/cfg/ basic.cgf" file and scroll down to change the ammo load on each sub or you will be out of ammo real fast

the ammo_storage wil change how much ammo is in each clip or reload of the gun but it doesnt add any extra ammo to the sub, for that you have to change the cfg file
  Reply With Quote
Old 05-10-12, 10:39 PM   #2
0rpheus
Grey Wolf
 
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
Default

Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?

I kept meaning to have a go at making a mod to overwrite the slower reload time on the deck gun in TMO, but never got round to making it. Didn't realise I'd have to use the editor, was hoping it would be possible to replace the TMO deck gun files with stock ones. Would that even work?

A solo deck gun mod with realistic ammo load & a slightly shorter reload time would be very handy; TMO's reload feels far too long
0rpheus is offline   Reply With Quote
Old 05-11-12, 11:12 AM   #3
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 Webster View Post
you also need to open the "data/cfg/ basic.cgf" file and scroll down to change the ammo load on each sub or you will be out of ammo real fast

the ammo_storage wil change how much ammo is in each clip or reload of the gun but it doesnt add any extra ammo to the sub, for that you have to change the cfg file
I'm fairly certain basic.cfg is just a leftover file from SH3 which is no longer used in SH4. What you'd have to change is clip_size and ammo_storage, both in the gun's .sim file.

Quote:
Originally Posted by 0rpheus View Post
Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?
Yes, there's a reload_time value in the wpn_Cannon node, that's the one you want to change.

Quote:
Originally Posted by 0rpheus View Post
I kept meaning to have a go at making a mod to overwrite the slower reload time on the deck gun in TMO, but never got round to making it. Didn't realise I'd have to use the editor, was hoping it would be possible to replace the TMO deck gun files with stock ones. Would that even work?
I'm afraid not, since TMO also alters the amount of ammo each gun carries, and that's in the .sim file as well.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-11-12, 01:42 PM   #4
RedTerex
Seaman
 
Join Date: Feb 2005
Posts: 34
Downloads: 69
Uploads: 0
Default

I only changed the gun.sim(s) ie 20mm_Oerlikon_Twin.sim and not the basic.cfg. I now have all the ammo I want, stored in any sub. I reckon that DrBeast is correct in his assumption of it being a leftover from SH3.

I now have 2500 rounds of HE, 2500 rounds of AP and 250 rounds of AA and similar ammounts for the 40mm and 20mm twin MG's.

I also modded the reload values by 2 seconds and the velocity of the shells to around 965 from 844

Whilst in the editor I also did something else...powered up the torpedoes.

I increased the damage value of the torpedoes by an extra 50%. This is because I decided to have Torpex instead of TNT in the warheads...I beleive Torpex was 50% more powerful due to it having aluminium powder and iron oxide added to the trinitrotoluene.

Its the Torpedos_US.zon file for this little mod. whereas MinEF and MaxEF lines were increased by 50% ie MinEF=150 from 100 and MaxEF=240 from 160

oh...and they work well too...only one torpedo needed for most ships now...some still need two but its less infrequent.
RedTerex is offline   Reply With Quote
Old 05-19-12, 09:25 AM   #5
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,142
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by RedTerex View Post
I only changed the gun.sim(s) ie 20mm_Oerlikon_Twin.sim and not the basic.cfg. I now have all the ammo I want, stored in any sub. I reckon that DrBeast is correct in his assumption of it being a leftover from SH3.

I now have 2500 rounds of HE, 2500 rounds of AP and 250 rounds of AA and similar ammounts for the 40mm and 20mm twin MG's.

I also modded the reload values by 2 seconds and the velocity of the shells to around 965 from 844

Whilst in the editor I also did something else...powered up the torpedoes.

I increased the damage value of the torpedoes by an extra 50%. This is because I decided to have Torpex instead of TNT in the warheads...I beleive Torpex was 50% more powerful due to it having aluminium powder and iron oxide added to the trinitrotoluene.

Its the Torpedos_US.zon file for this little mod. whereas MinEF and MaxEF lines were increased by 50% ie MinEF=150 from 100 and MaxEF=240 from 160

oh...and they work well too...only one torpedo needed for most ships now...some still need two but its less infrequent.
Hmm nice.Get some nice booms? I may change it to reflect having torpex, not sure about 50% though.
Bubblehead1980 is offline   Reply With Quote
Old 05-11-12, 02:45 PM   #6
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by DrBeast View Post
I'm fairly certain basic.cfg is just a leftover file from SH3 which is no longer used in SH4. What you'd have to change is clip_size and ammo_storage, both in the gun's .sim file.
hmmm, i know there was a reason why i had to edit it, maybe it was just for eliminating crew fatigue
  Reply With Quote
Old 05-19-12, 11:53 AM   #7
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by 0rpheus View Post
Hmm, interesting info. Does that gun.sim file also hold the information on how long it takes to reload?
yes it does but its not exact so if you play with it you get the speed you like. in other words 1 second might be 1 second but 2 seconds can be 2 1/2 seconds and 3 seconds can be 4 seconds in game so do a lot of testing.

in my updated guns mod i used a speed like a shotgun so its boom / short pause / boom so its 2-2 1/2 seconds between shots which is fast but possible to do by an efficient gun crew with ammo ready in hand
  Reply With Quote
Old 05-19-12, 12:26 PM   #8
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 Webster View Post
yes it does but its not exact so if you play with it you get the speed you like. in other words 1 second might be 1 second but 2 seconds can be 2 1/2 seconds and 3 seconds can be 4 seconds in game so do a lot of testing.

in my updated guns mod i used a speed like a shotgun so its boom / short pause / boom so its 2-2 1/2 seconds between shots which is fast but possible to do by an efficient gun crew with ammo ready in hand
As Webster pointed out, reload time depends on crew efficiency. What's notable is that even when you use the gun yourself, a manned gun will fire faster than an unmanned.
__________________



Let the Beast inside you free!
DrBeast is offline   Reply With Quote
Old 05-19-12, 01:16 PM   #9
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by DrBeast View Post
As Webster pointed out, reload time depends on crew efficiency. What's notable is that even when you use the gun yourself, a manned gun will fire faster than an unmanned.

yes, great point and my example was if i was manning the gun so dont use auto firing by crew to test the gun reloading time
  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 02:09 PM.


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.