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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3946 | |
Silent Hunter
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browse down to \data\cfg select Aircraft.cfg. Press ctrl+c and then ctrl+v. this will make a copy of the file we are about to change. open Aircraft.cfg with Notepad or Notepad++ or Notepad2. Plain text editor. change the value of MaximumAircraftRange to 600. change the value of Default Airstrike probability to 6 or maybe 5 change the value of Night Modifier to .0001 save the file and close it. then go out on a mission or two and see if you like it. then either post your reaction or send me a PM with your reaction.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ![]() ![]() ![]() ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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#3947 | |
Stowaway
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#3948 |
Navy Seal
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Hey guys, looking for the guns for all the US BB's West Virginia, Pennsylvania, Nevada, Alabama, Missouri etc. The are so many gun files lol have not been able to locate these specific guns. I figured would be in shipparts/usnguns but not present .
I have a conflict on my custom install, trying to work it out so guns will show up. Guns like 14inchTriple_USNB etc. |
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#3949 |
CTD - it's not just a job
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Eh... most of those will not be the same guns, turrets or radars, but as an example, looking in the NBB_Colorado.eqp file, there is
[Equipment 1]So you need to find "16in_Double_base_US". Therefore, using something like Notepad++ or the 010 Editor, you want to "Find in Files" (or similar). I used the filter "*.*", and searched in D:\Game \SH4 \Data \Library, which took roughly 10 seconds to run and found me D:\Games\Silent Hunter Wolves of the Pacific\Data\Library\ShipParts\guns_radars_03.dat (1 hit)So you might be missing the "runs_radars_03.dat" file, plus its kindred. FotRSU used to have several files with that particular gun in it until s7rikeback to a scalpel to the structure and excised all the excess... ahem... It was a waste of hard drive space ~AND~ the game would be confused about which 16in_Double_base_US to use... Anyway, that's how to find what you're missing. Just be aware that importing that particular dat and other files into TMO may or may not function as intended. Each gun and parts of each gun is supposed to have unique IDs, so it might just be that you have the appropriate file already, but the game can't decide which of the 16in_Double_base_US assets you are referring to. For most of FotRSU, the guns' textures match the ship - not always, but we tried to...
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"...and bollocks to the naysayers" - Jimbuna |
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#3950 | |
Navy Seal
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Ah that is aggravating, I did the search and nothing came up. Then I manually went through some files and thought would ask to save myself some time and aggravation. I still have not found 14inchTriple_USNB as listed in .eqp files or others ending USNB. Main issue is the older BB's guns not showing up. Pennsylvania, Tennessee, Nevada. Aside from the gun textures, those old battle wagons look great in pre pearl harbor mod. |
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#3951 |
CTD - it's not just a job
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In this case, they are in the same place for the Colorado
![]() But TMO is different from FotRSU, of course, and we did change the calls to some of the guns, and also combined some of the guns_radars files. I do not recall off the top of my head, but there was close to a dozen different "guns" files in the mods, seemingly one for each ship class. This is one of the files that was left alone - for the most part. I don't see any obvious edits it it. The older ships should be the same in TMO or FotRSU. We may have changed the re-worked West Virginia and Tennessee, but I am not certain on that. The "names" should still be the same though. It's when you get the North Carolina & Iowa Classes with the camouflage schemes where we did the most swapping of guns and turrets, trying to match the guns to the ships. There are secondary gun changes on quite a few of them, and the New Mexico is basically a complete re-work courtesy s7rikeback and CapnScurvy. There were a LOT of things incorrect on it, almost all from Stock.
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"...and bollocks to the naysayers" - Jimbuna |
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#3952 | |
CTD - it's not just a job
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![]() ... in FotRSU anyway. I don't know about the TMO base files.
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"...and bollocks to the naysayers" - Jimbuna |
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#3953 |
Navy Seal
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#3954 |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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Hello crashed when going to bridge in Pearl.
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#3955 |
Gunner
![]() Join Date: Jan 2007
Location: São Paulo, Brazil
Posts: 95
Downloads: 103
Uploads: 0
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Hi folks! I´m used to old TMO, but I want to give this mod a try.
One question: can I have"tails" and sensor information on the navigation map, and also the ship silhouettes? I remember that in TMO I had to delete some files in order to get it: Disable Tmaru, and delete the following two files: |
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#3956 | |
Admiral
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![]() Would help to know just what version of FotRS you're rolling with.... (That is, if it is, indeed the FotRS mod set that you're asking about) Now, if it is v1.46 or the 1.6X preview version... there should be a optional mod (mod name: 452_MoonlightzSonarLines) you need to activate through jsgme, that will give back to contacts on the nav map, "tails" & I think, also their vision range circle for merchies... & vision/& sound detection range info to them warships that are so inclined to be outfitted with such gear. That mod set, should already include the shipname.sil or shipname_sil info in there... or is that, ![]() *shakes head to clear out the cobwebs* Any who, at any rate... as far as I know of, it should already be in there. 1 of the other, more knowledgeable shipmates here... can feel free to jump in & confirm/refute My info here... If spot on, then... hope that this info helps clarify things for ya. ![]() ![]() ![]() ![]() M. M.
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#3957 | |
Gunner
![]() Join Date: Jan 2007
Location: São Paulo, Brazil
Posts: 95
Downloads: 103
Uploads: 0
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Hi! Thank you very much! I´ve downloaded and installed version 1.46. I´ll download the mod you told me! Thanks again! |
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#3958 | |
Ensign
![]() Join Date: Dec 2009
Location: NC
Posts: 228
Downloads: 389
Uploads: 0
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vision range circle for merchants. The warships also have vision and sound detection range info. The mod is located in the AddinModzPak_Preview which is in the Extras folder, enabled by JSGME by copy and paste. Good Hunting!
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Win 10 64-bit│AMD Ryzen 3 1200 Quad-Core Processor 16.0GB Ram│ NVIDO GeForce GTX 650 |
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#3959 | |
Admiral
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It should be found in the... ![]() ![]() ![]() *sighs* I hate getting old... with the heat of a thousand Tatooine suns.... oops... wrong game reference... ![]() ![]() M. M.
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#3960 | |
Gunner
![]() Join Date: Jan 2007
Location: São Paulo, Brazil
Posts: 95
Downloads: 103
Uploads: 0
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Thank you very much, guys! I think I´ll have a pretty good huntinh night!! |
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