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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
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Thanks, NVDrifter.
I found those yesterday but had no luck. Maybe my test numbers were out of scale. Torps were all 1 and any other ammo was 20. I set all but torps to 10000 and had no effect. And the files which reflect the old SH3 ship/weapon data do not affect the SH4 weapons. I read a LOT of files yesterday, so I may just be missing it right now, but def had a hard time finding anything that looked like it would affect gun ammo amounts. Haven't toyed with the Torps yet in any way, since I remember that being trickier in SH3. Before I do that I want to find the limits of everything else I can mess with. |
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#2 | |
Stowaway
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#3 |
Watch
![]() Join Date: Apr 2005
Location: NC
Posts: 27
Downloads: 5
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Yup has got me stumped for now. I edited both files in UPCUnitsData (Ammo & Weap) to the same values I used in SH3, this being 999. Still nothing.
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Win XP Home (In 32 BIT) AMD FX 64 4096 OCZ GOLD DDR RAM @ 400mhz 2 x ATI Radeon HD 2900 ASUS A8N32-SLI Mainboard 1TB HDD SATA 2 2 x Plextor Blu Ray Drives |
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#4 |
Commander
![]() Join Date: Dec 2001
Location: Newport Beach, CA
Posts: 470
Downloads: 41
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What the hey?
Basic.cfg MedalScore0=3000;2 class, SCORE MedalScore1=6000;1 class, SCORE MedalScore2=10000; knight, SCORE MedalScore3=15000; oak leaves, SCORE MedalScore4=20000;swords, SCORE MedalScore5=25000;diamonds, SCORE
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Commander Hiram Cassedy: "Tigrone has saved the Air Force and is now returning to Iwo Jima with 28 rescued zoomies." B-29 SNUFFY & THE SHIF'LESS SKONKS among them. I've a broom at the mast said he, for the broom is a sign for me, that wherever I go, I sweep the mighty sea. |
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#5 |
Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
Uploads: 0
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Haven't tumbled out the answer to ammo yet. Thought I got lucky when I found a single line of code inside one of the \Submarine files referencing AmmoDump size. AmmoDump is where the game stores rounds for Flak and Dgun. I tried increasing that value to 10000, but found no change. However, I may have done it on the wrong file since I am trying to tweak my Gar and perhaps I need to tweak the Tambor file.
In other news, I don't have it licked, but am getting "close" to affecting a crew setting where you don't have to worry about them passing out / dying. It may also make them essentially God-mode as far as damage, but I haven't tested that yet. All I've been doing is tweaking numbers and then sending my sub across the atlantic at flank with a time multiplier of 4096 or so. "So Far" I've got them being rested enough and efficient enough on watch shifts as well as maintenance. Only thing is the efficiency values are different now with the v1.1 patch and I'm not sure if I messed something up or if it's ok for some guys to be 87/87 and others 24/24. In any case, they are still replenishing up to 100% of that value.... Here's an example of my test group taken from the larger Gar file: NameDisplayable= Engine Rooms Type=NULL FunctionalType= PropulsionRoom MechanicalCoef= 0.6 ;0..1 ElectricsCoef= 0.4 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.01 MaintenanceCoef= 0.01 RepairsCoef= 0.01 ReloadingweaponCoef= 0.01 SleepCoef= -0.25 LeadersSlots=3 CrewMembersSlots= 15 EffciencyDenominator=2 EffciencyDenominatorBS=2 Hitpoints=999999 CrewExposure=0 EquipmentsExposure=0 WeaponsExposure=0 Haven't puzzled out the EfficiencyDenominators yet, but figure that may be the root of the weird numbers I get now, or at least part of it. The weapons and upgrades are easy to play with, just reset the dates. You can go through and set them all to work in correct succession, but I just went with NULL, NULL to keep it simple. If problems pop up because of it later in the game, I'll just set up a more organized date system. For now, if I can get the crew licked I'm ready to go to war finally and can wait until my next patrol to get the gun ammo and speed changed. Time to get some time in the water! ![]() |
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