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Old 03-27-07, 10:16 AM   #1
danurve
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Resupply edit question

Going to toss this one out for you all who have chewed on the game mechanics.

Other than firing a few extra eels at nothing and running full to burn more fuel instead of 1/3 for example, is there any way to adjust provisions from a resupply ship or cow?

We all know after you resupply your loaded up for the most part as you do from home port. I think it woud be cool to limit the amount of eels and or fuel you get if you use a cow. Resupply ship I could maybe see more, but I would gladly settle for a way to change in general the resupply deal.

thanx
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Old 03-27-07, 10:45 AM   #2
danurve
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Secondary question;

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.
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Old 03-27-07, 01:53 PM   #3
bigboywooly
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lol no its a good point mate
Not sure if its do able though

Be great if could
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Old 03-27-07, 04:28 PM   #4
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Quote:
Originally Posted by danurve
Secondary question;

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.
1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz
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Old 03-27-07, 04:32 PM   #5
bigboywooly
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Quote:
Originally Posted by zzsteven
Quote:
Originally Posted by danurve
Secondary question;

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.
1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz
But that covers your home port too
I think the idea is if you dock at a resupply\milkcow you will only get half a dozen fish and a percentage of fuel

Editing the basic will affect both
I dont think there is a way to seperate the fact you are at home or another friendly base
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Old 03-27-07, 04:47 PM   #6
zzsteven
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by zzsteven
Quote:
Originally Posted by danurve
Secondary question;

Is there a way to perhaps edit what kind of torpedoes you get from a resupply?
And if so I was thinking maybe it is possible to edit the value of electrics for example to =0. Would that trick the game to not maxing out your eels?

I know, I should cut back on the coffee in the morning.
1- Open basic.cfg and modify the default loadout under sub_ammoX
2- The game will still put in a torpedoe if the tube exists.

zz
But that covers your home port too
I think the idea is if you dock at a resupply\milkcow you will only get half a dozen fish and a percentage of fuel

Editing the basic will affect both
I dont think there is a way to seperate the fact you are at home or another friendly base
Yes, you would have to redo it again when you dock in home base. Problem is milkcows are bases, the program reads them the same as home.

Maybe if Commander can tell the difference of in port/milkcow and sets days in base accordingly, it can do torpedoes too.

To have less than full torp load, you need to remove the tube. The game will load a torp even if the value is set to a blank in SUBMARINE_AMMOX.

zz
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Old 03-27-07, 05:45 PM   #7
danurve
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Please excuse the long post

Ok, disected the basic.cfg and under the correct sub type of course we have this;

Year1=1940
ForeTube10=0 ;T1
ForeTube11=0
ForeTube12=2
ForeTube13=2
ForeResIntern10=0
ForeResIntern11=0
ForeResIntern12=0
ForeResIntern13=0
ForeResExtern10=0
ForeResExtra10=0
ForeResExtra11=0
AftTubes10=0
AftResIntern10=0
AftResExtern10=0


I'm thinking write a batch file that can switch out one cfg for another simple enough.
If I understand the correct edit would be something like ;editing out;

ForeResExtern10=0
ForeResExtra10=0
ForeResExtra11=0
AftResExtern10=0


That then should reduce the load out.

Question then is yes oviously you need to shut down the game and do the switch. But, lets say you already have docked at the resupply ship or cow. The edit should stick since you haven't launced the new patrol correct?

Next question-
I noticed ;T1 next to;

Year1=1940
ForeTube10=0 ;T1


For the year 1940 all tubes =0, at first I thought this to indicate these tubes all get T-1's.
Then if you look at years further down;

Year2=1941
ForeTube20=0 ;T1
ForeTube21=0
ForeTube22=2


=2 for T2 ?, well then what the heck is 5?

Year3=1942
ForeTube30=0
ForeTube31=0
ForeTube32=2
ForeTube33=2
ForeResIntern30=5


Yet further down;

Year4=1943
ForeTube40=3 ;T3
ForeTube41=3
ForeTube42=3


=3 is T3?, ok then why in 44 is =1?

Year5=1944
ForeTube50=3 ;T3
ForeTube51=3
ForeTube52=3
ForeTube53=3
ForeResIntern50=3
ForeResIntern51=3
ForeResIntern52=1


The edit eliminating tubes looks easy, but identifying or changing what eels resupply, cow, even non-home port gives you I'm not clear on.

Thanks for the interest and help btw.
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Old 03-27-07, 05:52 PM   #8
danurve
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You know what it just occured to me in haste to find a way to reduce loadout, editing what eels might not be so easy. Seeing of course it's 40, 41 or 42 for example certain fish arn't yet available. But, being an old steamer fan maybe I can get away with all t1's then in the 42 year edit make it t2's or some jazz.

Also looking over the cfg I didn't see a text edit for fuel. Perhaps then something unable to change.
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Old 03-27-07, 06:21 PM   #9
danurve
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Hold on a second, which numbers determine just how many different types are available?

In home-port screen you drag n drop to switch type and have a set amount to use, or so many of each eel. So the game receives these figures, presumably from the same file?
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Old 03-27-07, 07:57 PM   #10
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Quote:
Originally Posted by danurve
Hold on a second, which numbers determine just how many different types are available?

In home-port screen you drag n drop to switch type and have a set amount to use, or so many of each eel. So the game receives these figures, presumably from the same file?
LOL Scroll down past SUBMARINE_AMMO11, the torp start there. 11 types, numbered 0-10.

Yes, you would have to do it for each year in each sub type.

Fuel is in each subs .sim file ie: data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim.

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Old 03-27-07, 10:10 PM   #11
danurve
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Well I wasn't able to get the basic edits to stick.
back to the drawing board for now..
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Old 03-28-07, 06:38 PM   #12
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[SUBMARINE_AMMO3]; VIIC
Type=1
Version=1
ForeTubes=4
AftTubes=1
ForeResIntern=4 <----------------
ForeResExtern=1 <--------------
ForeResExtra=2 <-----------
AftResIntern=1
AftResExtern=1
ShellSlots=12
NbYears=7
Renown=0 ;4
SNK_MASK=NSS_Uboattype7_SNK_mask

Change the number of slots. If a slot exists, it will get a torpedoe loaded in to it.

zz
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Old 03-28-07, 07:35 PM   #13
Mush Martin
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Cant you do this in flotilla config easier?

where is the loadout listed for the milchcow
just limit the available types and number
of torps to a half load, as far as I know
fuel will still be fuel no matter what ive
never seen a parameter for that.

just a suggestion.
MM
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Old 03-29-07, 10:21 AM   #14
Rubini
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Hi mates,

As I work a lot with milk cows since Sansal made the mod I can say something about...
First of all we tried extensively, at that time, to find a solution for the number of torps and fuel in a milk cow base...but no dice. Sometimes something more or less good was found but then bad side effects arrive. So I guess that only with the SDK we can adjust this correctly.

But, in the other hand, we have the "new ideas" that from time to time can improve some old called "hard coded" things that in truth aren't so hard coded. We saw this happens here a lot of times.

Hopes that you can find something new. I can help you in implement then if needed.

Cheers,

Rubini.
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Old 03-29-07, 10:29 AM   #15
bigboywooly
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SH3commander might be the way to go
It already recognises when you are at a non home port to set days in base to one

I wonder if on starting a new patrol from said resupply an edited copy of the basic.cfg can be loaded

:hmm:

Oh Jaesen
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