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Old 03-11-10, 06:56 AM   #16
shearerc
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Quote:
Originally Posted by Jessica View Post
Can some one tell me what file I have to edit to increase the speed of my sub?
In each sub's .SIM file.

E.g. for the Type VII-A

<game folder>\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sim
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Old 03-11-10, 09:25 AM   #17
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Originally Posted by shearerc View Post
I pushed up my VIIA's top speed by increasing the value of eng_power and max_speed. These variables appear under the Propulsion and E_Propulsion section. Comb thru the .sim file in your hex editor and you'll see them.

Game stores the values in IEEE 32-bit single (4 bytes)

example,

6D 61 78 5F 73 70 65 65 64 00 00 00 F0 41

6D 61 78 5F 73 70 65 65 64 -> string for max_speed
00 -> separator
00 00 F0 41 -> 30.0 knots (in IEEE 32-bit single)
what converter are you using? so far ive tried AXE and another freeware type and none of them offer IEEE 32bit single conversions. They keep tossing little endian around and i have no clue what im doing.

years ago i had one that had such features, and it converted between intel/mac plus a bunch of other stuff but i just cannot remember the name of the thing. ahh heck that was in the 20th century too.
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Old 03-11-10, 09:26 AM   #18
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Quote:
Originally Posted by Jessica View Post
Can some one tell me what file I have to edit to increase the speed of my sub? I can’t find it anywhere. I’ve managed to tweak my deck gun and torps, but I can’t find anything relating to engines etc.

Can any one help?
I remember tweaking the ammount of ammo for my deck gun in SH3 but can't for the life of me remember how I did it. Did you manage to increase the ammount of DG ammo ? If so could you let me know please ?

Thanks in Advance

Ringy.
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Old 03-11-10, 09:30 AM   #19
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Just use the Goblin editor, is much easier. You don't need to fool around with eng_power unless you want your sub to accelerate faster.
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Old 03-11-10, 10:44 AM   #20
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Originally Posted by CrocodileDundee View Post
Just use the Goblin editor, is much easier. You don't need to fool around with eng_power unless you want your sub to accelerate faster.
Agreed.
first, open the .gr2 file of the sub you want to change, located in the data/submarine/NSS_Uboat7xxx, wait for it to load(a 3d image of the sub will pop up on the right) then Merge the sim,zone ect as it says on the mod tutoral sticky then look in the project group column for unit_submarine, all the old values are there, and able to edit, save using button, load game and go, you may have to start a new campaign for some things to change.
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Old 03-11-10, 01:18 PM   #21
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Sorry where is that tutorial found. I haven't run across it yes.
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Old 03-11-10, 04:48 PM   #22
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Originally Posted by lorka42 View Post
Agreed.
first, open the .gr2 file of the sub you want to change, located in the data/submarine/NSS_Uboat7xxx, wait for it to load(a 3d image of the sub will pop up on the right) then Merge the sim,zone ect as it says on the mod tutoral sticky then look in the project group column for unit_submarine, all the old values are there, and able to edit, save using button, load game and go, you may have to start a new campaign for some things to change.
every time i use that goblin editor, no matter what i open it says im missing dll's and such. ill give it another shot though, anythings easier than me trying to do all this hex editing.

I think this is the tutorial they are talking about.
http://www.subsim.com/radioroom/showthread.php?t=162702

its good i guess, but im still having the dll issues. when i try to merge the .sim file it states im missing several actor dll's. *shrugs* ive even made sure the editor was pointing towards my sh5.exe install directory and im STILL getting the actor dll errors. cant win this week heh.

Edit: got the goblin editor to work. its a LOT easier just plugging in the numbers there instead of hex editing. Now all i need is to figure out how to increase the torpedo reserve amounts and im good to go.

Last edited by voidster; 03-11-10 at 08:33 PM.
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Old 03-12-10, 06:11 AM   #23
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Quote:
Originally Posted by voidster View Post
Edit: got the goblin editor to work. its a LOT easier just plugging in the numbers there instead of hex editing. Now all i need is to figure out how to increase the torpedo reserve amounts and im good to go.
How you did solve the goblin editor's "missing actors dl" problem? I got that too.
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Old 03-12-10, 07:25 AM   #24
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Originally Posted by shearerc View Post
How you did solve the goblin editor's "missing actors dl" problem? I got that too.
there are two spots to fill in manually not just the root dir info. The actors dll directory is blank, its the very first one up top. Its really easy to miss
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Old 03-12-10, 09:24 AM   #25
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I would also like to know a simple way to change sub and ship speeds. The SH3 MiniTweaker made it very simple.

An idiots, idiot guide would be extremely helpful.

Many Thanks
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Old 03-12-10, 06:38 PM   #26
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Quote:
Originally Posted by MP View Post
I would also like to know a simple way to change sub and ship speeds. The SH3 MiniTweaker made it very simple.

An idiots, idiot guide would be extremely helpful.

Many Thanks
the goblin editor is really easy to figure out (at least editing stats. not sure about its other features.) Check out that editor first. I had no trouble finding all the data i wanted to change. Im still trying to add more torpedo storage to a VIIA but i havnt had much time today to mess with it.
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Old 03-12-10, 07:51 PM   #27
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Quote:
Originally Posted by voidster View Post
there are two spots to fill in manually not just the root dir info. The actors dll directory is blank, its the very first one up top. Its really easy to miss

English please...
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Old 03-12-10, 09:44 PM   #28
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Default Idiots guide to setting up goblin editor(caution large images)

First, open goblin editor, located in the /ubisoft/silent hunter 5 directory, Then you open options thusly,



then you go into options and set the two directories wherever you have sh5 installed to, you can see in my case it is, C:/ubisoft/silen thunter 5 yours may differ.



Then you wont get hte controllers error or the .dll error anymore. Hope this helps you out.
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Old 03-12-10, 09:57 PM   #29
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Quote:
Originally Posted by voidster View Post
the goblin editor is really easy to figure out (at least editing stats. not sure about its other features.) Check out that editor first. I had no trouble finding all the data i wanted to change. Im still trying to add more torpedo storage to a VIIA but i havnt had much time today to mess with it.
storage solved.
OPEN the Nss_uboatxxx.gr2 file, wait a bit for it to load, then MERGE the sim, val, zone and chr files
and in the project tree column, double click wpn_SubTorpedoSys, then rooms, fore, storage. with storage selected, right click it, and add new entry, until your finger gets tired lol. then you goto file, and save, quitting the editor and trying to save doesnt work all the time, or most of the time. heh you will have to start a new campaign to get this to work.
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Old 03-12-10, 11:24 PM   #30
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AndrejD: that was English........ ....... :-P

Quote:
Originally Posted by lorka42 View Post
storage solved.
OPEN the Nss_uboatxxx.gr2 file, wait a bit for it to load, then MERGE the sim, val, zone and chr files
and in the project tree column, double click wpn_SubTorpedoSys, then rooms, fore, storage. with storage selected, right click it, and add new entry, until your finger gets tired lol. then you goto file, and save, quitting the editor and trying to save doesnt work all the time, or most of the time. heh you will have to start a new campaign to get this to work.
Mmm my mouse will die tonight but ill have those 500 torpedo's ROFL

thanks for the picture assist too, i tried to make it clear to other users before but..well a picture is worth ..ya know. thanks again.
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