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Old 09-18-11, 10:40 PM   #16
Sailor Steve
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I downloaded a copy, so it shouldn't get lost. Also having it here at SubSim helps.
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Old 09-19-11, 11:06 AM   #17
aanker
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Thanks - I was looking for the 'like' button Sailor Steve - just kidding :) Subsim is too cool for that kind of thing anyway!

Happy Hunting!

Art
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Old 12-28-11, 09:02 PM   #18
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Has anyone done any modding of SHCE with these tools lately?
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Old 12-28-11, 09:54 PM   #19
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Not as far as I know. Kim said he has no interest in doing any more with SHCE. Can't blame him for that, he worked hard on all his various tools for SHCE & SH4.
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Old 12-29-11, 07:33 AM   #20
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I didn't know that Kim did any work for Sh4, can you elaborate a bit more please Art?
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Old 12-29-11, 12:06 PM   #21
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Kim made a patrol report generator that got the data from the various game files to produce a patrol report for the Pacific Thunder Campaign.
Your name, rank, boat, mission, weather, # torpedoes fired including results of ships sunk, dud, miss, hit. Also all commands & warnings so the skipper could reconstruct a patrol report from the data at the end of their patrol.

Along with the Patrol Report Generator he made TBox which could select the patrol zone, change the boat name, the date of departure, etc.
This TBox was specific to another set of files made by another member which re-made the campaign layers to be historically accurate, for example all special missions were the missions actually conducted during the War. 99% of all forward bases were also created along with appropriate traffic.

These campaign layers came with a license that they be destroyed when no longer in use - probably when the member left the PTC. They were heavily researched and well made. They were called the "Cycles mod". Too bad the creator licensed it like that. I really liked the Cycles mod and with a random number generator and an XL doc to select the mission, a single person could have their own little realistic campaign.

As you know, the game selects what mission you get by the ID number of the mission so Kim's TBox selected missions using missions from the Cycles mod. (cycles mod was so name because there were 15 cycles of three months each to complete the war from Dec 7th 41 - Aug 15, 1945).

So, that's the big picture. TBox set up the assigned patrol and after the mission was conducted the Report generator gathered data for the patrol report. Pretty cool.

Art
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Old 12-29-11, 09:16 PM   #22
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I looked at some of the files in the zip, but they are all greek to me.

Did anyone ever figure out a way to reduce the merchant traffic, or change (or add) patrol zones?


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Old 12-29-11, 10:00 PM   #23
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Almost - very close but it didn't happen. Too bad

Happy Hunting!
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Old 12-30-11, 09:54 AM   #24
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Wow, that was again excellent work by Kim

Sad that those revised PTC campaigns weren't released publically
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Old 01-04-12, 08:29 AM   #25
CTarana
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I wonder if the code for the APR-1 radar detector ever made it into Silent Hunter 1 or they ditched the whole thing?

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Old 01-04-12, 11:53 AM   #26
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Many people have asked that question ..... I 'think' the code is in. I recall hearing a few things I never heard before in SHCE but I don't exactly remember.

I've sunk more hours into patrolling with SHCE than I care to admit but slowed down to one patrol a month when I joined the PTC in Feb 2002 and we switched to SH4 about a year after SH4 stabilized with 1.4 - 1.5.... and what I heard was before that. GoldWave will play all the sound files.

Whatever I heard was before 2002 and I only heard it once or twice so I can't say for sure.... lol - that's a long time ago!

Happy Hunting!

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Old 01-06-12, 09:18 AM   #27
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I use Goldwave to listen to EVP's. I suppose I could turn it loose on my SHCE folders and take a listen!

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Old 02-10-14, 12:31 AM   #28
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Jesus, last time I logged in onto SUBSIM was 03-24-2012 at 07:39 PM!

Anyway, reason for up-voting this was I recently started learning C++; and I've actually ported some NASA rocket engine code to C++ and I can do simple text input/output using that code...now I want to move onto more advanced C++ programming; and programming a SH1 CE editor would be a good test
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Old 02-10-14, 01:34 PM   #29
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And after several hours of banging my head on C++ code (first time reading multi-byte variables from a file on the hard drive); I have this output:

Code:
*********************************************************
* SILENT HUNTER COMMANDER'S EDITION EDITOR (SCED) v1.00 *
*********************************************************

1.) Edit SUBS.DAT File.

Choose Menu Item:

 MENU SELECTION DISABLED


Test Depth for Sub Slot 0 is: 200 feet.
Test Depth for Sub Slot 1 is: 200 feet.
Test Depth for Sub Slot 2 is: 328 feet.
Test Depth for Sub Slot 3 is: 250 feet.
Test Depth for Sub Slot 4 is: 256 feet.
Test Depth for Sub Slot 5 is: 288 feet.
Test Depth for Sub Slot 6 is: 300 feet.
Test Depth for Sub Slot 7 is: 400 feet.
Test Depth for Sub Slot 8 is: 400 feet.
Holding for acknowledgement.
I've currently pulled a list of variables from the game after some study of my old notes plus those by the "SH1 Database Project - Kim Rønhof"

Code:
Variable Name	Offset from Block Start (Calc)
Submarine Name #1	0
Submarine Name #2	10
SubType (Slots 0 to 8)	36
Unknown Byte	40
SHP File #1	41
SHP File #2	55
Month Built	72
Year Built	76
Month No Longer Available?	80
Year No Longer Available?	84
Maybe Active Month in Pacific?	88
Maybe Active Year in Pacific?	92
Unknown -- looks like a Year	96
Surfaced Range	100
Surfaced Speed at which range is achieved	104
Submerged Range	108
Submerged Speed at which range is achieved	112
Number of Bow TT	116
Number of Stern TT	120
Torpedoes in Bow Torpedo Room	124
Torpedoes in Stern Torpedo Room	128
BLANK 255/255/255/255 Space	132
Number of Deck Guns	136
Deck Gun Caliber (in Inches)	140
Blank Spot? May Be Deck Gun Positions	144
Length	148
Beam	152
Height (or Draft)	156
Test Depth	160
Periscope Depth	164
Radar Depth	168
Periscope Height	172
Radar Mast Height	176
Unknown -- Tench is 30	180
Unknown -- Tench is 50	184
Top Speed Surfaced	188
Top Speed Submerged	198
Surfaced Displacement	208
Submerged Displacement	212
Displacement Coefficient	216
Surfaced Power	220
Submerged Power	224
Surfaced Speed Coefficient	228
Submerged Speed Coefficient	232
Unknown - Tench is 2097	236
Unknown - Tench is 2097	240
Number of Diesel Motors	260
Number of Electric Motors	264
Diesel Fuel (gallons)	268
Diesel Fuel Consumption Rate?	272
Surfaced Motor Coefficient Astern Modifier?	276
Surfaced Motor Coefficient STOPPED	280
Surfaced Motor Coefficient 1/3 Ahead	284
Surfaced Motor Coefficient 2/3 Ahead	288
Surfaced Motor Coefficient Standard Ahead	292
Surfaced Motor Coefficient Full Ahead	296
Surfaced Motor Coefficient Flank Ahead	300
Unknown Variable	244
Unknown Variable	248
Unknown Variable	252
Unknown Variable	256
UNKNOWN - 140 in Tench	304
UNKNOWN - 70 in Tench	312
UNKNOWN - 163 in Tench	316
Submerged Motor Coefficient Astern Modifier?	320
Submerged Motor Coefficient STOPPED	324
Submerged Motor Coefficient 1/3 Ahead	328
Submerged Motor Coefficient 2/3 Ahead	332
Submerged Motor Coefficient Standard Ahead	336
Submerged Motor Coefficient Full Ahead	340
Submerged Motor Coefficient Flank Ahead	344
Descriptive Text of Submarine Class	368
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Old 02-10-14, 02:08 PM   #30
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Produced a file to crank out data for any sub in the game; here's a test run for slot 8.

NOTE: These are just integers; I still need to write code to output string data!

Code:
*********************************************************
* SILENT HUNTER COMMANDER'S EDITION EDITOR (SCED) v1.00 *
*********************************************************

Slot 0 (Stock S-Class)
Slot 1 (Stock Barracuda)
Slot 2 (Stock Narwhal)
Slot 3 (Stock P-Class)
Slot 4 (Stock Salmon)
Slot 5 (Stock T-Class)
Slot 6 (Stock Gato)
Slot 7 (Stock Balao)
Slot 8 (Stock Tench)

Choose Sub Slot: 8

DATA EXTRACTED FROM SUBS.DAT BELOW FOR YOUR SLOT CHOICE!

Month Built        :2
Year Built         :1945

Month Unavailable   :10
Year Unavailable    :1945

Month Sent to PTO?   :2
Year Sent to PTO?    :10

Unknown Year Variable    :1945

Surfaced Range                                :12000
Speed at Which Surfaced Range Achieved        :10

Submerged Range                                :95
Speed at Which Submerged Range Achieved        :5

Bow Torpedo Tubes      :6
Bow Torpedo Reloads    :12

Stern Torpedo Tubes      :4
Stern Torpedo Reloads    :6

Number of Deck Guns            : 2
Deck Gun(s) Caliber (Inches)   : 5

Length (ft)   : 312
Beam   (ft)   : 27
Draft  (ft)   : 15

Test Depth        (ft)   : 400
Periscope Depth   (ft)   : 65
Radar Depth       (ft)   : 48

Periscope Height  (ft)   : 68
Radar Mast Height (ft)   : 40

Displacement, Surfaced   : 1860
Displacement, Submerged  : 2428
Displacement Coefficient  : 2438

Power, Surfaced   : 5400
Power, Submerged  : 2740

Surfaced Speed Coefficient  : 351 << This might be water drag?
Submerged Speed Coefficient : 688 << This might be water drag?

Number of Diesel Motors     : 4
Number of Electric Motors   : 4

Diesel Fuel (Gallons)           : 117000
Diesel Fuel Consumption Rate?   : 7209

ENGINE COEFFICIENTS:
-----------------------------------------------------------
Surfaced Astern Modifier               : 100
Surfaced Stopped Coefficient           : 0
Surfaced 1/3ds Ahead Coefficient       : 40
Surfaced 2/3ds Ahead Coefficient       : 93
Surfaced Standard Ahead Coefficient    : 186
Surfaced Full Ahead Coefficient        : 320
Surfaced Flank Ahead Coefficient       : 400

Submerged Astern Modifier               : 10
Submerged Stopped Coefficient           : 0
Submerged 1/3ds Ahead Coefficient       : 50
Submerged 2/3ds Ahead Coefficient       : 120
Submerged Standard Ahead Coefficient    : 190
Submerged Full Ahead Coefficient        : 270
Submerged Flank Ahead Coefficient       : 400

Muscellaneous Unknown Variables:
--------------------------------------------------------------------------
It's highly likely that the missing variables (or possible variables)

Maximum Flooding Level Capacity
Maximum Compressed Air Capacity
Maximum Oxygen Level Capacity
Maximum Battery Voltage Capacity

Are contained within these unknown variables:
-----------------------------------------------------------
Unknown Variable #4   : 30
Unknown Variable #5   : 50
Unknown Variable #6   : 2097
Unknown Variable #7   : 2097
Unknown Variable #8   : 65536000
Unknown Variable #9   : 688128
Unknown Variable #10  : 1389363
Unknown Variable #11  : 2503475
Unknown Variable #12  : -372
Unknown Variable #13  : -186
Unknown Variable #14  : -93

Holding for acknowledgement.
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