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Old 04-21-20, 12:55 AM   #31
KaleunMarco
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Quote:
Originally Posted by irfanahmed1979 View Post
Here you go:

Generic Mod Enabler - v2.6.0.157
[E:\Steam Library\steamapps\common\SH4FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v0.90_RC2_PublicBe ta_EN
Mk27 Upload for FOTRSU
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
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Old 04-21-20, 01:04 AM   #32
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Quote:
Originally Posted by irfanahmed1979 View Post
Here you go:

Generic Mod Enabler - v2.6.0.157
[E:\Steam Library\steamapps\common\SH4FOTRSU\MODS]

100_FalloftheRisingSun_Ultimate_v0.90_RC2_PublicBe ta_EN
Mk27 Upload for FOTRSU
Quote:
Originally Posted by KaleunMarco View Post
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
That... I'm sure there a just minor differences in the submarine and it associated appurtenances, but I do know there were changes to the screens between v0.90 and v1.004 that may affect the display of the torpedoes. Another thing irfanahmed1979 could try is a different date for the career start, just to check the date end of things, like try the January 1942 Asiatic start, or the June of 1942 at Fremantle with the same boat. Are you using the boat the cuties were written early for?...
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Old 04-21-20, 01:22 AM   #33
irfanahmed1979
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Quote:
Originally Posted by KaleunMarco View Post
that looks fine.
except for the differences in Releases and Installation, the mod should work.
let me re-ask: you are starting a career and not a single mission or war patrol, correct?
i have to give this some thought.
PB might have some suggestions.
time for bed.
KaleunMarco and Propbeanie, yes I'm starting a campaign. The Fleetboat campaign, 8th December, 1941 at Manila. Yes, KaleunMarco made the mod for the Salmon class. I'm using that boat.

Ok PB, I'll try your suggestion and try another date. Thank you both for all the support.
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Old 04-21-20, 07:54 AM   #34
irfanahmed1979
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Quote:
Originally Posted by propbeanie View Post
That... I'm sure there a just minor differences in the submarine and it associated appurtenances, but I do know there were changes to the screens between v0.90 and v1.004 that may affect the display of the torpedoes. Another thing irfanahmed1979 could try is a different date for the career start, just to check the date end of things, like try the January 1942 Asiatic start, or the June of 1942 at Fremantle with the same boat. Are you using the boat the cuties were written early for?...
Tried different campaign start dates. The only time I could get the cutie was in the beginning of 1943 at Fremantle.
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Old 04-21-20, 08:15 AM   #35
KaleunMarco
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Quote:
Originally Posted by irfanahmed1979 View Post
Tried different campaign start dates. The only time I could get the cutie was in the beginning of 1943 at Fremantle.
that is SO odd. WTF.??
not you ahmed, SH4.
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Old 04-24-20, 02:31 AM   #36
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Link to the modding utility;

https://www.subsim.com/radioroom/dow...o=file&id=4489

In case you want to increase speed or bang. I've been playing with the cutie giving it the same power, speed, and range as the Mark 16, one thing I found is it's best to load them in the aft tubes, select all stop, fire one at a time and wait for it to get a mile away before starting the motors again. Having the stopwatch up is a must, and best to wait one or two minutes between each shot so they don't chase each other. Anything moving slower than 5 knots it will ignore, if you fire at a slow moving ship and a faster one comes near enough it will divert, and firing at something beyond a debris field (after a previous ship has sunk) it will often seek and explode under lifeboats - logic is nearest target making the most noise, splashy oars included.

As for the dates available look for the file;

\Data\UPCData\UPCUnitsData\Ammunition.upc

That's a text file, so can be edited with notepad. Search for;

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1944-01-01, 1946-12-31, 500
Volume= 1
PackSize=1

If it's something later than the war start change the starting date;

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1941-12-01, 1946-12-31, 500
Volume= 1
PackSize=1

Save, exit, try new career start.

EDIT: Almost forgot, the 500 at the end of the line is the cost in renown for each torpedo, lower that if you want a lot of them at start.
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Old 04-24-20, 04:26 AM   #37
irfanahmed1979
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Quote:
Originally Posted by Sniper297 View Post
Link to the modding utility;

https://www.subsim.com/radioroom/dow...o=file&id=4489

In case you want to increase speed or bang. I've been playing with the cutie giving it the same power, speed, and range as the Mark 16, one thing I found is it's best to load them in the aft tubes, select all stop, fire one at a time and wait for it to get a mile away before starting the motors again. Having the stopwatch up is a must, and best to wait one or two minutes between each shot so they don't chase each other. Anything moving slower than 5 knots it will ignore, if you fire at a slow moving ship and a faster one comes near enough it will divert, and firing at something beyond a debris field (after a previous ship has sunk) it will often seek and explode under lifeboats - logic is nearest target making the most noise, splashy oars included.

As for the dates available look for the file;

\Data\UPCData\UPCUnitsData\Ammunition.upc

That's a text file, so can be edited with notepad. Search for;

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1944-01-01, 1946-12-31, 500
Volume= 1
PackSize=1

If it's something later than the war start change the starting date;

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1941-12-01, 1946-12-31, 500
Volume= 1
PackSize=1

Save, exit, try new career start.

EDIT: Almost forgot, the 500 at the end of the line is the cost in renown for each torpedo, lower that if you want a lot of them at start.

Thanks a lot!
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Old 04-24-20, 04:55 AM   #38
irfanahmed1979
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Thanks everyone,

Cuties are available now. All that remains to be done is to test them.

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Old 04-24-20, 10:28 AM   #39
KaleunMarco
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Quote:
Originally Posted by irfanahmed1979 View Post
Thanks everyone,

Cuties are available now. All that remains to be done is to test them.

that's excellent news.
how did you fix the inability to see the Mk27 on your boat's list?
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Old 04-24-20, 11:29 AM   #40
irfanahmed1979
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Quote:
Originally Posted by KaleunMarco View Post
that's excellent news.
how did you fix the inability to see the Mk27 on your boat's list?
Sniper 297's post. In ammunition.upc provided in your mod, the starting date was there but the ending date was NULL. I just added Sniper 297's ending date and reduced the cost of the torps to 10 renown points.

First patrol and 4 warships sunk so far
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Old 04-24-20, 06:17 PM   #41
KaleunMarco
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Quote:
Originally Posted by irfanahmed1979 View Post
Sniper 297's post. In ammunition.upc provided in your mod, the starting date was there but the ending date was NULL. I just added Sniper 297's ending date and reduced the cost of the torps to 10 renown points.

First patrol and 4 warships sunk so far
that should not have made the difference.
In SH3/SH3 NULL means there is no end date (or no begin date if used first).
that's interesting.
well....good for you. the main thing is, you got the MK27 and they are working.
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Old 04-25-20, 01:35 AM   #42
Sniper297
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Yeah, if you browse through the file some give end dates as 12-12-1959 or whatever, since the war ends in 1945 an end date of 1946 or 1959 should make no difference. Some just use NULL. Possibly the NULL in the upload is missing a comma or some other syntax error.

[Ammunition 2]
ID=40mmAPUS
NameDisplayable= 40mm AP ammo
Type= AmmoShell
Subtype=40mmHEUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= NULL, NULL, 0
Volume= 1
PackSize=20

That format means always available at no cost, I just changed my mk16s and super cuties to start 12-25-1941 with 500 renown cost for more of a challenge, have to use 14s for the 1st and 2nd patrols. Matter of personal preference and testing, I found that making the mark 16s run at 90 knots was too easy so I dropped them back to 60. Supercuties also run at 60 knots, makes their homing kinda crazy sometimes but nobody can outrun them.

For the OP, in Data\Library is Torpedoes_US.sim and Torpedoes_US.zon, if you feel like trying Silent 3ditor to play with other aspects of the torpedoes. Don't need to remind people to make backup copies of the original files before hacking, right? Torpedoes_US.sim has the speed and range, but the info about speed and range is in the \Menu\menu.txt file, all the way down from 5370 to 5375;

; Torpedo names
5370=MARK 10|Speed: 36 kt|Range: 3,200 m|Propulsion: Steam
5371=MARK 14|Speed: 46/31 kt|Range: 4,100/8,200 m|Propulsion: Steam
5372=MARK 16|Speed: 60 kt|Range: 6,000 m|Propulsion: Hydrogen Peroxide
5373=MARK 18|Speed: 29 kt|Range: 3,600 m|Propulsion: Electric
5374=MARK 23|Speed: 46 kt|Range: 4,100 m|Propulsion: Steam
5375=MARK 27|Speed: 60 kt|Range: 8,000 m|Propulsion: Electric|Note: Homing torpedo

So two files, one compiled and one text file, are needed for that.

For the explosive power;

https://www.subsim.com/radioroom/dow...o=file&id=4380

You can tinker with those using Silent 3ditor for whatever power you want for warheads, or use any one of them as is.

Couple old text only tutorials;

https://www.subsim.com/radioroom/sho...d.php?t=241297

https://www.subsim.com/radioroom/sho...d.php?t=211849
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Old 04-25-20, 03:17 AM   #43
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Thank you Sniper 297
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Old 04-25-20, 09:49 AM   #44
KaleunMarco
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Quote:
Originally Posted by irfanahmed1979 View Post
Thanks everyone,

Cuties are available now. All that remains to be done is to test them.
ahmed,

i made a change to the mod in an effort to correct the difficulty you experienced. if you have a moment, i would appreciate it if you d/l the new version, give it a try, and let me know if it works for you.
thanks.

km
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Old 04-25-20, 11:29 AM   #45
irfanahmed1979
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Quote:
Originally Posted by KaleunMarco View Post
ahmed,

i made a change to the mod in an effort to correct the difficulty you experienced. if you have a moment, i would appreciate it if you d/l the new version, give it a try, and let me know if it works for you.
thanks.

km
Alright Marco.
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