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Old 03-03-14, 12:29 PM   #1
Paulebaer1979
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Default Editing of SNK_MASK=NSS_Uboattype*_SNK_mask?

Hello.

I just want to know, if i can edit the SNK_MASK=NSS_Uboattype*_SNK_mask files and in witch directory they are. In the basic.cfg they are linked - but my search in the hole SH3 directory fore those files did not find them. Can anyone help me?
I did some modifications inside the basic.cfg (more torps) but they caused forced changings of home flotilla - i always told to move to St. Nazaire two minutes after starting patrol.
I checked the .sim-files of the subs - but they offer quite enogh slots for torps (39+4+2 at IXD2). So i had the idea that the SNK_MASK is the reason for the forced changes of home flotilla.

Greets Paul
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Old 03-03-14, 07:57 PM   #2
Madox58
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Sensors.dat in the Library folder.
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Old 03-03-14, 08:01 PM   #3
areo16
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Quote:
Originally Posted by privateer View Post
Sensors.dat in the Library folder.
That, or if you have the modified boats it will be in a .dat called something Schnorkel
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Old 03-04-14, 05:54 AM   #4
Paulebaer1979
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Quote:
Originally Posted by privateer View Post
Sensors.dat in the Library folder.
Found and opened it with Silent3editor (Version 0.9.9) but i´m too silly to extract the tga. When i choose "export" i only get the chance to export a "raw chunk" - "3D model" and "Embedded image" are not possible.
Btw. how is it possible that a tga file set a limit for torps?
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Old 03-04-14, 08:26 PM   #5
Madox58
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It don't. But you wanted to know where the SNK files were.
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Old 03-05-14, 05:24 AM   #6
Paulebaer1979
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Quote:
Originally Posted by privateer View Post
It don't. But you wanted to know where the SNK files were.
Yes. Thanks for that info.

Hmm. It´s strange. Because i was not able to change the SNK´s in the sensors.dat i looked closer for other files and found the "NSS_Uboat7c.eqp" in the submarine folder. Opened with hex-editor and changed the link from NSS_Uboattype7_SNK_mask to NSS_Uboattype9d2_SNK_mask. Now my Type VII can carry 28 torps without a forced change of the flotilla and the equipment works just fine. It seems to depend on the SNK_mask´files how many torps a sub can carry away without changing the flotilla randomly. 28 is the limit - one more torp and the game send a message from bdu that forces me to change flotilla every time i leave port.

So it must give a file that limits the number of torps for each sub. Inside the "NSS_Uboat7c.sim" are enough slots for torps (19 fore intern, 10 fore extern, 10 aft intern and 10 aft extern) so this file does not set the limit. Basic.cfg doesn´t do it, too. Changing the SNK from type 7 to 9d2 changes the limit from 19 up to 28 so it´s possible that this is the searched file. But how to edit it?

OK then i ask directly: Which file i have to modify when i like to have more torps without getting a new flotilla/homeport every patrol?

Last edited by Paulebaer1979; 03-06-14 at 06:35 AM.
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Old 03-07-14, 07:54 AM   #7
Paulebaer1979
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Hello again.

After a day with trial and error (more errors) i figured out, that 28 torps are the maximum loadout at the subs:
4 in the bow tubes
2 in the aft tubes (only type IX)
4 in the fore intern reserve
4 in the fore intern extra reserve
8 in the fore extern reserve
6 in the aft reserve (intern or extern makes no difference)

Reducing the fore extern and put them to intern or extra everytime results in a new flotilla/homeport at start of a patrol. I tested it with stock sh3, LSH5.1 and GWX3 - same results.

So which file limiteds the loadout and how can i edit it?

Greets Paul
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