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#1 |
Sailor man
![]() Join Date: Aug 2005
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i was told you use a hex editor, so i DLd a hex editor and opened Torpedos.sim with it and all i get is a bunch of garbage..
so.. how do you REALLY edit .sim files.. for real this time... ![]() ![]() ![]() ![]() |
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#2 |
Captain
![]() Join Date: Jun 2004
Location: stoke-on-trent, UK
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I have replied briefly here:
http://www.subsim.com/phpBB/viewtopic.php?t=42034 If you want a few more details on how to modify I'll post that (for Hex workshop 4.2) |
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#3 |
Sailor man
![]() Join Date: Aug 2005
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ya i read that, but the problem i have is.. none of that applies to what im trying to do..
1: cannot locate the TYPE of torpedo in the file, in fact.. none of them are mentioned.. 2: cannot decipher what number correlates to what type of guidence the torp has.. its like... trying to operate a microwave with directions for a refridgerator... the text on the right.. is more or less a garble of crap that as far as i can tell.. cannot be deciphered to a poit of knowing even what type of torpedo im looking at, much less how to alter any of its characteristics. |
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#4 |
Sailor man
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after further looking at it... this is stupid, there has to be a better way... this way is garbage... there is no way to nail down any of the values at all to know what to edit.
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#5 | |
Pacific Aces Dev Team
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![]() If you want an easy way, talk with Ubisoft if they realease their inhouse tools to the community or you must develop your own tools based on the analysis of the internal structure of these hex files. |
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#6 |
Captain
![]() Join Date: Jun 2004
Location: stoke-on-trent, UK
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Exactly, Seeadler. My comments on another post dealing with the same issue:
'I never said it was easy - much of this type of modding is based on trial and error - change a figure, test in the game to see if you have the right torpedo etc. Now you know how much work goes into even minor mods - makes you appreciate the work all the modders do, doesn't it?' |
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#7 |
Pacific Aces Dev Team
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Personally I use in my job the 010 Editor
With this editor it is possible to write your own file templates and with these templates it's more easily to understand the structure of a binary file. I already begun to write such a template for the DAT files but however had so far no time to end the work ![]() |
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#8 |
Sailor man
![]() Join Date: Aug 2005
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its seems a little beyone just being difficult...
considering: A: there is no way to tell what you are editing B: there is no way of knowing if your editing the right value if you somehow knew you were editing the right thing.. i mean... either one of those would make things difficult... but both.. make it impossable. and evidence seems to support this considering im yet to see one torpedo mod anywhere or any explanation on how to do it... only these vague "guides" which dont address any of the problems. |
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#9 |
Captain
![]() Join Date: Jun 2004
Location: stoke-on-trent, UK
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and evidence seems to support this considering im yet to see one torpedo mod anywhere or any explanation on how to do it... only these vague "guides" which dont address any of the problems.[/quote]
er...apart from the two I've done... |
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#10 |
Lieutenant
![]() Join Date: Apr 2005
Location: Japan
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welcome to the hacking world :|\
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#11 | |
Sailor man
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link... and how did you do it? how do you know what torp your editing, and how do you know what setting? im all ears ![]() |
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#12 |
Mate
![]() Join Date: Jul 2005
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Twitch
the only way you can edit it with out a hex editor is to find the program that made the file , so basically your not going to find it because the program was most likely a program used just for the development of the game and like the 3dmax or 3do files they will not release the file converter to the public. However i have taken a look at the Torpedo files and it should be easy enough to increase the torpedo's expulsive power but as for guidance it is a lot more complex , some of this can be identified but i can not be 100% sure on what torpedo type im editing so it will be a lot of hit and miss ...oh and it is not just a matter of the sim file there are 6 files on torpedoes and i think 3 of them would need to be edited. keep in mind i have not tried to any of this yet iv seen no need to edit them im only interested is realism and i think the only adjustment with torpedoes that is needed is that the Acoustic torpedo that seems to be way over accurate . (( I also said this to my self about my Accurate Depth Charge mod and thow it is done i have yet to release it because soo much testing is needed ))
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_________________________________ The Ocean Floor is littered With Careless Captains. |
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#13 |
Engineer
![]() Join Date: Jun 2005
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I'm gonna boot this just to say:
I WANNA NUKE TORP!!!! Thank you, and return to your usual haxxoring. |
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#14 |
Captain
![]() Join Date: Jun 2004
Location: stoke-on-trent, UK
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T2 mod available in subsim download section, plus an uprated warhead for T1/T2 on rapidshare:
http://rapidshare.de/files/2312866/U...rpedo.rar.html As to knowing which eel you are editing, well I have already dealt with that. You can't be taught it, you just have to learn it yourself via trial and error. Check the parameters of each eel, e.g. speed, and guess with which torp you are working. |
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#15 |
Stowaway
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What a crock of HORSE****. Each torp is clearly ID - I cant help it if u lot are bloody BLIND !!
Hell the bloody Basic.cfg GIVES u the freaken ID's FFS ! From the basic.cfg [TORPEDO_TYPE0];T I (G7a) Idx=0 [TORPEDO_TYPE1];T I FaT I (G7a) Idx=1 [TORPEDO_TYPE2];T II (G7e) Idx=2 [TORPEDO_TYPE3];T III (G7e) Idx=3 [TORPEDO_TYPE4];T III FaT II (G7e) Idx=4 [TORPEDO_TYPE5];T IV (G7es) - Falke Idx=5 [TORPEDO_TYPE6];T V (G7es) – Zaunkönig I Idx=6 [TORPEDO_TYPE7];T I LuT I (G7a) Idx=7 [TORPEDO_TYPE8];T III LuT II (G7e) Idx=8 [TORPEDO_TYPE9];T XI (G7es) – Zaunkönig II Idx=9 There is NO excuse to not know what ur looking for and what ID the Torp is in the Hex editor. Now go work the rest out ya bloody self like I had to. |
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