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#1 |
Swabbie
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I'm trying to find a way to modify the damage of my torpedoes, just to tweak it a little. I read in one post that damage is universal across all the torps, and that sucks if that's the case, but, still, where is that universal damage amount? I have SH 3 File Analyzer, Commander, and Inspector, but none of them seem to have that which I need. I saw mention of 'nuclear torpedoes', but couldn't find any more information than that. One other topic I saw is this one:
http://www.subsim.com/phpBB/viewtopic.php?t=36145 But I didn't find anything useful there. Thanks for any help you can give. |
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#2 |
Admiral
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Actually, this is a job for either SH3 Inspector or SH3 File Analyzer.
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#3 |
Swabbie
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Okay... well, I have both of them, as I said.
SH 3 Inspector has a 'Torps' page, but that allows you to change range, speed, depth, turn radius and suchlike; not damage. SH 3 File Analyzer can open a number of files, including torpedo.sim, but within none of those files have a found anything regarding the damage of torpedoes. Am I missing something? If so, what? Do I need a different .rul file for SH 3 File Analyzer? Is it within a text .cfg file somewhere? Does anyone actually know? |
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#4 |
Admiral
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I'm pretty sure the setting is called impulse. Default is at 2000, but no one has ever found a need to change it. But if you want to, you can go ahead.
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#5 |
Swabbie
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Impulse is damage? But, in Physics, impulse is related to acceleration. I guess it could be the acceleration of the shockwave from the explosives...
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#6 |
Grey Wolf
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The file for changing explosive power is the "Torpedo.zon"
There is no rule for that file in TT's SH3 File analyzer. You need to do some "traditional" hexediting. I wish there was a rule for that file, cos it would be nice to set different explosive charges for different torpedotypes. I think the T1 was more powerful than the T2 for i.e. |
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#7 |
Admiral
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hmm... interesting
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#8 |
Swabbie
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I feared as much. If only these Ubisoft buggers had properly documented their data files, this wouldn't be such a bloody chore...
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#9 |
Admiral
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Well, someone can always write a new set of rules for the torpedo ZON files.
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#10 |
Blade Master
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The issue is not the torpedo, but the ships.
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#11 |
Swabbie
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For me, it'd be easier to tweak the damage of the couple types of torpedoes I actually use than to change the armor and HP values of about forty different ships. Any sucker....er.... noble human being want to volunteer to right the .rul file?
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#12 |
Blade Master
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Was not aware that anyone had been able to change the maximum hit points for a ship?
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#13 | |
Samurai Navy
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![]() Quote:
![]() I did this for a 'non released' mod to get people to use the slow ass electric torps in game instead of the most effective fast steam torp by reducing the steam torp damage down. (Not real but the game does not really avoid visible steam torps like it was in real life..or they were hard to get?). Each torpedo has its own individual damage called MinEFF_XXXX and MaxEFF_XXXX. You can set each one different in the Torpedo.zon file. I think there are 11 torpedo, one is not used in game. values are in that backward Float Integer single point. Impulse in Torpedo.sim is the simulated shock wave to rock your boat/ship , not damage. In it you can set the 'Impulse' radius effect too. EDIT for Clarity: Not to be confused with the Blast radius which is in the Torpedo.zon. |
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#14 |
Helmsman
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We had this long time ago. There are some threads in this forum about. As Jungman did point it out the Min and Max Eff are the power of the Torpedos you also can change the Range of the Explosion. The total HP of a ship is changed the same wai as the HP of your Sub, it's either in the .sim or zon (don't remember right now ) at the bottom of the file.
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#15 |
Admiral
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damage is most certainly always in zon files
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