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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
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What's the line to edit to change deck gun strength? Also, anyone know what reasonable values are?
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#2 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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That all depends. The NYGM Tonnage War mod has a very good balance on ship to deck gun effects.
read the NYGM Tonnage War Read Me file to better under stand how damage and torpedoes and the deck gun work. |
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#3 |
Helmsman
![]() Join Date: Mar 2005
Location: Swiss Navy
Posts: 103
Downloads: 0
Uploads: 0
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the DG itselfe you can't make Stronger, you need to edit the shell.zon file
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#4 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
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In the NYGM TW faq, it says that deck gun HPs have been reduced by 1/2. I want to increase them back to the original setting (i.e. *2). I don't know about realism, but after hitting a small merchant with 100 88mm He shells below the waterline, she should sink - rapidly. As it stands, I'm getting like one or two kills per patrol with deckgun (on targets that have already been torpedoed). I would like it to have a bit more punch. So, does anyone know where are HPs for the 88m shells specified?
Thanks, Kb |
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#5 | |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
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#6 | |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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![]() Quote:
NOTE, I said blast radius, not HP. I have also changed the minimum & maximum HP to try and get some unpredictable variation into the deck gun. My concern is of course giving back an uber deck gun or the opposite of an air rifle. My hope is that the HP range will have the effect of sometimes getting an easy kill and at other times a hard kill but never either or. keelbuster it would appear that you also have not understodd how damage is applied and the ships sink in SHIII. Also, make sure you assist the ship to sink and do not work against it. |
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#7 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
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Yea - booger - that's my strategy - I assume that there are about five compartments in the ship (looking abeam): the engine room, then two cargo holds in bow and two at stern. While I can't target individual bow and stern compartments specifically, I aim to take out the engine room - usually about 10 shots or so, and then spread another 40 shots evenly aft and stern - all _below the waterline_. After that, I'll usually wait for an hour or so to see what happens. A little ship like a tramp steamer or so will lean heavy after that and maybe slow down. I've had trouble with bigger ships though (e.g. medium cargo); after a good dose of shots to all visible parts on one side of the ship she has a lean, but often still chugs on at 6kts. And after an hour, she's lookin the same but is several km away. In the long run, the little ones may sink from this kind of treatment but I've seen a few big ones get away.
Der Teddy - thanks for the response. I appreciate the NYGM mod, so no criticism on the effort. Maybe I don't have an adequate understanding of sinking/damage application; could you enlighten me, specifically? Pardon. The main thing I'm after is the possibility that there _may_ exist a value, somewhere deep in the SH3 code, that determines HP for deck gun shells. If such a thing existed (and I suspect that it does because of the way modders talk about it), I thought maybe, at the risk of sacrificing my own commitment to historical realism, I would adjust it _slightly_ and make my game a little more punchy (deck gun-wise). I've started manual targetting so I figure I deserve a break. : ![]() Does anyone know to do that, off the top of their head, or am I staring at unseen complexity here? Kb |
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#8 |
Weps
![]() Join Date: Nov 2004
Posts: 355
Downloads: 33
Uploads: 0
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Hey! peeps... You people in the know out there" Can't you just tell the man What he wants to know, Like how to edit the Right file to get the desired efect that he wants?.
![]() ![]() This is just A game you sick bastards, If it wear for real You would all be dead. ![]() (Now that I have said that ..This game is crap compaired to the real thing) ![]() ![]()
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It denos't mtater waht oredr the ltteers in a wrod are, it's olny iprmoatnt taht the frist and lsat ltteer be at the rghit pclae.The rset can be a total mses and you can sitll raed it wouthit porbelms.Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. ![]() |
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#9 | |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
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![]() Quote:
Get SHIII Mini Tweaker load the Shells_zon.txt file and its self-explanatory from there Double the min and max effects for the 88 and 105 HE shells. |
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#10 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
Uploads: 0
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Thank you Booger! That's exactly what i was hoping for.
Now, I have to be and even _bigger_ pain in the *ss. I can't find mini tweaker - i searched the forums and the downloads and googled it. Know where i can find it? Thanks in advance. Kb |
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#11 | |
Chief
![]() Join Date: Feb 2001
Posts: 319
Downloads: 0
Uploads: 0
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![]() Quote:
http://www.delraydepot.com/tt/sh3sdk.htm zz |
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