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-   -   [REL] KSDII Turms for IXD2 boats (https://www.subsim.com/radioroom/showthread.php?t=254061)

Kapitän 11-21-22 02:37 AM

KSDII Turms for IXD2 boats
 
Hi All,


Just a quick question as of when in the War Campaign of KSDII, the Turm2 and Turm4 are available for IXD2 boats.


I'm in May 1943 now and both don't seem to be available, which prevents me to install additional Flak Guns and Radar Equipment.


Many thanks!

Kapitän 11-26-22 03:18 PM

How to adjust the uboat range?
 
Quote:

Originally Posted by Kapitän (Post 2838845)
Hi All,


Just a quick question as of when in the War Campaign of KSDII, the Turm2 and Turm4 are available for IXD2 boats.


I'm in May 1943 now and both don't seem to be available, which prevents me to install additional Flak Guns and Radar Equipment.


Many thanks!


Okay, it seems as though, that none of the Turms needed to install any new AA weapons or Radar Equipment, are available for IXD2 boats throughout the war.


To simulate having a IXD2 boat, I found I could use a IXC boat but merely need to increase the range to the vlaue of a IXD2 boat.


Could anyone here help me how to do this, please ...

KaleunMarco 11-26-22 04:46 PM

Quote:

Originally Posted by Kapitän (Post 2839679)
Okay, it seems as though, that none of the Turms needed to install any new AA weapons or Radar Equipment, are available for IXD2 boats throughout the war.


To simulate having a IXD2 boat, I found I could use a IXC boat but merely need to increase the range to the vlaue of a IXD2 boat.


Could anyone here help me how to do this, please ...

the range is computed through the dotSIM file for the uboat.
there is a range algorithm for the diesels and a separate algorithm for the electric engines.
use S3ditor to edit the dotSIM file.
good luck, Herr Kaleun!
:Kaleun_Salute:

Kapitän 11-27-22 09:46 AM

Quote:

Originally Posted by KaleunMarco (Post 2839682)
the range is computed through the dotSIM file for the uboat.
there is a range algorithm for the diesels and a separate algorithm for the electric engines.
use S3ditor to edit the dotSIM file.
good luck, Herr Kaleun!
:Kaleun_Salute:


Okay, thanks! Wow, I never used the S3ditor before. I thought, one would merely have to change a value in a cfg. file ... I guess that's not an option here ...

KaleunMarco 11-27-22 11:52 AM

Quote:

Originally Posted by Kapitän (Post 2839759)
Okay, thanks! Wow, I never used the S3ditor before. I thought, one would merely have to change a value in a cfg. file ... I guess that's not an option here ...

lol.

alas, it is not that easy.
remember: this is an Ubi development.

another idea, came to mind, and this IS a text file edit.
you can manipulate a couple of Special Abilities to simulate additional range for your boat.
first create a separate mod under JSGME for your changes. Just follow the pattern of the folders already there.
then create folders described below in your mini-mod folder and lastly, copy the individual files to your new folder.
edit these files using the instructions below.

you would need to edit specialabilities.upc in the \UPCDataGE\UPCCrewData and change two parms. BatteryConsume and FuelConsume.
in my copy of KSD, both parms are assigned to one skill: Ability-Propulsion-Specialist
use a straight text editor.
+++
then, you would need to edit your ActiveUserPlayerUnits.upc in the SAVEGAMES folder.
use the same simple text editor.
You will need to add the Special Ability that you just changed to one or two Engineering Crewmen.
you only need to do this once per career, unless you lose the crewman or you are sunk.

apply your new mod using JSGME. if you don't like your first version of changes, then, when you are in port, back out your mod, change what you want to change, apply the mod again, eh voila. as we Americans are fond of saying: lather-rinse-repeat.

good luck, whatever you decide to do.

Kapitän 12-26-22 07:14 AM

Quote:

Originally Posted by KaleunMarco (Post 2839773)
lol.

alas, it is not that easy.
remember: this is an Ubi development.

another idea, came to mind, and this IS a text file edit.
you can manipulate a couple of Special Abilities to simulate additional range for your boat.
first create a separate mod under JSGME for your changes. Just follow the pattern of the folders already there.
then create folders described below in your mini-mod folder and lastly, copy the individual files to your new folder.
edit these files using the instructions below.

you would need to edit specialabilities.upc in the \UPCDataGE\UPCCrewData and change two parms. BatteryConsume and FuelConsume.
in my copy of KSD, both parms are assigned to one skill: Ability-Propulsion-Specialist
use a straight text editor.
+++
then, you would need to edit your ActiveUserPlayerUnits.upc in the SAVEGAMES folder.
use the same simple text editor.
You will need to add the Special Ability that you just changed to one or two Engineering Crewmen.
you only need to do this once per career, unless you lose the crewman or you are sunk.

apply your new mod using JSGME. if you don't like your first version of changes, then, when you are in port, back out your mod, change what you want to change, apply the mod again, eh voila. as we Americans are fond of saying: lather-rinse-repeat.

good luck, whatever you decide to do.

Update: I did a work around leaving Lorient with a IXC boat of the 10th Flotilla ....even has a mission with reaching 5 patrol points on the way to Penang ...

Everything seems to be working much better when compared leaving Bordeaux with a IXD2 boat of the 12th Flotilla ... from Equipment/Turms Upgrades, A/C presence, graphics and details of the boat, overall stability of the game ... I'm beginning to wonder, if the Campaigns with a IXD2 Boat of the 12th Flotilla are somehow "bugged" ...


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