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Old 09-01-11, 11:23 AM   #4
WWII44
Navy Dude
 
Join Date: Mar 2007
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Quote:
Originally Posted by XTChrisTX View Post
I don't think it's possible to make torpedoes infinite, but you CAN increase the number of torpedoes you have. I am with you on the thought that the stock game does not give you enough torpedoes.

I would recommend backing up at least the files that will be modified if you do this.

Go into basic.cfg (data\Cfg\). Use the find function or simply scroll until you find [SUBMARINE_AMMOx], x being the ID of the boat you want to add more torpedoes to. This is 0 for IIA, 1 for IID, 2 for VIIB, 3 for VIIC, 4 for VIIC/41, 5 for VIIC/42, 6 for IXB, 7 for IXC, 8 for IXC/40, 9 for IXD2 and 10 for XXI if I recall correctly.

It should look something like this:

Code:
Type=0
Version=0
ForeTubes=3
AftTubes=0
ForeResIntern=2
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=4
NbYears=7
 
Year0=1939
ForeTube00=9;T1
ForeTube01=0
ForeTube02=0
ForeResIntern00=0
ForeResIntern01=0
Z01_00=0
A01_00=7
SuperCharger_00=-1
Batteries_00=1263
Hydrophone_00=1270
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=0
With more YearY (Y being a number between 0 and 6) entries after that. You can increase the ForeResIntern and ForeResExtern values upto 16 and 10 I believe, without causing interface glitching. ForeResExtra I haven't tried but I would just zero it. AftResIntern cannot be increased beyond 2 without interface glitches, not sure how far AftResExtern can go. A real smart cookie would realize what else can be changed in this entry as well.

Change the ForeResIntern value. Doing this will not, however, give you more torpedoes, only more empty torpedo slots. Which is fine for a career where you can fill them in base but useless for single missions.

This part here:

Code:
ForeResIntern00=0
ForeResIntern01=0
Extend it like so:

Code:
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=0
ForeResIntern03=3
ForeResIntern04=9
ForeResIntern05=9
There are several things that you should know. Leave the zero, one, or whatever first digit was already there. The second one is increased. When you get to your eleventh torpedo, it becomes "010", not "10". Having a zero after the equals sign gives you a T I torpedo. It's "-1" or no entry at all for nothing.

Torpedo index:
0=T I (gas/steam, fast with wake)
1=T I FaT I (same but with FaT pattern running capability)
2=T II (electric wakeless, slow and unreliable [?])
3=T III (electric wakeless, slow, the standard torpedo)
4=T III FaT II (same as T III but with FaT pattern running capability)
5=T IV Falke (T III but slower and with acoustic homing)
6=T V Zaunkonig I (similar to Falke but faster and more reliable)
7=T I LuT I (similar to T I FaT I but more flexible pattern)
8=T III LuT II (same as above but built on wakeless electric T III)
9=T XI Zaunkonig II (better than T V somehow)

This is for the stock game, probably different than Greywolves.

Good luck, and I hope that I have been of some help.
thank ye kind sir though I will be upgrading to GWX very soon.
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