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10-18-10, 10:32 AM | #1 |
The Old Man
Join Date: Mar 2008
Location: Phx. Az
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CAOD\AOD das boot sound mod?
Anybody have this? I have searched the net far and wide but anyplace I find it the link is dead!
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10-18-10, 02:31 PM | #2 |
Watch
Join Date: Sep 2002
Posts: 17
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re:
Here you go
Surprised anyone still wants it lol While looking for the zip in my AoD folder I came across this that I'd wriitten for the old uboatwaffe mailing list: I've been suffering from a bug in my version of AOD (3.5" AOD V1.1, expansion disk and patch 1.2), that crashes the game whenever I or a AI U-boot reports a second convoy. The game then crashes whenever I or the auto save attempts to save the game. This often leaves the message OLD VERSION in the save game slot you were trying to use. Needless to say this bug is infuriating! While trawling through the *.exe files in a Hex editor , I noticed in PS.exe a section dealing with SIMIN.DAT, SIMOUT.DAT and CONFIG.DAT, where the OLD VERSION message appeared. Thinking it was worth a try, I copied the 3 files from my CAOD folder to the dos AOD folder, low and behold, the game now works as it should! I've been doing a lot of tinkering with my Command AOD files at home and I think I've found a fairly simple way to edit your saved career files for AOD. First of all you should copy your gameXX.sav files to another directory for backup purposes. My CAOD files do not have an extension so this may vary.This way if you mess up then you don't have to worry about losing all the saved information. I have been using a freeware program that I found on the net called AXE Hex-Editor. It's very user friendly as far as I am concerned. It didn't take me long to pick up as to where I needed to make my edits and such. If you want a copy of this program (Win95 version only) I can email it directly to you in zipped format (it's small enough to even make it to AOL's server). Just send me an email directly. REMEMBER, the columns and rows that I associate with data in these directions are for the AXE Hex-Editor set up for 10 Bytes per row only. If you have another hex-editor then you're columns and rows may be different. When the program opens, you need to open the gameXX.sav file that you want to edit (see Fig1.doc attached) With the file open you'll see three columns, Offset, Bytes, and ANSI text. For ease of use I click on the Offset title and it changes the hexidecimal format to decimal. (see Fig2.doc) I find it easier to compare lines between files in a decimal context. Now comes the editing part. All the editing takes place in the Bytes section, except for the Date. It's easier to do this in the ANSI text. (Sorry Todd, I didn't realize this until after I showed you how to edit in the bytes). For the Date, click in the ANSI text section where you see the date for this career. I'm sorry I havent figured out how to edit from single-digit months (i.e. 6/11/39) to multi-digit months (i.e. 12/11/39) as the file only uses one space for single-digit months rather than two spaces for single digit months (i.e. 06/11/39). The bytes section will change automatically as you edit the text. (see Fig3.doc) Now for the Bytes section. You'll see that the columns alternate colors. AXE automatically defaults to 10 columns. I am labeling the data that I have figured out based on the Offset row in decimal format versus the column of the Byte. Row 70 column 3 is the Byte that determines Rank. (thank you for the codes Harris) Rank 00 Leutnant 01 Oberleutnant 02 Kapitanleutnant 03 Korvettenkapitan 04 Freggettenkapitan Row70 column 4 is the Byte that determines Awards. (thanks again Harris) Award 00 Ubootskriegsabzeichen 01 RK 02 RK with Oak Leaves 03 RK with Oak Leaves and Swords 04 RK with oak Leaves, Swords and Diamonds Row 70 Column 5 is the Byte for Conning Tower Art. I don't think anyone will need to worry about changing this one though. I've tried doing some searching for .BMP files that might be the art that is used but I guess the art is embedded in some program files. It would be nice if we could have created our own Conning Tower Art. Row 70 column 6 is the byte that determines Port. I am unsure as to whether or not it also determines Flotilla Number. Ports 00 Bergen 01 Trondheim 02 Kie 03 Wilhelmshaven 04 Brest 05 Lorient 06 St. Nazaire 07 La Rochelle 08 Bordeaux 09 La Spezia Row 100 column 4 is the byte for U-boat number. basically it's the U-boat number in hexidecimal format. So take out your scientific calculator enter the U-boat number that you want in DEC mode, then press the HEX key and it will convert it to the number that you need to enter. (i.e. U-112 is coded as 70 in hex, 112 DEC=70 HEX) Sorry guys no U-boat numbers higher than 255. The byte space can't handle three digit hex numbers as far as I know (but if someone cracks that let me know). [note:there must be a way as I currently have U-799, will have to check on this in the editor and see what the configuration is for that number] Row 100 column 6 is the byte for U-boat type. The codes are as follows (based on Scotty's email): Type 00 Type IIC 01 Type IID 02 Type VIIB 03 Type VIIC 04 Type VIIC/41 05 Type IXB 06 Type IXC/40 07 Type XXI (only if you have CAOD or the expansion disk for AOD) Either Row 80 or Row 100, Column 7 (I think) is the byte to change the number of patrols. One of those two. (Todd can you help me out here, I forgot already.) If someone can verify this for me I would appreciate it. I 'll do some more research at home too. VERY IMPORTANT!!! Once you are done editing and you go back into AOD, you must resave that particular career. In the Career Menu click on Save and then highlight the career you just edited. It will then ask you to overwrite. You MUST say Yes. If you do not do this step then you will get a Fatal Error when you go into your War Patrol. I've looked at the U-boat number problem, its in low bit/high bit format, which simply means that that for U 500 (hex = 01f4) you put F4 01. In the savegame file (using the column/row AXE format), row 100, columns 4 & 5 are for the U-boat number, so for U-80 its 50 00. Sorry in advance for the length of this post, In a book I'm reading at the moment (Atlantic Campaign by Dan Van Der Vat), there's a passage concerning the maximum range of the 10cm radar used onboard escorts. Van der Vat puts the maximum detection range as 7000yds! In the game there's a very noticeable increase in the escorts ability to detect you with radar. Below are my observations: Period max. detection range '41 10000m '42 15000m '43+ 18-20,0000m In many of the accounts of the early to mid '43 convoy battles, it seems to have been possible to penetrate the destroyer cordons (providing you haven't been put down by aircraft). Iron Coffins for instance describes several accounts of running undetected alongside a destroyer at less than 10,000m. Aircraft V Submarine (A. Price) describes a test bed 10cm set giving the same short range. I believe Dynamix may have tweaked the maximum radar detection range to provide more of a challenge. Radar with the ability to detect Boats beyond 10,000m wasn't possible till the 3 cm sets were introduced, in Van Der Vats book 3 cm radar was not widely available to escorts till mid to late '44! In Escort by D.A. Rayner, the author describes a U-boat radar kill in late 1944, Rayner puts the maximum range for detection as about 5nm (about 10,000m). Now he was in a brand new Castle class corvette, which was supposed to hold the latest Allied ASW gear. I am assuming it had 3 cm radar also. Anyway, I've been digging through the program files (see note) and have been able to change the radar type used by escorts (in a file called RADAR.DAT see below) in '42 to '43 to that used in '41. This brings the ability of the escort in line with the 7000m figure. I've tested it in "climax" single mission, the feel is very much more like those actions Werner etc describe - just about to fire those eels and 4 destroyers pounce... If you'd like a copy of the file (its very small so I can promise to mail it this time) mail me off list Marc (Come June will send those bloody Sound files!) Fellows *AOD\SIM\AOD.dyn is a favourite trick of dynamix's - they string lots files together into one big one. If your Hex editor allows cut & pasting, you can extract files. Note that in CAOD the equivalent volume file has been compressed, presumably to save space. Files extracted from the original AOD volume file will still work with CAOD if placed in the directory the volume file is in, e.g. \sim. While ploughing through the DOS AOD files for a handle on how to get the radar in to the other boats (still trying - Hoentwiel was standard on the other types aswell), I cracked the Load21.dat found in aod\sim. Load21.dat is found with the dos AOD patch 1.2 applied, the expansion disk obviously, though it still appears if you haven't got the expansion disk. If your using CAOD, get hold of the 1.2 patch, run the .exe and then uncompress the resource.000 & resource.001 files, using the syntax unchunk resource.00x c:\directory you want the files put in. The structure of the file is as follows: each boat is listed in the following order and has loadouts for different periods of the war e.g: Type IIC Type IID Type VIIB Type VIIC Type VIIC/41 Type IXB Type IXC/40 Type XXI eg. the Type XXI has three loadouts covering the periods Climax, Defeat and the End. For each section the type of torpedo are listed in the following order Bow tubes 1,2,3,4,5,6 (working from top to bottom in the F6 screen in the game), a 4 byte gap (00 00) then the reloads (use the F6 screen in the sim to work out the order). For the type VII & IX, I'm not sure if the stern tubes become before the bow reloads or after. The type of torpedo carried is determined from the following list 01 G7a Steam 02 G7e Electric 03 G7e Electric FAT 04 G7es Electric GNAT 05 G7es Electric LUT 06 G7es Electric GNAT II NB: I do not reccomend carrying more then four types of eels in one load, as the game only supports enough torpedo info. screens for four types of torpedo. Some suggested modifications for this file: Flotilla leaders could allow homing torpedos to be carried before mid 1943 - early acoustic torpedos were in operational testing as early as Feb 1942. More realistic mix of eels for the type 21, i.e older types mixed in with the new wundertorpedos! Altering the positioning of eels based on a Captains preferences. Enjoy Marc Last edited by Tanyrhiew; 10-18-10 at 02:51 PM. |
10-18-10, 04:10 PM | #3 |
The Old Man
Join Date: Mar 2008
Location: Phx. Az
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Thank You Very Much Tanyrhiew! Wunderbar! Danke!
I just tried it in my CAOD folder and it works great! Its a shame that this sim wasn't modded more by the community. I know that the Aces flight sims were heavily modified and people even hex edited new aircraft, new front's etc. and the aircraft some were huge imrovements over stock. With that dead skillset AOD\CAOD could look spectacular despite its age. As far as wanting that old file lol I have always kept a version of AOD\CAOD on a system if I can help it. So advanced for its day it outshines SH in many historical aspects. And allas my new CPU wont run SHIII or IV let alone v so I am back to the atlantic in CAOD! |
10-21-10, 12:17 PM | #4 |
Planesman
Join Date: Oct 2004
Location: USA
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Thanks for this post. I had no idea there was a Das Boot sound mod for AOD. I thought that the OP was confusing it with the SHII mod.
I haven't played around with AoD in a few months as I'm on a modern sub kick at the moment, but I am going to take note of this post for future reference. Very detailed and useful info on editing the game. I'm tempted to start a career in '39 with the the type XXI and a whole bunch of homing torpedoes. It's fun to go into "shoot 'em up" mode sometimes. |
10-25-10, 01:30 PM | #5 |
Eternal Patrol
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I didn't know either! Pretty cool!
Thanks, Tanyrhiew.
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10-27-10, 08:08 AM | #6 |
Loader
Join Date: Jan 2008
Location: West Point
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Thank you my comrade
BdU surely will award you a pretty Iron Cross First Class for your bring of the wonderful DAS BOOT SOUND MOD |
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