SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)
-   -   [WIP] TMO: Nine Delta Two (https://www.subsim.com/radioroom/showthread.php?t=171443)

Reece 07-07-10 10:08 PM

Quote:

Originally Posted by Gorshkov (Post 1438065)
And that is good in IXD2 U-boats you can operate them practically everywhere! :up:

But they have very slow diving times and not practical at all for Convoys!:o Will have to be on our toes in situations like that!:yep: Not sure how the AI in SH4, or more so Nine Delta Two, compares to GWX3, could be very exciting finding out though!:03:

Ducimus 07-08-10 12:45 AM

Quote:

Originally Posted by Reece (Post 1438478)
Not sure how the AI in SH4


Lets put it this way. In TMO, aircraft can detect shallow submerged submarines. One time, i had an aircraft detect me while conducting a submerged day light periscope attack.

Said plane then alerted the convoy escorts, who kept me pinned down for the next couple of hours while the convoy got away.


Now that said, i am unsure if im going to allow aircraft submerged detection or not in 9D2. At the most, maybe just multi engine bombers, but not single engined fighters.

Gorshkov 07-08-10 06:19 AM

Anyway IXD2 subs fought during World War II achieving some success. Fourteen o them sunk 96 ships for a total of 522523 GRT in two years (1942-44). So they should be also capable to do that in NDT.


As for diving times Now I have found on U-boat Archive such data:

1. Type XB: Best diving time 37 seconds to 20 meters, average diving time to 20 meters 40 – 45 seconds

http://www.uboatarchive.net/U-234INT.htm

2. Type VIIC: Before platform I was widened and platform II added, i.e. prior to last patrol, U-664 dived to periscope depth, 13 m., in 18 seconds. After changing the superstructure the diving time was increased to 28 seconds.

http://www.uboatarchive.net/U-664INT.htm

3. Type IXC: Prisoners said that the best crash-diving time obtained during trials in the Baltic was 38 seconds to periscope depth.

http://www.uboatarchive.net/U-187INT.htm

4. Type IXC/40: At Hela U-841 crash dived in 35 seconds. On patrol she could not do better than 41 seconds due to increased resistance of larger gun platform and of splinter shield on quadruple gun mount.

http://www.uboatarchive.net/U-841INT.htm

5. Type IXD2: 38 seconds to periscope depth at flank speed.

http://www.uboatarchive.net/U-177INT.htm


So I cannot notice IXD2 had significantly longer crush-diving times than another Type IX variants and large Type XB mine-layers. It was most probably about 40 seconds on average. Apparently the rule of thumb is Type VII U-boats could dive two times faster than Type IX subs.

Reece 07-08-10 09:09 AM

If I remember rightly that is one thing that annoyed me with OM! The dive times were unrealistically way too low, something like a minute and a half!:-?
@ Ducimus, from what I have read, and so far about 3 dozen U-boat books, the Atlantic was so murky that the boats were not visible below the surface, have never read any being attacked that way, only if the scope or snorkel was detected, not to say they weren't, just never read it.:hmmm:

Ducimus 07-08-10 11:06 AM

Atantic isn't the main focus. What I may do is use that specific visual sensor, at a specific date when then the player is no longer in the atlantic, but the indian ocean and border areas of the pacific.

TheBeast 07-08-10 12:06 PM

Quote:

Originally Posted by Reece (Post 1438797)
If I remember rightly that is one thing that annoyed me with OM! The dive times were unrealistically way too low, something like a minute and a half!:-?
@ Ducimus, from what I have read, and so far about 3 dozen U-boat books, the Atlantic was so murky that the boats were not visible below the surface, have never read any being attacked that way, only if the scope or snorkel was detected, not to say they weren't, just never read it.:hmmm:

I timed the 9D2 in OM a couple days ago.
Periscope Depth from surface to submerged is 4.2, almost 5 minute.
Crash Dive from surface to submerged is 3.2 minutes.

First time I tried to dive, I thought the game command was broken (is IMO). If radar detects inbound aircraft, it is already to late to dive.

I mentioned this to Luker and he said it was by design. That along with the constant aircraft attacks while surfaced and the aircraft attack range of opperation prompted me to remove OM.

reaper7 07-08-10 01:24 PM

Quote:

Originally Posted by sergei (Post 1438004)
I think that's what he meant.

They remembered the 'One Boat' Bit.
But forgot the 'Done Well' bit. :DL

Yes, sorry thats what I meant.
SH5 just stripped everything out of the game and then put in a walkable interior that you cant interact with. Complete joke.

The more I try to mod it, the more I find removed and useless.
At least I got the stadimeter working in a round about way :haha:.
But Attack Map, KM Grids all gone :nope:.

Ducimus 07-08-10 04:21 PM

I don't have it timed exactly, but right now i have the IXD2 crash diving while cruising on the surface at 10 kts, to reaching periscope depth, in about 45 to 60 seconds or so. It's somewhere in that range. I haven't fine tuned it yet.

Reece 07-08-10 09:28 PM

Quote:

Originally Posted by Ducimus (Post 1439100)
I don't have it timed exactly, but right now i have the IXD2 crash diving while cruising on the surface at 10 kts, to reaching periscope depth, in about 45 to 60 seconds or so. It's somewhere in that range. I haven't fine tuned it yet.

Now that sounds close to realistic!:up:

Ducimus 07-09-10 03:40 PM

I'm gonna whine a little bit.

S'cuse me while i bust out the violin.
http://www.noozhawk.com/images/uploa...gnetti-540.jpg

I'm starting to wonder what possessed me to take on this project. I've been putting in 5 to 6 hours a day on this mod for the last 3 weeks. This is in addition to my daily commute, work, and home life. Somehow i've been managing to squeeze in sleep in that routine.

I can't keep this up. My options are:

a.) to scale back the project for the first release by omitting sea trials and the 10th flotilla and doing them later. ( This allows me to put off doing alot of axis harbor traffic and mission scripting. The focus on the first release then becomes entirely on the 12th flotilla patrols in south Atlantic, and monsun patrols in the indian ocean, which is mostly done. Thank you lurker! )

b.) Taking a break for a week or three. (trouble is i feel rushed, and i want to hammer this out while the iron is hot)

c.) Get help to complete items mentioned in option A.


Honestly i'm leaning on A. I'm feeling like i got way too ambitious for the first release. The whole scope of what i've been envisioning is way too much for one modder to handle in any reasonable length of time.

lurker_hlb3 07-09-10 03:55 PM

Quote:

Originally Posted by Ducimus (Post 1440113)
I'm gonna whine a little bit.

S'cuse me while i bust out the violin.
http://www.noozhawk.com/images/uploa...gnetti-540.jpg

I'm starting to wonder what possessed me to take on this project. I've been putting in 5 to 6 hours a day on this mod for the last 3 weeks. This is in addition to my daily commute, work, and home life. Somehow i've been managing to squeeze in sleep in that routine.

I can't keep this up. My options are:

a.) to scale back the project for the first release by omitting sea trials and the 10th flotilla and doing them later. ( This allows me to put off doing alot of axis harbor traffic and mission scripting. The focus on the first release then becomes entirely on the 12th flotilla patrols in south Atlantic, and monsun patrols in the indian ocean, which is mostly done. Thank you lurker! )

b.) Taking a break for a week or three. (trouble is i feel rushed, and i want to hammer this out while the iron is hot)

c.) Get help to complete items mentioned in option A.


Honestly i'm leaning on A. I'm feeling like i got way too ambitious for the first release. The whole scope of what i've been envisioning is way too much for one modder to handle in any reasonable length of time.

My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

ivank 07-09-10 03:59 PM

Quote:

Originally Posted by lurker_hlb3 (Post 1440127)
My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

greatest advice ever

Nisgeis 07-09-10 04:01 PM

Scale it back, staged releases and enjoy it. Don't burn out! That's no fun. Although I do understand the desire to release it in a certain state, it's better to release it in small incremental bites, than one big wadge of a mod.

Ducimus 07-09-10 04:32 PM

Quote:

Originally Posted by lurker_hlb3 (Post 1440127)
My recommendation is "take your time" and build your mod to "your" schedule and "not" to what others appear to be trying to "demand" you do. Remember your "NOT" these peoples "slave".

Thanks lurker. You know, i lose site of why one mods. At first I mod because i enjoy it. Which later becomes, "because i said i would do it", later it becomes work..... and sometime after that my fangs come out. :haha:

Quote:

Originally Posted by Nisgeis (Post 1440131)
Scale it back, staged releases and enjoy it. Don't burn out! That's no fun. Although I do understand the desire to release it in a certain state, it's better to release it in small incremental bites, than one big wadge of a mod.

Yeah i think i'm going to where the campaign is concerned. That stuff burns me out faster then a quick match fuse. The good thing is i planned ahead when i laid some stuff out, leaving things open ended for later.

On a side note, working on this mod, ive realized that i've learned a few things from working on TMO. In some respects this mod will be better then TMO when im done with it.

Reece 07-09-10 08:15 PM

Sometimes it is better to mod "behind closed doors" that way there is no expectations and can work at your own pace/pleasure,:03: by all means don't rush, SH4 is not going anywhere. But really I don't see anyone pressuring you, most are just keenly interested and excited!:yep: Well we all know what happened when UBI rushed - SH5!!:damn:

Ducimus 07-09-10 08:48 PM

Quote:

Originally Posted by Reece (Post 1440318)
Sometimes it is better to mod "behind closed doors" that way there is no expectations and can work at your own pace/pleasure,:03:

I never hide what i'm working on, but i probably shouldn't have made a thread just yet. :haha: My problem is when i get excited about something, i can't keep my yap shut.

Quote:

by all means don't rush,
The only thing i'm really inclined to rush things on, is campaign scripting. I detest it. I find it a tedious, dull, and unrewarding chore. it's not that i don't know how to do it, it's simply that i don't like it. You know, doing the three sea trial missions in TMO took me a week to pound out correctly.

When i do anything though, i do something i did alot of in college. Code, compile debug. Over and over and over again. Or at least the modding equivlant of that. And i keep doing that until whatever im working on is resolved, and then i move on. Code, compile debug, code, compile, debug, ad nauseum. I only like to do something once. Not twice, so i try and get it right the first time.


Quote:

SH4 is not going anywhere.
No, it's not. But i might! I'm trying to get this done while the interest is still there for the time being.

Quote:

But really I don't see anyone pressuring you
Yes there is. Me! :arrgh!:

Quote:

, most are just keenly interested and excited!:yep:
*shrug* cool i guess. Don't expect much of a readme though. Infact, i may not write one at all. I'm going through this stuff the files broken down in a modular fashion. I see something that bugs me, i fix it, and move on to whatever else is bugging me. You know, ever changelog i ever wrote for TMO, was written AFTER THE FACT. I went through the files saying, "hmm ok i did this, then that, then after that i did this,). I hate writing documentation about as much as i hate campaign scripting, and my changelogs in TMO reflect it, they're very terse. lol

Quote:

Well we all know what happened when UBI rushed - SH5!!:damn:
Yeah, i know.

Ducimus 07-09-10 09:19 PM

BTW, and this is just a general statement.

There really isn't any need to post links to uboat archieve or informing me of various details or personal perceptions. I know some folks are just trying to help but...... For one, i'm going to mod something based upon my own judgements and what * i * feel is correct.

For two, I've known about Uboat archieve for years, Ive read much on it. I am not the type who reads up on only one theater of submarine action. I am always looking for more information, but i like the obscure sources i haven't already seen. uboat.net, uboatchieve.net, uboatwaffe.org, uboataces, or hyperwar links.... been there, done that.... repeatidly.

It's links other then the obvious ones I'm always looking for. Off the beaten track info is what interests me. Such as:

http://monsun-uboats.spaces.live.com/
http://www.9teuflottille.de/site/lex...Typ_IXd2_g.zip
http://community.webshots.com/user/firefox108

Sailor Steve 07-09-10 10:34 PM

Well, I'll demand a couple of things.

1. DO NOT kill your enthusiasm again!

2. DO NOT burn yourself out again.

3. DO enjoy life.

Work on it when you feel like it. I've tried to tell IABL his Merchant Ships mod would have been better if he had released them one-at-a-time and took it in chunks. Some days I get the bug and research names for hours on end. Then one day I didn't do it, and the next thing I knew it was two weeks later and I hadn't touched it. These days I work for thirty minutes to an hour, and then do something else.

Relax. Take it easy.

Ducimus 07-12-10 07:08 PM

My pace has slowed down, but the work continues. The only thing new to report is i have CT emblems working as a selectable ingame option. Much to my chagrin i spent 2 days reinventing a wheel someone else already invented.

I'll post an update when i have something more substantial to post, like say, maybe a D/L link. Until then, i'll be quiet about this project unless someone asks a specific question i can answer.

Reece 07-12-10 09:22 PM

Good luck, hopefully it all goes smoothly!:yeah:


All times are GMT -5. The time now is 10:36 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.