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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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Description
This simple mod introduces four additional types of depth charges for American and British destroyers, destroyer escorts, and frigates. The type of depth charge deployed depends on the class of warship and, of course, on the progress of your career. This mod does not introduce new 3D models for either the depth charge racks or the individual depth charge barrels. The core of the mod originates from the NYGM supermod, which already includes an expansion that adds new types of depth charges (the New Depth Charge Racks & New Depth Charges Mod). Permission to use this mod was kindly granted by Stiebler. Based on that, I modified the relevant files and edited the .eqp files accordingly. The mod introduces the following versions of depth charges: ---American DCs--- *Mark 6: The standard depth charge used by the U.S. Navy for most of the war had a terminal velocity of 2.4 m/s (meters per second), or approximately 8 ft/s (feet per second). *Mark 7 (Mod 1): This version was used early in the war and had a terminal velocity of 2.7 m/s (meters per second), or approximately 9 ft/s (feet per second). *Mark 9: The standard version used by U.S. Navy ships in the latter part of the war (from 1943 onward). Although it was lighter than the Mark 6 and Mark 7 types, it was more powerful due to its explosive charge being Torpex instead of TNT. Its terminal velocity was 6.9 m/s (meters per second), or approximately 22.7 ft/s (feet per second). ---British DCs--- *Mark VII: The standard depth charge used by the Royal Navy during the first three years of the war. It was relatively faster than the American Mark 6 and Mark 7, with a terminal velocity of 3.0 m/s (meters per second), or approximately 9.9 ft/s (feet per second). *Mark VII Heavy: This depth charge featured an improved sinking rate of 5.1 m/s (meters per second), or approximately 16.8 ft/s (feet per second), thanks to a cast-iron weight attached to it. Things that work (Technical info)
Limitations 1. As soon as a depth charge enters the water, it immediately reaches its terminal velocity. However, this is not realistic. 2. In reality, each depth charge had a maximum depth setting. In SH3, however, the maximum depth setting for all depth charges is set to 300 meters. This means that all depth charges will detonate once they reach that depth, unless they have already exploded. Therefore, if you want to increase your chances of surviving the war, it would be a nice idea to acquire a VIIC/41 U-boat, as soon as the type becomes available... ![]() Compatibility & Installation This mod is JSGME ready. It is compatible with GWX 'Gold' v3.0. It is also compatible with: *Longer Repair Times v2.04 (LRT v2.04). *Every option of "OLC 'Gold' MkII". Installation instructions can be found in the README file. Thanks & Acknowledgements 1. 'Stiebler' for allowing me to use specific files (read above). 2. 'skwas' for his S3D utility. 3. 'padi' for his 'Real ASW Mod' from which I derived useful information regarding the availability dates. Interesting readings (References) 1.War Damage Report No.58 (US Hydrographic Office) 2.Depth Charges (The Pacific War Online Encyclopedia) 3.Mark 6 & Mark 7 Depth Charges 4.American & British ASW Weapons 5.Depth Charge (Wiki) Further development Although this mod includes most of the basic types of depth charges, there are other types I would like to add to the game. Additionally, it would be great if I could find the time to expand the mod to accurately depict the number of depth charges carried by each type of destroyer and frigate. We'll see. DOWNLOAD (SUBSIM) DOWNLOAD (MEDIAFIRE)
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 Last edited by tomfon; 04-22-25 at 02:45 AM. Reason: Technical information edited. |
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#2 |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
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Hi,
could you please explain the differeces between your Mod and Real ASW Mod from Padi. Thanks in forward. Best regards |
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#3 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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Hello A6Intruder.
Well, my mod is compatible with GWX3. If you'd like to use padi's mod instead you should then edit all .eqp files so as to link the 3D model of each ship with the corresponding depth charge taking into account the type of the ship and the date. There are some other differences regarding the properties of DCs (min & max efficiency radius,depth precision, hit points, shockwave effect). What really troubled me was the efficiency radius and depth precision. ![]() I will try and post my findings later.
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 |
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#4 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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Very cool!
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
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#5 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
Uploads: 0
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#6 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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@Anvar1061
In case you haven't read the description of the mod: It doesn't include new 3D models for the barrels. So, please don't hijack the thread. If you don't like it, don't use it.
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 |
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#7 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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Why do not you do better than v.2?
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#8 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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I have been using Jungman's RealDC_4 mod to simulate changes in depth charges through the war. It very simply modifies the rate of descent and other features of the depth charges throughout the war to make it a little more challenging. I implement the changes through the war using SH3 Commander.
So the question I have is, would it be better to use this mod instead of RealDC_4? Also, I have some pretty good experience modding, so making the two mods compatible with my mod soup would take some work, so I am trying to figure out if it would be worth the time to make them compatible with each other and then my mod soup, etc. I think someone who is more familiar with the inner workings could give me a quick answer and I can dig into it more from there. I can't find the link to Jungman's mod, but I have included the read me, so it might help answer questions about it. Code:
RealDC_4 Mod version 4.0 May 16, 2005 Jungman This is a simple mod made for Silent Hunter III that changes the DepthCharge.zon and DepthCharge.sim files to simulate a more realistic DC model over the several years. From early to late war average values. It was made for patch 1.3 but will work on all versions prior since this original file is not changed by any previous patches. Please backup your original file! Place the two files directory data/library replacing the original Depthcharge.zon and DepthCharge.sim file. "The two changes that are made is Maximum Range reduced from 40 meter to 10 meter, and the Sinkng Speed increased from 3 m/s to 4.5 m/s war average." Update for 4.0 depth precision put back to default 5 meters. I do not see that it has much effect. Maximum blast radius reduced to 10 meters. So Uboat should not be hurt at all if DC explosion is more than 10 meters away, but harder to avoid the DC at depth below 50 meters to simulate the improved technology of later years. Sinking speed 3 m/s to 6 m/s at war end. I feel 4.5 m/s is good average. If you want only the reduced Maximum Blast Radius only (with default 3 m/s sink speed), then only install the DepthCharge.zon file only. The DepthCharge.sim will increase sink speed to 'Middle War' value of 4.5 m/s making them more chance to hit you at depth. ---------------------------------------------------------------------------- Change Log: 1) DepthCharge.zon The Mininum Range is still at default 4.5 meter. The MinEF is still default 170 and MaxEF is still at default 230. (Strength of explosion). The Maximum Range was reduced from default 40 meter to 10 meter. (version 4.0 change). --------------------------------------------------------------------------- 2) DepthCharge.sim Sink rate increased from default 3 m/s to 4.5 m/s. (Early and Late War average. Version 4.0) Depth Precision is back to default 5 meters. (version 4.0) _________________________________________________________________________________________ Later updates will be done considering feedback. I can change Strength, Sink speed, Precision (does not seem to do anything) and Blast radius. Happy Hunting! |
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#9 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
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Congratulations on the work of Tomfon!
Here is DC4 http://www.subsim.com/radioroom/down...o=file&id=3174 Last edited by ivanov.ruslan; 02-13-16 at 12:55 PM. |
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#10 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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@rudewarrior
Additional DCs includes a modified depthcharges.dat which has extra nodes added. Each of the extra node (as well as the original one) corresponds to a specific type of DC. The technical parameters of each DC can be found in the .sim and .zon files. So, basically, the mod adds new DCs to the game which will show up according to date and, of course, type of warship. Now every DC has its own specific attributes (terminal velocity, hit points etc.). This is the main difference between Real_DC and this mod. Therefore, i don't see any reason why merge these two mods. Instead, you could modify any of the values according to your taste. ![]() @ivanov.rusian Thanks!
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 Last edited by tomfon; 02-13-16 at 06:02 PM. |
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#11 |
Samurai Navy
![]() Join Date: Oct 2006
Location: Salamis Base
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The main problem with the DCs in the game is that they are set to explode at your depth which is not realistic, because it was (and still is more or less) impossible to determine the depth of the submarine. That's why they were set to explode with a depth pattern, unless it was known that the submarine was the previous moments at periscope depth and were set to shallow depth.
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#12 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
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#13 | |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 168
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![]() Quote:
I'm guessing that the time required to develop algorithms, as well as the CPU time required to give AI ships the ability to use realistic depth patterns in a real-time simulation was probably more than the computers of 10 years ago could handle. Pablo
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"...far better it is to dare mighty things, to win glorious triumphs even though checkered by failure, than to rank with those poor spirits who neither enjoy much nor suffer much, because they live in the gray twilight that knows neither victory nor defeat." - Theodore Roosevelt, speech before the Hamilton Club, Chicago, April 10, 1899 |
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#14 |
Nub
![]() Join Date: Sep 2009
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Excellent work. Thank you - trying it now.
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#15 | |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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Now, regarding the behavior of depth charges in SH3: Depth charges do detonate randomly at a given variance. There is a special entry for this in the .sim file called, "depth_precision". So, if you set a value of 5m then, if the AI sets the firing depth, say at 100m, the depth charge will detonate randomly between 95 and 105m. In my opinion, the main problem with depth charges in SH3 is that the damage inflicted to the U-Boat from a certain type of DC depends exclusively on the distance of the U-boat from the epicenter of the explosion. For a proper simulation to take place other important factors should be taken into account too, such as the relative points of detonation, the fact that the damage is expected to be more effective when the detonation occurs under the hull (see reference 1, §15-10) and, of course, hydrostatic pressure. Depth charges in SH3 (and why not, in SH4 too) don't/won't work the best way possible. But we do what we can. Obviously, i'm asking for too much.
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 Last edited by tomfon; 02-14-16 at 01:50 PM. |
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