SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-12-13, 02:33 PM   #466
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
I see you like the hard ways
Not me..
Unfortunately it is way of my country
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 02-12-13, 02:51 PM   #467
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

A quick status update!

Made some tweaks to torpedo malfunction values, and added couple historic radio messages concerning them. I'll try to post a new version next weekend, and maybe even add some statistic about them like Gap asked! It might be wiser to list torpedo malfunction percentages that I'm aiming for, and then people can comment if they seem accurate or not. It's not telling much if I write down that chance for angle deviation is 70 % in the sim file, but when you play the game, it only happens about 1/20 or so...

Stay tuned!
Rongel is offline   Reply With Quote
Old 02-12-13, 04:23 PM   #468
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Rongel View Post
Made some tweaks to torpedo malfunction values, and added couple historic radio messages concerning them. I'll try to post a new version next weekend, and maybe even add some statistic about them like Gap asked!
Thank you Rongel, we are eagerly waiting for your updates

Quote:
Originally Posted by Rongel View Post
It might be wiser to list torpedo malfunction percentages that I'm aiming for, and then people can comment if they seem accurate or not. It's not telling much if I write down that chance for angle deviation is 70 % in the sim file, but when you play the game, it only happens about 1/20 or so...
yep, hopefully your statistics will help testers to understand if the new settings are applied as expected
gap is offline   Reply With Quote
Old 02-13-13, 08:29 PM   #469
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I noticed this folder here so i assume you would have to start a new career for modding to apply ?
MyDocuments\SH5\data\cfg\UserPlayerContextGE\Weapo ns
THE_MASK is offline   Reply With Quote
Old 02-13-13, 09:28 PM   #470
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by sober View Post
I noticed this folder here so i assume you would have to start a new career for modding to apply ?
MyDocuments\SH5\data\cfg\UserPlayerContextGE\Weapo ns
No idea sober, I will investigate. Thank you for reporting
gap is offline   Reply With Quote
Old 02-13-13, 09:35 PM   #471
7thSeal
Samurai Navy
 
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
Default

You could probably just delete that one there after enabling the mod and it may load the new one after starting a save. Worse case it would just reload the old one if you tried it..... maybe that's the worse case.
7thSeal is offline   Reply With Quote
Old 02-17-13, 01:44 PM   #472
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Here is a new test version of the Torpedo Malfunctions-mod.

http://www.mediafire.com/?33dbm70scamom2g

And now with real documentation!

.................................................. .............

SH 5 Torpedo Malfunctions by Rongel (test2)


This mod adds torpedo malfunctions to the game. The aim is to follow historic values and to recreate the "Torpedo Crisis" that plagued Germany in the opening years of the war. Values are based on the thesis "WOLVES WITHOUT TEETH: THE GERMAN TORPEDO CRISIS IN WORLD WAR TWO" by David Habersham Wright.


- Torpedo duds. There is approx. 20 % possibility of torpedo duds. G7e TII torpedo is a bit more unreliable. After the Operation Weserubung (spring 1940) dud percentages are lowered when the issue is fixed.
- Depth keeping. In the early years, torpedoes depth may vary several meters. This is gradually fixed during the years.
- Premature detonation. Magnetic detonation torpedoes suffer from premature detonations, windy conditions make them more likely. In good conditions, failure rate is approx. 30-40 percentages. Eventually magnetic detonation is prohibited to use. It is fixed when G7e TIII torpedo is taken to use.
- Gyro deviation. At the start of the war there is a approx. 10 % possibility of a gyro deviation, which is reduced in 1940.
- Circle runners are rare, but it happens.

To make it short, first year of the war is plagued with torpedo malfunctions. In the spring of 1940 most of the issues are fixed, but magnetic detonation problems remain, and they are banned to use. When G7e TIII is introduced in 1942, Germany finally has a torpedo that works in all aspects. Some malfunctions still happen, but they are not common.

This mod also adds some historic radio messages that concern torpedo malfunctions. Magnetic detonation depth is 4 four meters with every torpedo.

Mod will be updated when more testing is done. All comments are welcome!

Install with JSGME, apply when in port. Good luck!
Rongel is offline   Reply With Quote
Old 02-17-13, 02:02 PM   #473
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Thank you Rongel

post #1 updated with the link to the new version.

Now we need for your help guys. Any volunteer ready to test it?
gap is offline   Reply With Quote
Old 02-17-13, 06:21 PM   #474
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Smokin guns
THE_MASK is offline   Reply With Quote
Old 02-17-13, 06:40 PM   #475
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by sober View Post
Smokin guns
yes, cool idea. Unfortunately starshells, which I planned to convert into smokeshells, are bugged: once a a gun fires them, it becomes unable to track enemies
gap is offline   Reply With Quote
Old 02-18-13, 11:15 AM   #476
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Rongel, does this fix the magnetic pistol not working? I know that TDW has a fix with his Uis but I'm not running any of his mods.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 02-18-13, 11:22 AM   #477
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by GT182 View Post
Rongel, does this fix the magnetic pistol not working? I know that TDW has a fix with his Uis but I'm not running any of his mods.
While we are waiting for a definitive answer by Rongel, I will give you my opinion:

I think that Rongel's tweaks are based on TDW's torpedo patch, and that the patch must be enabled for them to work.

Before this patch, torpedo failure rates weren't applied to GR2 units, and magnetic pistols weren't triggered. No "normal" mod can fix the above issues, as they are hardcoded features
gap is offline   Reply With Quote
Old 02-18-13, 12:04 PM   #478
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Yep, Gap is right again. I forgot to mention that this mod is made TDW's Patcher in mind.

So you need to enable torpedo duds and magnetic detonation from the patcher. This mod puts the malfunction percentages right and fixes not-hard-coded (soft-coded? ) stuff.
Rongel is offline   Reply With Quote
Old 02-18-13, 12:13 PM   #479
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Rongel View Post
(soft-coded? )


yet another subsimologism
gap is offline   Reply With Quote
Old 02-18-13, 12:59 PM   #480
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post


yet another subsimologism
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:50 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.