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Old 09-06-2017, 02:08 PM   #91
Logan20142
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Actually it's an SP GS-3 Class 4-8-4. I'm building it for one of the best railway games ever, and if someone had original Drawings for Japanese locomotives and rolling stock, I'd build them for one of these silent hunter mods.
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Old 09-06-2017, 07:40 PM   #92
propbeanie
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Ahhh, the SP, the railroad my former employer should have made a bid on, instead of just the Gold Coast routes... good road.

It would be nice to have a "railway equipment" mod, with a couple of Japanese locomotives and some rolling stock of theirs, and something like an FRA 0-6-0 and US rolling stock for around a few of the US Naval Bases. You can see railroad stuff around the Eastern area of Pearl, and around a lot of the Mainland US bases. All we'd have to figure out is how to build the "railway" itself... There really aren't even "roads" in the game...
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Old 01-30-2018, 03:27 AM   #93
Ichthyos
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Default modding sub ranges and/or fuel usage

I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.

anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?

thanks.
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Old 05-24-2018, 06:47 AM   #94
Rockin Robbins
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There are huge problems in SH4. In the turmoil between SH3 and SH4, Ubi lost most of the people who wrote SH3. The new ones didn't understand how the game works, mostly because of terrible documentation during the development of SH3, and they saw the various modules as black boxes. When they had problems getting the black boxes to do what they wanted, they just patched their own routine on top of the black box.

So we're left with sensors that aren't adjustable as originally intended, AI detection that's sometimes exactly backwards, where a sub is MORE detectable if you keep the nose on the target and less detectable if you turn beam on.

It's been driving the FOTRSU team crazy, and is a very difficult thing to make progress against sometimes. Our motto is "simplify and emulate stock." The game bites you when you depart from that motto, just about every time.
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Old 06-02-2018, 11:59 AM   #95
aanker
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Quote:
Originally Posted by Ichthyos View Post
I've been using silent 3editor to mod sim files for boats in sh3 with much success, but for some reason I don't have the expected results from modding sub ranges (surface and subsurface) in sh4.

anyone have a good idea how to properly mod a sub to reduce fuel consumption/battery consumption (thus increasing range)?

thanks.
In another Thread I tried explaining to you the Propulsion Specialist method Ducimus (TMO) came up with that I have used for years. Maybe I didn't describe it that well.



I happily cruise and patrol at 15 knots Standard speed with a 14,500 range+/- and submerged I move/creep at 3 knots with a 98+/- mile range, and can move submerged at 6 knots for about 6 hours. These figures are very close to the speeds and distances reported in real USN WW2 Patrol Reports (two engine speed surfaced) and interviews with real USN WW2 Skippers and XO's.

Right under my post a couple others posted with their methods that were very involved and didn't work that well - which may have distracted or confused you.

There are ways to hide the green Propulsion Specialist icon but it doesn't bother me so I don't bother. There are ways to cheat while recharging the batt but if I just patrol normally everything is fine. I'd only be cheating myself anyway and what's the point of that?


The US side of SH4 wasn't easily adapted from SH3 because fleetboats and U-Boats are very different. The Devs did the best they could with what they had to work with and this is why it is so hard to get realistic surfaced and submerged speeds and ranges.
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