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Old 09-06-17, 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 09-06-17, 07:40 PM   #92
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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 01-30-18, 04:27 AM   #93
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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 05-24-18, 06:47 AM   #94
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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 06-02-18, 11:59 AM   #95
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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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Old 04-24-19, 09:24 AM   #96
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Do you guys know how to increase aircraft bomb accuracy?
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Old 04-24-19, 12:46 PM   #97
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Airplanes are weird. They follow the "CrewRating" of their "launching" asset, if one is involved, whether aircraft carrier or airbase. You can "see" the "modifiers" in the "Data / Cfg / AirStrike.cfg" for the airbases. There's a little bit of 'documentation' at the top of the file. The other place to put changes would be in the mis files for each individual airplane ("Search" on "Type=30?" in a text editor), and set them to "CrewRating=4" ("Elite") in a text editor. They'll "fly" better also. Then, for all the CV type vessels you have, set them to "CrewRating=4", and the planes they 'launch' will also be "Elite". In the appropriate Campaign folder, and the appropriate XX_AirCover.mis file, set all of the AirBases to "CrewRating=4", which is "Elite". You should see a marked improvement in the planes' 'flying' and accuracy. The Betty still needs help though... After that, you'd better crash-dive and fast when you spot a plane...
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Old 04-24-19, 09:54 PM   #98
The Kraken Wakes
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Default please can i join nmtf

Guys,
I would like to join the group and I am willing to help out with documentation. I can edit sim, zon and upc files with s3d and notepad.
I have no idea at all about graphics.
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Is that a Mission Editor or a flea circus ? Haven't seen this many bugs since I watched Starship Troopers...
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Old 09-15-19, 05:35 AM   #99
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Would it be possible to make visual map contacts always be lines like sonar and never become squares?
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Old 08-31-21, 04:27 AM   #100
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Hello I am trying to find a way to bring back squares which appear after getting contact report. The modpack is KSDII.
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Old 05-31-22, 07:53 AM   #101
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Hi, is this modding group dead?



If not, does anyone have the original S3D tutorial videos, I can't find them all, I need the one on texturing.
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Old 05-31-22, 06:00 PM   #102
Xerxes
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Default Reviving the Noob Modders Task Force

I say we ought to revive the NMTF, so i'll repost Halsey's original post:


Quote:
Originally Posted by Admiral Halsey View Post
This thread is to announce the creation of a new modding group for Silent Hunter 4 known as the Noob Modders Task Force or NMTF for short. The goal of the group is for those with limited to no modding experience to share our experiences of learning how to mod modding, help each other out when we get stuck, help future modders out by creating a guide for the stuff we learn(something sorely needed) and creating mods together with the ultimate goal being the creation of our own super-mod(but that'd be a bit down the line) and having fun. If you're interested in joining please state so below.

The aim is the same, any modder, new or experienced is invited, we really do need unified guides for S3D, and other modding areas.



I'm not the most experienced, and will be happy to turn over operations to the experienced folks.


Group link: https://www.subsim.com/radioroom/group.php?groupid=149
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Old 06-14-22, 08:55 AM   #103
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I did some changes to the submarine.sim file. Mainly the mass, Gravity center height in order for the uboat to jump and swing more in the rough seas. But now the diving times are slightly too long. What are the best ways to reduce them.? I have taken a look into Ballast settings. What are the differences between Max main ballast tanks flood speed and Max dive ballast tanks flood speed [l/s]. I have heard that you can give some sort of special abilities for the crews to also decrease the timing times.
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Old 06-14-22, 11:13 AM   #104
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Quote:
Originally Posted by Niume View Post
I did some changes to the submarine.sim file. Mainly the mass, Gravity center height in order for the uboat to jump and swing more in the rough seas. But now the diving times are slightly too long. What are the best ways to reduce them.? I have taken a look into Ballast settings. What are the differences between Max main ballast tanks flood speed and Max dive ballast tanks flood speed [l/s]. I have heard that you can give some sort of special abilities for the crews to also decrease the timing times.
Talked with John Pancoast about that... with regards to SH3 Niume... & they asked Me to send them each & every .sim file I believe it was, for the uboats.

John after looking through those.. sent back some edited ones to Me to test out &... have to say the results were more (at least to these old eyes at any rate) more realistic to surface to submerge time/s.


I can zip them up & if you know how to poke about in .sim files... well, maybe see what John did to do that.








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Old 06-14-22, 12:18 PM   #105
Jeff-Groves
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Quote:
Originally Posted by Xerxes View Post
Hi, is this modding group dead?



If not, does anyone have the original S3D tutorial videos, I can't find them all, I need the one on texturing.
What do you need to know?
How to UV map a model or how to assign a texture in S3D?
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