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 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-12-14, 08:59 AM   #91
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Thanks for the reply, Rubini.

Does your comment about the hit probability also applies to the Fido or only to the regular torpedo attack?

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 04-21-14, 11:01 AM   #92
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Hi Rubini,

I have one comment and two questions concerning your great work:

1.) When I use your mod with GWX the Avenger canopy is black. I guess the reason is that the GWX Avenger has the same *.tga name (AVG_123.tga), but a transparent canopy (the canopy part of the tga is black in GWX). It seems that although the ID is different SH3 uses the same tga for both models

2.) Is there any reason why you have sometimes chosen strange names with squares as letters, e.g., AcusticTorp_Final_12

3.) Does the Fido Avenger also have 'regular' torpedoes? From looking at the VTcannon_rack_barrel it looks as if it uses the VTcannon_FIDO_shell which has the same damage data as the Fido itself

It would be great if you could help me with my two questions!

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 04-21-14, 08:28 PM   #93
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Quote:
Originally Posted by LGN1 View Post
Hi Rubini,

I have one comment and two questions concerning your great work:

1.) When I use your mod with GWX the Avenger canopy is black. I guess the reason is that the GWX Avenger has the same *.tga name (AVG_123.tga), but a transparent canopy (the canopy part of the tga is black in GWX). It seems that although the ID is different SH3 uses the same tga for both models

2.) Is there any reason why you have sometimes chosen strange names with squares as letters, e.g., AcusticTorp_Final_12

3.) Does the Fido Avenger also have 'regular' torpedoes? From looking at the VTcannon_rack_barrel it looks as if it uses the VTcannon_FIDO_shell which has the same damage data as the Fido itself

It would be great if you could help me with my two questions!

Cheers, LGN1
Hi LGN1,

1. I can´t recall the same problem when i made some (few) tests with this mod with GWX at that time. But, if you are right, then I guess that is just a matter to rename that tga inside the new torpedo bomber .dat file that comes with the mod. Someone more can confirm this problem?

2. I guess that this is a Windows language issue because I have not squares here. I use win7 in brazilian portuguese.

3. IIRC the drop mechanics of both "regular virtual torpedo" and "fido" are the same. The main difference is that in the Fido case, the virtual particle torpedo is replaced by an acoustic "real" torpedo (fido) when it hits the water. IIRC i also hold the virtual torpedo behaviour (in truth a invisible cannon) on the planes that carry FIDOS to simulate hits when you are almost surfaced. Just to make the mod more dangerous to the player, if not you should just stay surfaced to avoid Fidos hits. This was necessary by SH3 engine limitations. The Acoustic torpedo changes direction but not deep on SH3. Then some tricks were necessary to cover these stock faults.
__________________
One gamer's must-have mod is another gamer's waste of time.
-Sailor Steve

Last edited by Rubini; 04-21-14 at 10:53 PM.
Rubini is offline   Reply With Quote
Old 04-22-14, 01:55 PM   #94
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Thanks for your reply, Rubini!

Concerning 1.) I have checked it again and it works fine now The only explanation I can think of is that the last time I loaded the game several times with different mod configurations. Maybe this led to the 'bug'. Sorry for the false alarm.

Concerning 2.) I have just tested it in Win 7 and did not see the squares anymore Weired.

Thanks again for your help and this great mod. I really like it!

Cheers, LGN1
LGN1 is offline   Reply With Quote
Old 01-29-16, 07:11 AM   #95
Ggames
Swabbie
 
Join Date: Dec 2015
Location: Brazil
Posts: 9
Downloads: 30
Uploads: 0
SHO

Hey Rubini do you are a brazilian ?
Ggames is offline   Reply With Quote
Old 01-29-16, 04:46 PM   #96
tomfon
Grey Wolf
 
Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
Default

Quote:
Originally Posted by Ggames View Post
Hey Rubini do you are a brazilian ?
Well, it seems that you share almost the same location so...

Welcome to SUBSIM.
__________________
"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
tomfon is offline   Reply With Quote
Old 03-31-16, 11:51 AM   #97
Markus_1987
Seaman
 
Join Date: Apr 2012
Posts: 34
Downloads: 87
Uploads: 0
Default

Did you work on a New version?
Markus_1987 is offline   Reply With Quote
Old 06-01-16, 05:03 PM   #98
flyer102
Bosun
 
Join Date: Apr 2015
Location: Depth charged 180m below
Posts: 62
Downloads: 207
Uploads: 0
Default

This seems quite tough to avoid, what is the best way to avoid getting hit, crash dive, shooting it down before it drops it's torpedo, changing speeds, or by coming to a stop.

Also, what year do these planes begin to appear?

Also which RND file should I merge to get a realistic balance?
flyer102 is offline   Reply With Quote
Old 09-08-16, 03:04 PM   #99
Onealex
Seasoned Skipper
 
Join Date: Mar 2010
Location: Ukraine, Lviv
Posts: 728
Downloads: 191
Uploads: 0
Default


I think there were at least 10 hits...
Onealex is offline   Reply With Quote
Old 05-15-20, 08:31 AM   #100
Toyotagt86
Machinist's Mate
 
Join Date: Mar 2019
Posts: 124
Downloads: 516
Uploads: 0
Default SH3 Air Torpedo mod v2 Compatibility

I have down load the SH3 Air Torpedo mod v2
I like it very much it it a great mod but I have some question to ask:
Is this mod compatibles with the Air torpedo Fido hard core patch in the Stiebler4C_V16B1?

Best regards

Thank you
Toyotagt86 is offline   Reply With Quote
Old 05-15-20, 09:20 AM   #101
ivanov.ruslan
The Old Man
 
Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
Default

It should, according to readme file:

"Compatibility:
Stiebler releases a "Mk 24 Fido aerial torpedo" virtual routine (not visual) and these mods are totally compatibles. In truth this present mod is more suitable as a generic air torpedo type, wich will then, complete Stiebler work. "
ivanov.ruslan is offline   Reply With Quote
Old 05-15-20, 11:06 AM   #102
Aquelarrefox
Commander
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
Default

a question: add something to nygm2017 with steibler fixes on, this mod?
__________________
Having a HARD TIME with CONSOLIDATE GRANMA MOD...
Aquelarrefox is offline   Reply With Quote
Old 05-15-20, 09:18 PM   #103
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,182
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by Aquelarrefox View Post
a question: add something to nygm2017 with steibler fixes on, this mod?

It can be used with NYGM already. Just put it in your mod list like any other mod and follow the instructions in the readme.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-15-20, 09:19 PM   #104
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,182
Downloads: 490
Uploads: 4


Default

Quote:
Originally Posted by ivanov.ruslan View Post
It should, according to readme file:

"Compatibility:
Stiebler releases a "Mk 24 Fido aerial torpedo" virtual routine (not visual) and these mods are totally compatibles. In truth this present mod is more suitable as a generic air torpedo type, wich will then, complete Stiebler work. "

Be advised he and Rubini tried to combine the two mods but were unsuccessful.
Maybe you could use both at the same time, but not sure of the point of that.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 05-15-20, 10:07 PM   #105
Aquelarrefox
Commander
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
Default

My question is focus about it. Both model the same? I know fido works with nygm. So in your opinion this mod added something to that or is worthless for stebler and nygm?
__________________
Having a HARD TIME with CONSOLIDATE GRANMA MOD...
Aquelarrefox 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 01:36 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.