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View Poll Results: What version of SH4 do you have?
Orriginal SH4 (no U-Boot missions) 285 23.59%
SH4 + Uboot Missions addon 923 76.41%
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Old 03-16-09, 03:00 AM   #91
tomagabriel
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Some answers to some of the questions:

a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.

b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order).

c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ).

e) Anyone else reporting the model/texture problem UrPeaceKeeper reported?
"My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile."

f) The_Pharoah, what is the third torpedo you have in the loadout screen besides the ADCAP and Tomahawk? Or, are you using other mods?
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Old 03-16-09, 03:48 AM   #92
Pvt. Public
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this is great, im really enjoying this so far. have you increased the range on the sonar at all? i currently am downloading the newest version and look forward to some cruise missile action.

i just had a thought though, would it be possible to add in some vertical torpedo tubes for the missiles? *and i didnt see this right above my post, its getting late....

Quote:
Originally Posted by tomagabriel
a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.
try making a new entry in the weapons.upc, a new tube with only the missile as available ammo or perhaps reuse the "TorpedoTube21inOldUS". also have you found out if its possible to edit the guidance logic itself?

Last edited by Pvt. Public; 03-16-09 at 04:26 AM.
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Old 03-16-09, 04:53 AM   #93
tomagabriel
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@Pvt. Public

No. Sadly no success with the guidance logic so far.
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Old 03-16-09, 05:28 AM   #94
keltos01
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Quote:
Originally Posted by tomagabriel
@Pvt. Public

No. Sadly no success with the guidance logic so far.
I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :




USS Halibut :




http://www.regulus-missile.com/RegulusModels.html

German rockets :


http://www.prinzeugen.com/V2.htm

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293
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Old 03-16-09, 05:31 AM   #95
thyro
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Quote:
Originally Posted by keltos01
Quote:
Originally Posted by tomagabriel
@Pvt. Public

No. Sadly no success with the guidance logic so far.
I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :




http://www.regulus-missile.com/RegulusModels.html

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293


I had the impression that was the way around ... the launcher was at bow not at aft... ok time to google for pictures
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Old 03-16-09, 05:42 AM   #96
thyro
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not sure if is bow or aft on these pictures... but the tower seem to point at bow...

http://www.gibstuff.net/warships/ships/growl1.jpg

http://www.gibstuff.net/warships/ships/growl2.jpg

http://www.richard-seaman.com/Aircra...ler2oClock.jpg
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Old 03-16-09, 05:44 AM   #97
thyro
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@tomagabriel

hey mate ... look how Ohio can deal with SH4 AA or to shoot survivers!

btw any chance of adding that small screen?

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Old 03-16-09, 06:00 AM   #98
thyro
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Quote:
Originally Posted by thyro
Quote:
Originally Posted by keltos01
Quote:
Originally Posted by tomagabriel
@Pvt. Public

No. Sadly no success with the guidance logic so far.
I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :




http://www.regulus-missile.com/RegulusModels.html

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293


I had the impression that was the way around ... the launcher was at bow not at aft... ok time to google for pictures
Ok I found the cusk sub (1948)... but the experience went in a good bang... check the link... move back/forward on the year (htm pages) and you get more pictures and stuff

http://www.usscusk.com/1948.htm
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Old 03-16-09, 07:21 AM   #99
tomagabriel
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Quote:
Originally Posted by thyro
@tomagabriel

hey mate ... look how Ohio can deal with SH4 AA or to shoot survivers!

btw any chance of adding that small screen?

Nice pic! Where is it from? It is too damn hard to find detailed photos of this sub!!

What screen are you talking about? The small glass screen? I was thinking of adding one, possibly with water drops on it It would look good if it could be done.
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Old 03-16-09, 07:23 AM   #100
tomagabriel
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@Keltos

I was thinking too to go at lower speeds, but I did not know early missiles were that slow. Anyway, I will test these speeds. If the missiles are successful at 150 Knots, that is still something. I will post progress.
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Old 03-16-09, 07:41 AM   #101
keltos01
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Quote:
Originally Posted by tomagabriel
@Keltos

I was thinking too to go at lower speeds, but I did not know early missiles were that slow. Anyway, I will test these speeds. If the missiles are successful at 150 Knots, that is still something. I will post progress.
Was a bit wrong on the speed...

V1s were shot down by Spitfires here is why :

Engine Argus As 014pulse jet engine
Operational
range
250 km (150 miles)
Speed 640 km/h (393 mph)
flying between 600 to 900 m (2,000 to 3,000 feet)
Guidance system gyrocompass based autopilot
http://en.wikipedia.org/wiki/V-1_flying_bomb
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Old 03-16-09, 08:33 AM   #102
thyro
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Quote:
Originally Posted by tomagabriel

Nice pic! Where is it from? It is too damn hard to find detailed photos of this sub!!

What screen are you talking about? The small glass screen? I was thinking of adding one, possibly with water drops on it It would look good if it could be done.
Was looking for pictures of Keltos's Cusk when I come across that Reuters picture on this website: http://www.daylife.com/photo/08eS4GjbAL8HD but you won't find more in there.

But if you type "missile submarine pictures" on google and select 1st option it will list "tons" of pictures extracted from site pages then can go through their sites.

yeah was mentioning that glass window

cheers
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Old 03-16-09, 09:30 AM   #103
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Quote:
Originally Posted by tomagabriel
Some answers to some of the questions:

a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.

b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order).

c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ).

e) Anyone else reporting the model/texture problem UrPeaceKeeper reported?
"My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile."
a.) That'd be amazing, it's very frustrating going against task forces with 4 Tommy's loaded and 2 more in the ammo storage and have to dump all four and pray they hit and then two more before you can engage the escort

b.) Mkay, I guess I got a bit confused as to what torpedo's where what (in my post the ADCAP was refering to the missile, now I've straightened myself out and realize that is the torpedo :P <Duhr!>

c.) Changing the weight of the realism is always an option. I cant imagine doing manual targeting with a nuke sub with targeting computers hence why I run at 27% realism

d.) Shame we cant get the Tommy guided. I'll keep building my Tommy lead table so people can get some serious accuracy with them. Bigger shame is how Ubi wont release the SDK

e.) I'm taking some pictures to show what I mean, thats what I'm doing right now, so expect an edit or another post with pics of the screen. The ADCAP's (the homing torpedo's) are green in the torpedo screen in both the harbor and on patrol, but when launched into the world they are black with bright yellow props.

Anyway I found an additional error while shooting at stationary targets. The Tommy wont make more than a 90 degree bend to hit a target. After it comes out of the water and splashes down it makes an imediate 90 degree but nothing more. So shots that are not within the 180 degree frontal arc are always off. I dont know if this was intentional or not but being as the real missile is guided I'd imagine shots like that would not be too hard.

Occasionally the Tommy's dont stay on the surface. I've manually set the depth as high as it will go (even though it's already pre set there) and sometimes they fall back under the water. Not a HUGE deal, but kinda uninteresitng but I suppose thats probably the limits of the game amirite?

I'll keep testing My only other suggestion would be maybe for some higher resolution skins but thats minor at this point!



EDIT: Alrighty, following pics are self explanatory, bright green in torp loading screen, not so green in the world




EDIT 2:
Found another graphical glitch. This one occurs when you are at periscope depth. If you raise the periscope up you get these large splashes (which are a bit over the top, I personally liked the stock ones but ok) but once you lower the periscope they stay! Oi! Pic...


Just a minor graphics thing! Trying to get em all so they can be worked out

Last edited by UrPeaceKeeper; 03-16-09 at 12:45 PM.
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Old 03-17-09, 02:33 AM   #104
tomagabriel
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Thanks for the detailed feedback UrPeaceKeeper. Will look into it.

Missile falling back into water is due to engine limitations. As you said, an SDK would probably add more modding options. The maximum 90 degree turn of missiles is intentional. I thought it would look weird during launch to make it flip back towards some target. With the black torpedo I am out of ideas for the moment. Are you using the english version of SH4+U-Boot missions? Are you using other MODs? Did you install with JSGME over a clean SH4? It should definitely be green (ok, textures are a bit in a hurry, because other aspects needed to be solved). The water splash above the tower I know and will be addressed.
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Old 03-17-09, 11:09 AM   #105
UrPeaceKeeper
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Quote:
Originally Posted by tomagabriel
Thanks for the detailed feedback UrPeaceKeeper. Will look into it.

Missile falling back into water is due to engine limitations. As you said, an SDK would probably add more modding options. The maximum 90 degree turn of missiles is intentional. I thought it would look weird during launch to make it flip back towards some target. With the black torpedo I am out of ideas for the moment. Are you using the english version of SH4+U-Boot missions? Are you using other MODs? Did you install with JSGME over a clean SH4? It should definitely be green (ok, textures are a bit in a hurry, because other aspects needed to be solved). The water splash above the tower I know and will be addressed.
Ahh good point about the missile. I was a bit miffed by that at first but it makes sense since it basically makes the uber turn angle :P We really need an SDK for this game or some very clever hacker to hack it or something!

I'm currently using PE4 +SH4 v1.5 (With U-boot missions) in English. I wonder if PE4 is the cause of the torpedo being almost black. I will disable PE4. Yes I did install JSGME over a clean SH4 install. The textures look fine to be honest, it's just very very 4 tone on the submarine and there isnt a whole lot of detail to them (probably because we dont have a whole lot of detail in pictures). Did you happen to find out the cause of hte Camera Out of Range problems when clicking on crew members? It's like the animation for them moving their head is causing the issue?

I'm no expert with S3D (I dont even have the latest version, GASP!) but how would I go about changing the splash for the periscope back to the stock one?



EDIT: Yahr, it was PE4 that makes them almost black, it's really a dark green. After disabeling PE4 it's still fairly dark but it is green. Perchance lighten it up? Still no other bugs to report though. I did have an Anti-Ship missile go circle route on me. That was funny, a destroyer that came for me later found it very appetizing and took it hook line and sinker to the bottom of the Pacific lol.

Last edited by UrPeaceKeeper; 03-17-09 at 11:52 AM.
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