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Old 07-12-2011, 04:12 PM   #1
fred8615
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Default [REL] Real Subs

Real Subs 1.3

In the readme for my Sub Class Info mod I noted that the info was historical, but may not match what's in the game. It occurred to me to fix the subs so they would have the correct info, and perhaps be a little more realistic in their operation. Sort of like the Real Fleet Boat mod, but without all the other changes that mod makes.

This update fixes the incorrect aiming of the guns resulting from my attempt to set the min/max elevation for the guns. Since I couldn't figure out how to correct the over/under shooting problem, I simply reset the elevation changes back to the stock values. Except in the Narwhal Mod version. It's guns work perfectly even with the changes, so I left them in it. So it's not a total loss on the guns, I left in the range, ROF, and muzzle velocity changes in all the guns too.

This mod, whenever necessary, adjusts the displacement, dimensions, draft, maximum speed, surface range, underwater endurance, and test depth for each submarine class in the stock game, the Tench and pseudo-Narwhal subs added by the RFB, Run Silent, Run Deep the Campaign, and Trigger Maru-Overhauled mods, and for the Subsim.com Narwhal mod. The Tench and pseudo-Narwhal sub files are from TMO 2.2, and are used with the kind permission of Ducimus. Also all subs, including the S class, have had their crash dive depth set to 160 feet, because the crash dive button tooltip gives that as the setting, and I didn't want to change it.

It also adds changes for the guns. Again whenever necessary, I've adjusted the range, rate of fire, and muzzle velocity to the historical levels as given by the NavWeaps site (http://www.navweaps.com/). The rate of fire is based on the highest rounds per minute given, and in nearly all instances will be slower than the stock game.

It also occurred to me that if I was going for realism, I should not have the Narwhal and S classes being able to do their "brand new" top speeds. So both the pseudo-Narwhal and Narwhal mod files have the surfaced and submerged speeds reduced to the actual service maximums. Further thinking on the S class led me to want to also make other parts of them like the nearly 20 year old boats they were. Instead of reinventing the wheel, I have instead incorporated, with his very very kind permission, Webster's S-Class Mod for v1.4 & v1.5 into this mod. This includes all files from his mod, so you will not need to install it separately. The only changes I made were to the displacement, draft, and the gravity center. All other settings are Webster's originals.

Install using JSGME. You will have three options to extract/install:


Real Subs - Use this version for the stock 1.5 game or with any combination of super mods.

Real Subs - Narwhal Mod - Install AFTER the Narwhal mod and the above.

Real Subs - S-42 - Install AFTER any other version. (See below.)


The S-42 is separate because it uses the S-18 .sim file instead of its own. Since you can never upgrade to an S class boat, the only time one can be used is playing a single mission or patrol, or starting a career. So if you know before starting one of those you're going to use an S-42, and want the info, enable that version before starting the game. To get the S-18 info back, disable it before playing.

While editing, I made another change, more out of personal preference rather than historical accuracy. All subs have had the maximum torpedo firing depth lowered slightly to 100 feet.

Included in this mod are new Sub Class Info images for the pseudo-Narwhal, Narwhal mod, and S classes which will now show the new lower speeds, and for the S classes alone, the shorter surfaced range. If you don't want these installed, before installing either delete or rename the "Menu" folder inside the "Data" folder of the version(s) you plan to use.


Download from here on Subsim (under Gameplay Mods)

From Mediafire:
http://www.mediafire.com/?310mafdcqfg0q

Last edited by fred8615; 01-27-2015 at 01:49 PM. Reason: Removed SilentHuntermods link.
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Old 07-12-2011, 06:07 PM   #2
Weiss Pinguin
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So just to be clear, this is compatible with TMO 2.1/2.2?
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Old 07-12-2011, 07:02 PM   #3
fred8615
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Quote:
Originally Posted by Weiss Pinguin View Post
So just to be clear, this is compatible with TMO 2.1/2.2?
Yes. For the subs themselves it only changes two files, so there's no need for separate versions.
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Old 03-06-2013, 04:36 PM   #4
fred8615
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I've updated the mod. See the first post for details.
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Old 03-06-2013, 11:51 PM   #5
TorpX
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Quote:
While editing, I made another change, more out of personal preference rather than historical accuracy. All subs have had the maximum torpedo firing depth lowered slightly to 100 feet.
I don't see why you did this. If you are making a mod for historical accuracy then it should be historical.

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Old 03-07-2013, 08:56 AM   #6
fred8615
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Originally Posted by TorpX View Post
I don't see why you did this. If you are making a mod for historical accuracy then it should be historical.

Because I have no idea what the maximum torpedo firing depth really was. I think I did try to find out, but couldn't find it anywhere. And given the other wrong info in the game, there was no reason to believe it was right either, so I changed it. It was only a few feet in difference anyway.
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Old 03-07-2013, 11:46 AM   #7
fred8615
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FWIW, I checked RFB and it has the maximum torpedo firing depth set to 150 feet. Where they got their number from I don't know.
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Old 03-08-2013, 02:38 AM   #8
TorpX
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I understand what you mean about the game being of dubious reliability. I skimmed HNSA and found a manual on torpedo tubes and there was some info about launching torpedos at depth.

Quote:
The Fleet Type Submarine Online
21-Inch Submerged Torpedo Tubes

Oh well, I couldn't copy and paste it here, but it's in Chapter 11, if anyone wants to read about it.
They could launch to 200 feet, by using greater impulse pressures. BTW, torpedo tubes were actually rather complicated pieces of machinery.
Oh, and nice work on your mods.
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Old 03-19-2013, 12:43 PM   #9
fred8615
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I've updated the mod. See the first post for details.
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Old 03-19-2013, 04:35 PM   #10
fred8615
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Hold off on downloading! I thought I had the problem fixed, but it's not.
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Old 03-20-2013, 06:13 PM   #11
fred8615
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New update available. See the first post for details.
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Old 03-21-2013, 11:59 AM   #12
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thank you for 1.3 update, Fred and
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Old 07-08-2014, 04:41 AM   #13
bybyx
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Will this work with the latest TMO+RSRD+OTC?
Thanks!
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Old 07-08-2014, 12:46 PM   #14
fred8615
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Quote:
Originally Posted by bybyx View Post
Will this work with the latest TMO+RSRD+OTC?
Thanks!
It's intended to be used with TMO, so there's no problem there, even with RSRD. I don't use OTC so I don't know if it changes any of the files used. JSGME will tell you when a mod will overwrite files from another mod, so I suggest you try installing it after OTC and see if it's in the list. If it is, you will probably lose some or all OTC functionality if you install my mod.
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Old 07-08-2014, 05:28 PM   #15
merc4ulfate
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What is :

The displacement:
Dimensions :
Draft:
Maximum speed:
Surface range:
Underwater endurance:
Test depth:


for each submarine class.

Did you also adjust the unrealistic turning radius of both submarine and surface ships?
The radius would change depending on speed and speed will change depending on rudder setting. A 5 degree port turn will not decrease forward speed as much as a 20 degree turn. These changes will affect the outcome of the turning radius under individual speeds.

Is there a remedy for the sudden speed change of vessels? With some mods and stock a destroyer or merchant can decrease speed way faster than they normally would in real life. The also speed up faster than than they would were they real. I have had perfect shots foiled because of merchants fast turning radius and their ability to stop on a dime or speed up at an unrealistic level in order to by pass a fish.

There is crash dive depth, test depth and then there is death depth. Because all the different classes were tested differently are there varying and random depth at which death occurs?

I would prefer not knowing Death depth ... no skipper knew how deep was too deep until they died. I would enjoy seeing a random outcome for death depth since no two boats are alike and some went way past they design specifications. Even of the same class two boats would implode at varying levels.
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