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Old 04-10-17, 11:35 AM   #1
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
Default Skipjack SSN (overhauled)

Welcome to the new and improved Skipjack SSN for Silent Hunter 4 v1.5!
Original mod by Tomagabriel (His readme file included)
This version by ETR3(SS)

Recommendations: Play with Limited Fuel, Batteries, and O2 off. This is a WWII sim, nuc boats wern't around and so they can't be portrayed 100% accurately. I have tested with limited Fuel and Batteries on and only found one problem. A bug that is part of hardcoded stock game will drain your battery quickly if you travel around at Ahead 1/3 with limited batteries on.

-Combine Sail and Hull files: Data files for the hull and sail were combined into one file set. Doing so eliminates issues with the conning towers not showing up properly.

-Remodel Rudder: Rudder was reshaped to more accurate form.

-Remove cleats from hull: I don't think the cleats on the Skipjack were retractable but removed them anyways.

-Remove TBT: Removed TBT from bridge. You're a nuclear submarine, make submerged attacks!

-Adjust Radar mast height: Radar will raise with the observation scope. It can be used for submerged attacks or for searching for aircraft before surfacing.

-Change manning levels: Added more crew members to better reflect manning levels. I wouldn't plan on seeing a full compliment though, but it's pretty close.

-Rework compartment layout: Moved equipment around the boat I.E. sonar, radar, radio.

-New torpedoes: Added Mk 37 and Mk 45 torpedoes. The Mk 37 is based off of Mod 0 specs, recommend using it similar to the Mk 27 as an anti escort weapon. Currently uses the Mk 48 3d model. The Mk 45 is truly for those foolish enough to think they can outrun the 11 kt blast. Comes with magnetic detonator with a 100m detonation range, arming distance of 2000m.

-Change torpedo loadout: Default loadout is 4 tubes with Mk 16, 2 with Mk 37, and stores filled with Mk 16's.

-Configured mast and antennas: You now have 2 periscopes, a radio antenna, radar antenna, ESM antenna, and snorkel in the sail. All raise and lower with either a periscope or the snorkel command. Many of the models are from the stock game. I no longer have a 3d modeling program to try my own. (Not that I'm that good at 3d modeling anyways) Shift+X will raise the snorkel, R will set snorkel depth.

-Retexture hull and sail: Hull retextured to the standard US Navy black and red. Sail texture left unchanged. The two different black textures may look a little weird, I'm still not 100% sure, but enough to release for community feedback.

-Rework ship wake: Looks more accurate. Purely an eye candy change.

-Damage zones: Expect a more realistic collision with other objects and YOU WILL TAKE DAMAGE due to the damage boxes being enlargened/placed correctly.

-Ship characteristics: Displacement, Speed (surfaced and submerged), Test and crush depth, and hit points for the hull changed to realistic values.

-Roster list and ship naming in files: A roster of 5 Skipjack boats is included in the format USS Skipjack SSN 585. Scorpion has been omitted for obvious reasons.

-New sounds: Electric motors, diesel engines sound changed to a turbine sound from the carriers in game. It won't change your detectability, just ear candy. Also replaced the diving alarm, emergency blow, surfacing, and battlestations(manning) sounds with audio from real US Submarines.

-New sensors: Added new sonar(BQS-2,SQS-4), radar(BPS-4), and ESM(BLA-4) sensors based on best available information of what was really onboard a Skipjack at commissioning.

-UPC Files: I added crew files and career files as well. This may enable it to be played with TMO if installed last. Any feedback for others is appreciated.

-As of this release this mod will conflict with the Ohio SSBN Improved mod that I released. I'll address this later on.



Legal stuff: I'd prefer this stay at Subsim as the servers are more reliable for long term storage. Feel free to spread the word about it though and direct them back to Subsim.
As for modding the contents the terms from the original readme apply.

Download link: http://www.subsim.com/radioroom/down...o=file&id=5173
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USS Kentucky SSBN 737 (G)
Comms Div 2003-2006
Qualified 19 November 03

Yes I was really on a submarine.
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Old 04-17-17, 09:34 AM   #2
Marka Ragnos
Weps
 
Join Date: Apr 2007
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Default

thank you for the updated version, looks great!

Does this mean, you will update the ohio class?
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Old 04-17-17, 11:06 AM   #3
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
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Uploads: 16
Default

I was considering that late in this mod, I realized that my file structure would conflict. Before I did that though I wanted to finish with my current plans, which is to do Permit next(actually almost done) followed by Sturgeon. I also considered revisiting my 688/688i mod as well to fit this new mod format I started. So if I get good feedback on this I'll move forward, if not, I may or may not continue with my plans publicly.
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USS Kentucky SSBN 737 (G)
Comms Div 2003-2006
Qualified 19 November 03

Yes I was really on a submarine.
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Old 04-29-17, 02:15 PM   #4
Kresner
Swabbie
 
Join Date: Oct 2009
Posts: 10
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Nuke

How nuclear torpedoes work? What is the maximum distance to shoot? I shoot 8km and it damages my submarine. Sorry for my english is not my language.
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Old 04-29-17, 06:18 PM   #5
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Welcome aboard Kresner! For gameplay purposes the max range of the Mk 45 is 13,650m with a max damage range of 17,440m. In reality the blast range was even greater. So you have a slight chance to fire the torpedo and then turn and run as fast as you can to make it out of the damage field.
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Qualified 19 November 03

Yes I was really on a submarine.
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Old 05-02-17, 09:24 AM   #6
Kresner
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Join Date: Oct 2009
Posts: 10
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Nuke

Thanks for your reply, with that distance is not possible to calculate the distance of the enemy, I am using FOTRS Ultimate Project and the maximum distance of stadimeter is 9000 m. so 13km is impossible. I'm still enjoying Skipjack
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Old 05-02-17, 11:12 AM   #7
Swabbie
Sailor man
 
Join Date: Jun 2010
Location: New Jersey
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Thanks a lot for this update. Skipjack has been one of my favorite add on boats since forever. I really like the changes. Nuke torps are hilarious.
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Old 05-23-17, 08:03 PM   #8
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
Default

So anymore feedback?
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Comms Div 2003-2006
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Yes I was really on a submarine.
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