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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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http://rapidshare.com/files/22769887...epths.zip.html
or http://senduit.com/508f11 or http://www.megaupload.com/?d=TWPF9NBF After numerous complaints (including mine) and some research, I decided that the crush depth modelling in stock SHIV is inadequate. As a result, I've increased crush depths for all submarines by 1/3 to 1/2. All submarines should now be capable of reaching close to twice their test depth before being crushed. Whereas previously attempting to sustain 1.5 times the test depth was fatal, it is now safely possible. Test Depths: S Class - 200ft Porpoise/Salmon/Sargo/Tambor/Gar - 250ft Gato - 300ft Balao - 400ft You can judge the diving depth from there. Additionally, it will be hard to abuse this at the moment because the gauge only goes to 450 and, as you know, the 'maintain depth' button does not work :p Keep in mind that this was also the case with SHIII where the stock game greatly undermodeled the crush depths. Advanced mods such as GWX and NYGM placed the crush depths at approximately 2.5 times the test depth for the U-boats. Also, when you are damaged, the maximum depth will drastically decrease. |
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#2 |
Commander
![]() Join Date: Dec 2001
Location: Newport Beach, CA
Posts: 470
Downloads: 41
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Thank your CCIP, I was poking around trying to figure out how to do this.
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Commander Hiram Cassedy: "Tigrone has saved the Air Force and is now returning to Iwo Jima with 28 rescued zoomies." B-29 SNUFFY & THE SHIF'LESS SKONKS among them. I've a broom at the mast said he, for the broom is a sign for me, that wherever I go, I sweep the mighty sea. |
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#3 |
Sailor man
![]() Join Date: Jan 2002
Posts: 49
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nice! However, wouldnt this create a risk of turning all jap subhunters pretty useless?
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Jan Steiner Oberleutnant z. See U-732 Type VIIc 1. Unterseebootsflottille ![]() |
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#4 |
A-ganger
![]() Join Date: Jul 2002
Posts: 75
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Bravo. Good to see this, thanks CCIP.
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#5 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
Posts: 382
Downloads: 46
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This sounds more like the way crush depths should be. Thanks CCIP!
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#6 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
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![]() Quote:
thanks CCIP! ![]() (and a little tip for all: these crush depth values can also be randomized with TimeTraveller's SH3 Inspector Program by simply copying over the desired subs directory to sh3's data\submarine\ directory (Inspector then picks it up as native sh3 sub, ready for manipulation). of course after the numbers have been tweaked to one's heart's content you'll need to copy back the .zon file to the orginal directory for the sub under sh4... a little tedious but until some coding guru builds us a directory specific app... ![]() |
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#7 |
Navy Seal
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![]() ![]() Great tip Castorp, thanks for that. Personally I still wish the devs changed the crush depth modelling within the game to a dynamic 'threshold' rather than a precise depth at which the sub starts taking damage. It would be great to have a 'critical zone' where the sub might randomly implode at any moment, or might be actually safe instead. |
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#8 |
Swabbie
![]() Join Date: Mar 2007
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#9 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
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Thank You. Another good mod being added as we speak.
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#10 |
Planesman
![]() Join Date: Mar 2007
Posts: 182
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thank you for this one!
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#11 |
Chief
![]() Join Date: Mar 2004
Location: Peoples Republic of West Yorkshire
Posts: 326
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hi ccip where did you get the sh4/3 mini tweaker/mod tools from
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Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#12 | |
Gunner
![]() Join Date: Feb 2007
Location: Houston, Texas
Posts: 99
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Quote:
![]() Correct, Historically the Depth Gauge only went to 450 Feet. So the look of the stock SHIV Depth Gauge is 100% Accurate. But of course Boats could go deeper..I guess they hoped they would never have to go deeper than 450!! But keep the look of the Depth Gauge at 450, modeling a new one that goes deeper would ruin the historic feel and be very inaccurate. Overall I think the SHIV team did a good job of modeling the gauges and interiors. More Photos at http://s170.photobucket.com/albums/u241/Burbus66 ![]() |
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#13 |
Weps
![]() Join Date: Jan 2007
Posts: 355
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Thank you sir!
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#14 | |
Rear Admiral
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![]() Quote:
In testing with SH4, it seemed like going below crush depth X amount of time, the game made a decision - implosion. Slowing down the crush rate only delayed the execution of that decision. Hence in testing i had a boat impload at 40 feet when on the way back to the surface from a really deep dive. |
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#15 |
Navy Seal
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Actually that was the result of mods. Stock SHIII also had a high crash speed like this does.
I'm still wondering whether to adjust it or not. On the one hand, it prevents some of these implosion, on the other hand I did have a bit of an issue where for example with NYGM (which has a crash speed 20 times lower than default) I could make short dives to 320 meters on a Type VII and live to tell about them (not to mention still be able to dive to over 200m afterward). |
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