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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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[REL] Depth charge water disturbances
This mod will cause water disturbances when depth charges explode underwater. These water disturbances will mess with the destroyers/escorts sonar and hydrophone allowing the player's sub to take more evasive maneuvers and higher speeds for a short period of time after the depth charge(s) explodes. This is to model natural effects that happen in real life in the water.
Each person may want to tweak the size (m2) that this area effects to their taste, the ilfetime (in mins), and the noise value (don't know what/how this one works in game) Can be enabled/disabled at any time To install: unzip straight to MODS folder and enable via JSGME v1.0: first release v2.0: changed lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion http://www.gamefront.com/files/20143...ce_v2_0_SH4_7z ![]() Last edited by TheDarkWraith; 03-20-11 at 10:26 AM. |
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#2 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
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Awesome, I have always hoped for this. Just not realistic that the Japs can continue to listen and find you when DC are going off.
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#3 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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TDW, when do you find time to sleep...
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#4 |
Black Magic
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#5 |
Navy Seal
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Good to see you ported this over to SH4 as well, thanks a bunch!
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#6 |
Lucky Jack
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Looks interesting I've give that ago next week.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#7 |
Lucky Jack
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Nifty!
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#8 |
Black Magic
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I've received some feedback in the SH5 mods forum in regards to this saying that some other games that have modeled this behavior set the lifetime of the disturbance effect to 30-60 seconds. Currently I have it set to 8 seconds. What do you all think the lifetime of it should be
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#9 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
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Do we have any historical data? I thought the disturbance lingered for a while. (As in several minutes. Really wish I could remember where and what I've read about it.)
Edit: I'm also guessing this work would be based on Allied ASW technology? Would different values be appropriate for the PTO, based on the state of Japanese technology?
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"Never ask a World War II history buff for a 'final solution' to your problem!" Last edited by razark; 03-19-11 at 06:12 PM. |
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#10 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Great idea! |
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#11 |
Black Magic
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#12 |
Black Magic
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v2.0 released. See post #1 for details
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#13 |
Eternal Patrol
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Like others, I seem to recall much anecdotal evidence, but I can't remember where. This means that it may actually be talk I heard from others, which means it may not be true at all. That disclaimer aside, here's what I think I remember:
The disturbance lasts long enough for the submarine to have a chance of escaping from one escort, partly because the sub is behind the escort when the depth charges go off and the escort can't hear the sub anyway. When being chased by a hunter/killer group a single escort is the 'hunter' and follows the sub guiding the others in but itself never attacking. The disturbance does cause the 'hunter' to lose contact, but almost always regains it, mainly because the sub can't go far even at 8 knots. Of course this is complicated by the fact that even if the sub escapes the 'hunter' they immediately go back into search mode and quickly find it again. So how long is the right amount? Of course I have no clue. I just wanted to present some of the 'evidence' I'm pretty sure I've 'heard'.
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#14 |
Lucky Jack
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8 seconds or 60 seconds...either way the fishing line from the destroyer to my rudder has just been cut.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#15 |
Lieutenant
![]() Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
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Has anybody else tested this mod with TMO 2.1? On my system it crashes whenever depth charges or airplane bombs are dropped even if I start a new career or play one of the single missions.
Don't know if this is going to help to sort out the problem: Problem Event Name: APPCRASH Application Name: sh4.exe Application Version: 1.5.0.0 Application Timestamp: 476a5ca9 Fault Module Name: SHSim.act Fault Module Version: 0.0.0.0 Fault Module Timestamp: 476a5c4b Exception Code: c0000005 Exception Offset: 00052e46 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 1e77 Additional Information 2: 1e77b59d6f3ce602eb1258478d561ede Additional Information 3: 26df Additional Information 4: 26df637c1b101bf365eefc3afebbcfec I only have TMO 2.0 + update installed. The mod is a great idea BTW! ![]() |
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