View Full Version : [REL] KillerSub - Bring the Hell back to Earth!
MaxT.dk
05-24-07, 05:24 PM
MOD Name : KillerSub
Version : 0.2
Author : MaxT.dk
Release : 25th May 2007
Compatibility : SH4 v1.2
JGSME ready : Yes
Author's site : http://MaxT.dk
Last Updated : 9th June 2007
-----------------------------------------
I N T R O D U C T I O N
-----------------------------------------
Welcome to KillerSub MOD by MaxT.dk! This
MOD will turn your sub into a real killer
machine from Hell! The sea is yours and
you're King of the Hill! Enable this MOD,
start SH4 and go out to kick some serious
ass! Don't fear Destroyers, for the only
real Destroyer out there is YOU! YAAARRR!
-----------------------------------------
W H A T I T D O E S
-----------------------------------------
KillerSub brings the Hell back to Mother
Earth and you're the Devil! So, what does
KillerSub does? It:
-- extends ammo of all of your guns x200
-- lowers the reload time to ~0s
-- lets you switch between HE/AP in ~0s
-- allows you to swing with your guns as
fast as you can move them around
-- increases shell travel length x2
-- increases shell travel speed x10
-- lowers shell travel angle to 0 so your
guns can be now used as laser beams or
Rail Gun (known from Quake)
-- sets speed of your sub a bit up (~25)
-- sets submerged speed to the same speed
as the surfaced one
-- lowers dive time from full surfaced to
periscop height from 1m20s to 35s
-- lowers dive time from periscop height
to 45m from 1min to 23s
-- lowers (emergency) surface time from
50s to 43s
-- lowers eject time of torpedoes to 0,2s
-- lowers reload time of torpedoes to ~3s
-- increases power and damage radius of
all your guns and torpedoes x3
-- lowers rolling/pitching of your sub to
the minimal making it easier to aim in
the storm weather
-----------------------------------------
I M P O R T A N T
-----------------------------------------
To use this MOD properly, you should end
the patrol (dock at the port), quit SH4
completely and only THEN you can install
this MOD and enjoy it as intended! If you
do not do it this way, it wont work!
-----------------------------------------
I N S T A L L A T I O N
-----------------------------------------
KillerSub is JSGME compatible. Use JSGME
to install this MOD with 1 click. Don't
have JGSME? Get it at the following URL:
http://www.users.on.net/~jscones/software
-----------------------------------------
C O P Y R I G H T
-----------------------------------------
KillerSub MOD is released under Creative
Commons license. It can be shared and
modified to use with other MODs without
MaxT.dk's permission BUT this readme file
should be included in intact form. Thank
you in advance!
-----------------------------------------
C R E D I T S
-----------------------------------------
UBI - for creating Silent Hunter 4
SubSim.com - for letting people talk and
share their interest about subsim games
CaptainCox - for being my favorite modder
nvdrifter - for creating Super Guns MOD
which was an inspiration to do KillerSub
You - for having fun with this MOD =)
-----------------------------------------
N O T E S
-----------------------------------------
No, this MOD is not a copy of nvdrifter's
Super Guns MOD. KillerSub uses some of
the ideas presented in Super Guns, but it
goes much further in its evolution. Also
it does not "vaporize" the ships as Super
Guns MOD did while using Deck Gun.
Yes, using this MOD does not make your
game historically correct as most of the
subsim.com hardcore fans wants SH4 to be
but I've created KillerSub for the so
called "casual" players who just want to
enjoy SH4 in a bit another way - the FUN
way! And I do enjoy it this way, so let
me and the others be! Thanks!
KillerSub was tested on SH4 v1.2 with
Balao sub. I did not tested it with other
subs, so there might be some problems. If
you do find any, please notice MaxT.dk
-----------------------------------------
C H A N G E S
-----------------------------------------
v.0.2
-- Tweaked the dive time from periscop
height to 45m (crash dive + 5m)
-- Tweaked the surface the boat time from
45m to the surface
-- Lowered rolling/pitching of the sub
-- Revised the readme and made some small
corrections to the "What It Does" list
v.0.1
-- First public release
EDIT 9th June, 2007 : Version 0.2 uploaded, readme and the main post updated. Changes are in the bottom of the readme (or in the 1st post in this thread)
The download link can be found @ the bottom of this post:
http://maxt.dk/archives/2007/05/25/killersub-mod-for-silent-hunter-4/
Please do not repost the file to any other location. Thank you in advance! :up:
Yea!!! The Anti-RFB mod!!! Nice one mate, when I get a machine that can run SH4 properly I'll try your mod.
Arcade is fun too!
I'm only a part-time realism narzi. :arrgh!:
Lagger123987
05-24-07, 10:00 PM
This is an ANTI-REALSIM mod! Don't download it!
LZ_Baker
05-24-07, 10:31 PM
Cool mate, its nice to go Rambo every once and a while :up:
If I, as captain, can shoot lazers from my eyes then I'm game, baby!
MaxT.dk
05-25-07, 03:00 AM
If I, as captain, can shoot lazers from my eyes then I'm game, baby!
You can, more or less ;) You don't even have to zoom with your guns to bring the target down :p Even if it's 10km away :arrgh!:
SheepOnDrug$
05-25-07, 05:48 AM
This is an ANTI-REALSIM mod! Don't download it!
:down: remember ... not everyone wants to play like u do !! this discussion has been debated before ... people should bee able to play their games in any way they want .. except for multiplayer games!
godt arbejde MaxDk ... har selv fumlet lidt med diverse tweaks men kunne ikke finde de rigtige indstillinger til dybden på sub :hmm:
så ka man gå amok på de riskogere hahaha :rock:
robbierob2005
05-26-07, 05:02 AM
This is an ANTI-REALSIM mod! Don't download it!
:down: remember ... not everyone wants to play like u do !! this discussion has been debated before ... people should bee able to play their games in any way they want .. except for multiplayer games!
I agree with that.
godt arbejde MaxDk ... har selv fumlet lidt med diverse tweaks men kunne ikke finde de rigtige indstillinger til dybden på sub :hmm:
så ka man gå amok på de riskogere hahaha :rock:
What's that? English please.
CaptainCox
05-26-07, 05:06 AM
You are MAD MAX after all :p
Well done;)
What's that? English please.
Being Swedish I know a bit of rudimentary Danish...Loose translation:
Well Done MaxDk...I have myself played around with some tweaks but have not found the right settings for diving/depth on the sub.
So now we can go berserk on rice cookies ha ha ha ...
MaxT.dk
05-26-07, 05:57 AM
Thanks guys ;) :arrgh!:
Also, CaptainCox, you're in the credits, if you haven't noticed it ;)
azn_132
05-26-07, 06:54 AM
I like ur mod Mad Max, can u make an even more powerful sub?
ReallyDedPoet
05-26-07, 07:09 AM
Nice work, arcade can be fun:up::up:
RDP
MaxT.dk
05-26-07, 08:54 AM
I like ur mod Mad Max, can u make an even more powerful sub?
More powerfull as? Speed? Gun power? Torpedo power? What's on your mind?
Also, with this MOD you should be able to sink any big ship with max 2 torpedoes. In most cases (+95%) it'll take max 1 torpedo :) Same (more or less) goes for the Deck Gun. I wanted to keep some sort of randomness, otherwise you would always know that any ship will be dead just after your 1st hit :p
Thanks, reallydedpoet and yeh, realism all the way can be boring ;) at least for me :p
Well,
I personally wouldn't mind a SSN mod. Make one of the fleet boats act like a railgun armed Sea Wolf, Los Angeles or Virginia class SSN. Although we'd need a MK-48 ADCAP mod to go with it.
CaptainHaplo
05-26-07, 02:34 PM
Max - FYI you can make the sub nearly unsinkable by modding the HP of the boat. In addition - you can mod up the speed to somewhere around 40-43 knots. Thats the fastest I have been able to make my Tambor class go. Basically turn it into a high speed Fast Attack Ship - or the WW2 equal - the PT boat. That may be what they are asking for.
I am considering a mod that would make the deck gun of a sub have the same power as a single main gun on a Missouri class. Give it the same speed and armor as the Missouri - and see how it fairs against the Japanese BB's of the time. I personally wouldnt try against the Yamato - as that particular ship cant seem to fire!!!!!
Greentimbers
05-26-07, 02:51 PM
Great Fun:yep:
Just the thing for those times when you just want to blow up everything in sight.:up:
GakunGak
05-26-07, 03:36 PM
Max - FYI you can make the sub nearly unsinkable by modding the HP of the boat. In addition - you can mod up the speed to somewhere around 40-43 knots. Thats the fastest I have been able to make my Tambor class go. Basically turn it into a high speed Fast Attack Ship - or the WW2 equal - the PT boat. That may be what they are asking for.
I am considering a mod that would make the deck gun of a sub have the same power as a single main gun on a Missouri class. Give it the same speed and armor as the Missouri - and see how it fairs against the Japanese BB's of the time. I personally wouldnt try against the Yamato - as that particular ship cant seem to fire!!!!!
PM when you have moded HP for the boat, will ya? Please?:rock: :rock: :rock:
ReallyDedPoet
05-26-07, 03:43 PM
Welcome Panaka:up:
RDP
Thanks
What I'm looking for is a mod that simulates a SSN with deck gun (even if it still looks like a Gato). Maybe not the rail gun bid, although I wouldn't mind a rapid fire weapon.
Just so i can go to town in a super sub every once in a while before returning to the realistic career.
The second part of the wish list is an effective, 46kn or faster, homing torpedo with a mk-48 ADCAP like warhead. I personally never use the mk-10 so I wouldn't mind if somebody tweaked it's warhead, range, speed and guidance.
CaptainHaplo
05-26-07, 09:01 PM
Panaka - Welcome
What boat do you want to turn into a nuc? Any of them can have that done. I can mod the files to create the top end you would find on an Alpha class (roughly 43 knots) but to turn it into a true Nuke boat you would have to be willing to turn off limited batteries and oxygen. A 688I supposedly tops out at 36 knots. Just give me the specs as far as speed and depth and I will see what I can do.
As for a Adcap - to use something like that you would need to have sensors that reach far beyond the current visual range of SH4. There are 2 other reasons an Adcap wont happen - one there is no way to make it guidable as it is in RL (via wire) - and the engine for acoustics isnt hefty enough for us to tweak it so that you could hit what your aiming at. If you fired a salvo - they would likely all home in on the same target - and that would be whichever one was closest.
To Gakun - I have a test Tambor that has 6000 hp - stock is less than 600. In addition - its armor level is set to -1, which to my understanding is a true "armor" state - basically maxed out. However, the key is that this ONLY mod's hull strength - not the internals - so you could easily end up with a hull in decent shape but a sub full of scrap metal. However it does make things alot more fun. Let me know what class you want modded and what factor you want to increase the HP by.
Unfortunately - i do not know how to make files available to the community. If someone wants to enlighten me - I will do what I can. Otherwise - I can post the instructions and numbers I have used so that others can duplicate it. Let me know.
GakunGak
05-27-07, 01:06 AM
Now let's see:
For start let it be BALAO and GATO, and you make the specs by your recommendation....
As for the upload, go to rapidshare.com and upload there...
After you are done, post the linnk here...
As for this killer mod, it rocks....
I took out the whole convoy including escorts in less than 1 minute in custom mission....:rock: But when I started engaging aircrafts, they all crash on me...:damn:
Any workaround for these kamikaze pilots?:lol:
MaxT.dk
05-27-07, 07:01 AM
Max - FYI you can make the sub nearly unsinkable by modding the HP of the boat. Agreed on that. At the same time, there wont be any fun at all :p As of now, no plane can cross over my Sub just once (max twice) without being shredded into small pieces. 2nd, no ship can survive my attack. 3rd, I've had a patrol where I took over 920000 tons ships down to the bottom of the sea. The game becomes slow and if you do not finish your patrol, you can end up with a savegame that can't load... So there should be a reason for you to come home to the port ;)
In addition - you can mod up the speed to somewhere around 40-43 knots. Thats the fastest I have been able to make my Tambor class go Been there, tried that :) But have you tried to dive? Have you tried to take time on how much time it took? If you forgot to man the AA gun, you'll be in a big trouble :) That's why I've set it to max 25 knot :)
I am considering a mod that would make the deck gun of a sub have the same power as a single main gun on a Missouri class. Give it the same speed and armor as the Missouri - and see how it fairs against the Japanese BB's of the time. I personally wouldnt try against the Yamato - as that particular ship cant seem to fire!!!!! KillerSub usually kills any ship with 1 hit by the Deck Gun. Some of the biggest ships require 2 shots (I like that it's not 1 shot all the time, but a bit random). I think that's more then enough ;)
I took out the whole convoy including escorts in less than 1 minute in custom mission.... But when I started engaging aircrafts, they all crash on me...
Any workaround for these kamikaze pilots? Make sure your crew consist of high level seamen. And set the sub at the high alert when you want to play with aircraft. Also having double AA gun helps too ;)
GakunGak
05-27-07, 07:26 AM
I have gunners and battlestations and I shred them out of the sky, but in their last moments, they want revenge..... And I have twin railgun...
Real cool, man!:rock:
Lagger123987
05-27-07, 09:00 AM
Make a lite version of this then if I want to play this mod.
MaxT.dk
05-27-07, 09:10 AM
Make a lite version of this then if I want to play this mod.
After this one
This is an ANTI-REALSIM mod! Don't download it!
I'm not really in the mood to fine tune it after your likeness... Also there's a magic word "Please"... I don't owe you anything... Plus I doubt you'll use it anyway, oh great 100% pure realism dude... :roll:
CaptainHaplo
05-27-07, 09:19 AM
Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.
Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.
As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
MaxT.dk
05-27-07, 09:30 AM
Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.
Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.
As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
1) That "Titanium Boat Mod" will interfer with KillerSub (same files changed etc)... I guess some people would have hard time choosing what they want... Oh well...
2) The flooding speed in KillerSub is already increased by x5 and it takes about 30 secs to dive from the surface to 45m depth.
3) I've chosen 25knot as max speed for all the subs because the knot meter does not go over 25 knots... I'll guess you'll be also releasing a new knot meter (graphical material)? :)
4) Good luck with the BB Mod ;)
Lagger123987
05-27-07, 11:00 AM
Make a lite version of this then if I want to play this mod.
After this one
This is an ANTI-REALSIM mod! Don't download it!
I'm not really in the mood to fine tune it after your likeness... Also there's a magic word "Please"... I don't owe you anything... Plus I doubt you'll use it anyway, oh great 100% pure realism dude... :roll:
YES, I WILL USE IT! PLEASE MAKE THE LITE VERSION AT LEAST!
GakunGak
05-27-07, 11:08 AM
Gakun - I will work on that and should have something up by the end of the day. Will release it as the "Titanium Boat Mod" - I should be able to release another one using the same stats and tweaking speed for a "Nuke Boat Mod" as well.
Max - yes I agree with high speed diving is difficult - I got around that by increasing the flooding speed. The only thing I havent been able to compensate for is if you set your last nav point close to land and you hit the point headed toward shore you often will beach yourself due to coasting. Easiest way to avoid that is pay attention and use the rudder to scrub off speed.
As for killersub - its good. What I meant regarding the "BB sub" mod is that its intent is to turn your sub into a vessel with Missouri attributes - just so those who always argued over what BB was best could play with it. Different purpose - and its not real high on my priority list.
Oh, man, a big THANK YOU FOR THIS!!!:rock: We need fun mods from time to time...:up:
This is an ANTI-REALSIM mod! Don't download it!
There's nothing wrong with anti-realism just as there's nothing wrong with realism. There's room for all kinds of mods.
Personally I'd like to see a mod that gives players a sub that can fly.
GakunGak
05-27-07, 12:59 PM
If they like 100% realism, why they come to this thread anyway...
Wicked...:hmm:
If they like 100% realism, why they come to this thread anyway...
Wicked...:hmm:
For the same reason the anti-realism folks come to realism threads.
Actually I'm more inclined to think that the original post was meant to be a joke.
GakunGak
05-27-07, 01:19 PM
If they like 100% realism, why they come to this thread anyway...
Wicked...:hmm:
For the same reason the anti-realism folks come to realism threads.
Actually I'm more inclined to think that the original post was meant to be a joke.
Still, This is anti-realism mod, DON'T download it is kinda selfish, IMHO.
I don't want any conflicts, it's just let everybody have their own "fetish"..:know:
If they like 100% realism, why they come to this thread anyway...
Wicked...:hmm:
For the same reason the anti-realism folks come to realism threads.
Actually I'm more inclined to think that the original post was meant to be a joke.
Still, This is anti-realism mod, DON'T download it is kinda selfish, IMHO.
I don't want any conflicts, it's just let everybody have their own "fetish"..:know:
The funny thing is, I'm a big time realism fan and I make the Real Fleet Boat mod, but a couple of weeks ago I proposed making a mod that was 100% focused on humour. Some of the responses were amusing - some folks seem to think that wanting to make two mods with completely different focuses makes me a hypocrite. They accused me of not really being committed to realism, saying that my desire to make a fun mod meant that my realism mod was not 'serious'. Ridiculous! The fact that I love realism doesn't mean that I can't also like fun or pure fantasy. Some people are just incredibly narrow-minded.
GakunGak
05-27-07, 01:43 PM
And those mods open new opportunities such as Seaman Parker....:rock:
No word from Comsublant on him yet?:hmm:
MaxT.dk
05-27-07, 02:35 PM
If they like 100% realism, why they come to this thread anyway...
Wicked...:hmm:
For the same reason the anti-realism folks come to realism threads.
Actually I'm more inclined to think that the original post was meant to be a joke.
It wasn't. I can assure you of that :roll: Just have a look at that guy's posts (and what he posts, and how often he does it) and you'll get the picture :yep:
BladeVampireSlayer
05-28-07, 12:20 AM
This is an ANTI-REALSIM mod! Don't download it!
DUH, NO 5HIT SHERLOCK! :damn: HENCE THE NAME "KILLERSUB"!!!!
GakunGak
05-28-07, 02:04 AM
This is an ANTI-REALSIM mod! Don't download it!
DUH, NO 5HIT SHERLOCK! :damn: HENCE THE NAME "KILLERSUB"!!!!
:rotfl: :rotfl: :rotfl:
CaptainHaplo
05-28-07, 08:18 AM
Beery - do any mod you want! After playing RFB (and thanks again BTW for it) - I would give your work a try based solely on the quality of previous work.
As for realism - sometimes I load Super Guns just to go and load a mission to see something go boom. I am a WW2 history buff, and a stickler for realism in many ways - but I realize that realism doesn't equate to fun for everyone. After all - I remember the folks that did a patrol in SH3 at 1x all in the name of realism. More powe to them, but to me that ruins the FUN - and FUN is why I play. Its why I made released the 2 mods as well, because while I wont be using them, others may enjoy them. Thats what Mods are about - to make the game BETTER - and BETTER depends on the definition of the person. Its why KS is a good mod - not because it is or is not realisitic - its because people enjoy it. That is the definition of a good mod - and why good ones can be of either "flavor".
GakunGak
05-28-07, 08:20 AM
Beery - do any mod you want! After playing RFB (and thanks again BTW for it) - I would give your work a try based solely on the quality of previous work.
As for realism - sometimes I load Super Guns just to go and load a mission to see something go boom. I am a WW2 history buff, and a stickler for realism in many ways - but I realize that realism doesn't equate to fun for everyone. After all - I remember the folks that did a patrol in SH3 at 1x all in the name of realism. More powe to them, but to me that ruins the FUN - and FUN is why I play. Its why I made released the 2 mods as well, because while I wont be using them, others may enjoy them. Thats what Mods are about - to make the game BETTER - and BETTER depends on the definition of the person. Its why KS is a good mod - not because it is or is not realisitic - its because people enjoy it. That is the definition of a good mod - and why good ones can be of either "flavor".
What mods do you have?:hmm:
Short description what they do, please?
CaptainHaplo
05-28-07, 08:33 AM
Gakun - released em last evening. Details are at http://www.subsim.com/radioroom/showthread.php?t=115565
I wont go into detail - this thread is for KS and the modder put hard work into it. I respect that.
GakunGak
05-28-07, 08:36 AM
Gakun - released em last evening. Details are at http://www.subsim.com/radioroom/showthread.php?t=115565
I wont go into detail - this thread is for KS and the modder put hard work into it. I respect that.
THANK YOU, MAN, DOWNLOADING NOW!!!!!!!:rock: :rock: :rock:
Any future projects, like for the rest of the subs?:up:
Captain Deckwash
05-28-07, 01:18 PM
Say TDK I can't get the mod to work ???? I wonder if it has installed correctly should the load menu look like this please?
http://img525.imageshack.us/img525/7485/modzl2.png :huh:
MaxT.dk
05-28-07, 03:22 PM
Don't drag DATA folder in your MOD folder, but drag KillerSub_0.1 there instead :) That'll work :) (remember to deactivate the Data "mod" first" ;))
Have fun
GakunGak
05-28-07, 03:42 PM
Still with the activation mods?
Ha, I just drag them in SH4 DATA folder and simply replace them all....:rock:
Captain Deckwash
05-29-07, 03:47 AM
There is no 'KillerSub_01" mod as such guys? In my zip download there is only a 'Data' file with a 'Submarine' and a 'Library' file within it? The ZIP file is called 'KillerSub_01'....you can't mean to put the ZIP into the MOD folder can you buddy? :huh: :roll: :oops:
GakunGak
05-29-07, 05:09 AM
There is no 'KillerSub_01" mod as such guys? In my zip download there is only a 'Data' file with a 'Submarine' and a 'Library' file within it? The ZIP file is called 'KillerSub_01'....you can't mean to put the ZIP into the MOD folder can you buddy? :huh: :roll: :oops:
Not exactlly...
You have to EXTRACT:
1. DATA folder to the SH4 installation directory and overwrite
O R
2. Extract KillerSub_01 [just above DATA in zip] and put it into MODS folder.
Your choice....:|\\
MaxT.dk
05-29-07, 05:18 AM
There is no 'KillerSub_01" mod as such guys? In my zip download there is only a 'Data' file with a 'Submarine' and a 'Library' file within it? The ZIP file is called 'KillerSub_01'....you can't mean to put the ZIP into the MOD folder can you buddy? :huh: :roll: :oops:
Extract KillerSub_01 zip file to a folder called KillerSub_01... That folder will have the Data folder etc in it... Move KillerSub_01 folder to MOD folder and activate the mod. Done
GakunGak
05-29-07, 05:21 AM
There is no 'KillerSub_01" mod as such guys? In my zip download there is only a 'Data' file with a 'Submarine' and a 'Library' file within it? The ZIP file is called 'KillerSub_01'....you can't mean to put the ZIP into the MOD folder can you buddy? :huh: :roll: :oops:
Extract KillerSub_01 zip file to a folder called KillerSub_01... That folder will have the Data folder etc in it... Move KillerSub_01 folder to MOD folder and activate the mod. Done
You forgot to tell him where the MOD folder is....:smug:
MaxT.dk
05-29-07, 05:48 AM
You forgot to tell him where the MOD folder is....:smug:
He alredy knows that... Otherwise he wouldn't post this:
http://img525.imageshack.us/img525/7485/modzl2.png :huh:
The same with the just "dropping" the MOD into SH4 folder... If he wanted that, I'm sure he would do it already by now... But he wanted to do it the "right" way, so why post on how you do it the "wrong" way?
Your posts doesn't really help, GakunGak... :-?
GakunGak
05-29-07, 06:01 AM
I agree 100%, but this is how I do.
As for the wrong method, I gave him 2 choices to choose, which his appears to be the second.
So, in fact, I was not that wrong.... Maybe just a litle...;)
Captain Deckwash
05-29-07, 02:53 PM
Well MAX, you really ought to clearly state in the 'readme', to extracrt this MOD into a file named 'KillerSub-01" first of all and THEN to put it in the MOD directory. I would never have found this out in a month of Sundays, if'n ye hadn't told me. The MOD works fine now and the ammo is great, BUT when I try to take over the range of the deck gun with my mouse wheel, the whole game sets SOLID! :damn:
I can only get out by switching off at the mains. The AA gun is fine, It is the deck gun that is the problem! Anyone got any ideas here? :dead: :dead:
MaxT.dk
05-29-07, 03:04 PM
Solid? What do you mean?
Also installing any mod for SH4 is done in the same way.... Even GakunGak have figured it out ;)
GakunGak
05-29-07, 03:36 PM
Solid? What do you mean?
Also installing any mod for SH4 is done in the same way.... Even GakunGak have figured it out ;)
He means the game freezes when deck gun elevation is high and when you try to fire, I confirm this too...:yep:
Underlined and bold: what do you mean by that? I don't use any mod enabler, I just install and overwrite directlly in the SH4 folder... Saves me the trouble....:lol:
MaxT.dk
05-29-07, 03:39 PM
Solid? What do you mean?
Also installing any mod for SH4 is done in the same way.... Even GakunGak have figured it out ;) He means the game freezes when deck gun elevation is high and when you try to fire, I confirm this too...:yep:
Underlined and bold: what do you mean by that? I don't use any mod enabler, I just install and overwrite directlly in the SH4 folder... Saves me the trouble....:lol:
1) Hmm, weird... Never had same problem... Could any of you make a video capture of that?
2) Oh... right... :roll: :rotfl: Sorry ;)
GakunGak
05-29-07, 03:43 PM
Impossible for me to do, as power electricity here during storms are fatal, I'm writing this on my laptop....
Will try something tomorow and if possible, I'll "fraps" it...
CaptainHaplo
05-29-07, 07:03 PM
Gakun - I strongly suggest using JSGME - I currently use RFB and a couple of other mods - and whenever a new version comes in or I want to tweak something in the original format it helps. But hey - each to their own.
GakunGak
05-30-07, 04:28 AM
Many thnx for the suggestion, but I use JSGME for Sub Command/DW, as for this I wanna have some fun!:rock:
Captain Deckwash
05-30-07, 06:15 AM
Well guys, I have found that with most MODs, all you have to do is unzip them straight into the MOD directory, (which one has to make of course). :hmm:
This is what I did with KillerSub, which is why I ended up with the 'Data' folder in JSGME. Unziping ito a file you have to make yourself is news to me mates. :smug: Anyway it is done now and works fine, but when I move to the deck gun...things are OK whilst I am in the 'first option' there. When I try to move to the 'second option', which is getting the rage finder up (using the mouse wheel), my screen freezes solid. I am just stuck and nothing will move anywhere! The music keeps playing over and over like a worn record player and I just have to switch off at the mains and reboot to get anywhere at all. If one of you have experienced something simular...sounds like a bug to me lads! :hmm: :oops: :o Can we solve this at all, otherwise I can't use MAX's excellent mod and I want to 'kick some ass' out there! :rock: :sunny:
CaptainHaplo
05-30-07, 07:03 AM
My thoughts here are the shell speed. Remember - with this mod - shell speed was increased so you dont need the range scale. In fact - if you used them - you would likely miss as Max made the gun a "railgun". What may be happening - and this is just theory - is that the range scale calculates distance based on vertical traverse - and with this mod all ranges are the same.
That could cause the game to lock when you go to zoomed views.
Max, to test this - try dropping the speed back and see if that fixes it. Just my attempt to help.
MaxT.dk
05-30-07, 10:14 AM
Thanks for the feedback on this "issue".
I gave it a try yesterday and here's my findings:
1) You can destroy any ship without zooming at all (ship has to be visible). Just point directly at the ship and shoot.
2) You can use zoom factor x1 and x2 without any problems. Same conditions apply - the ship should be visible and you just have to have your ship in the middle of the zoomed view. Point and shoot.
3) While zoomed the range doesn't really matter (because of the shell speed as CaptainHaplo said).
4) There are some big motherf*cker ships like Fuso (+34000 tons) which can't be sinked just with the Deck Gun. I've spent over 3000 HE shells at her and she was still on the water (not moving tho'). At least 1 torpedo is needed to sink these ships.
I cannot reproduce the bug you was talking about, sorry...
GakunGak
05-30-07, 10:19 AM
WE WERE TALKING ABOUT SHOOTING AIRPLANES WITH THE DECK GUN, NOT SHIPS...
Try to shoot to kill a plane with your deck gun that is above you....
For ships, it runs like a charm!!!
Captain Deckwash
05-30-07, 12:56 PM
Problem is, that I don't even get to that screen before it lockes up on me buddy? I am still 'outside' the Deck Gun' on the deck and I can move it about to begin with, then, when I hit the mouse wheel the screen locks, but I am still OUTSIDE, if you get me here! I am not at the screen that shows the calibrations! I am still on the deck with the gun barrel beside me??? :x
It is as if the game will not alow me to get there! :down: :down:
MaxT.dk
05-30-07, 05:27 PM
Ok, now I've understood you guys. And I've tried it myself.
1) The game does lock up when you try to shoot the aircraft with the zoomed (or at least when you try to zoom with it while pointing at the aircraft) Deck Gun, I do confirm it. :doh:
2) The game does lock up if you try to zoom with your Deck Gun in the area from about -90 degrees to +90 degrees while the aircraft is near the boat... :dead:
3) The game does not lock up if you turn your Deck Gun at the direct opposite direction of where the aircraft is coming from, zoom, turn the Deck Gun back 180 degrees and shoot (but you won't be able to hit the aircraft while zoomed).
4) It is possible to shoot the aircraft with Deck Gun without zooming :88). In this case the aircraft "dies" in the normal way as if you shoot it with the AA gun (no extra explosions, no Hollywood style effects etc).
The conclusion:
Use Deck Gun for the ships and AA guns for the Aircraft and you'll be ok.
Captain Deckwash
05-31-07, 05:02 AM
MAX, listen I can't even get to the screen that gives the deck gun calibrations mate! :damn:
I am stuck OUTSIDE the gun where the red cross is???????:down: :down:
MaxT.dk
05-31-07, 03:34 PM
As said earlier... If you zoom the Deck Gun while pointing it at the aircraft, then the game locks up... Otherwise it does not. And it does not do so for the others. The logical conclusions is that there's something up with your PC/SH4 installations/Some other mods...
MaxT.dk
06-02-07, 08:42 AM
Ok, I guess the problem is solved :roll: ;)
GakunGak
06-02-07, 09:20 AM
Ok, I guess the problem is solved :roll: ;)
Hold your breath, I will test it soon, now I'm busy for the prom....:dead:
I will post back results asap when available...
CaptainCox
06-02-07, 09:51 AM
@GakunGak, whats with the Swedish Police in your SIG?, what film is that!!!??
MaxT.dk
06-02-07, 12:07 PM
@GakunGak, whats with the Swedish Police in your SIG?, what film is that!!!??
Swedish comedy Kopps (http://imdb.com/title/tt0339230/) (here you can watch ripped scene one (http://www.youtube.com/watch?v=4m6nRM84vxw), two (http://www.youtube.com/watch?v=Fxh3LfHPzqA) and three (http://www.youtube.com/watch?v=iCZAl-GHrZA)).
Movie trailer link (http://www.youtube.com/watch?v=jTUr4vsm4MQ)
"Don't f*ck with Benny"
Have fun
Captain Deckwash
06-08-07, 01:51 PM
Well I can't get the deckgun to openup for me here, so I guess I'd better look for another MOD.
It looks a GREAT mod as well just can't figure out why it just siezes up? My gear is all good stuff. I stripped all my desk stuff off and Icons and all that but still no joy??????:damn: :damn: :damn: :dead:
CaptainHaplo
06-08-07, 08:32 PM
Poopeye - you can use the gun - but you cannot use the gunsite/zoom feature. Just point and shoot - good thing is the mod is made for exactly that - there is no having to arc your shells - the speed is set so that the trajectory is entirely flat.
MaxT.dk
06-09-07, 03:41 AM
What are you talking about? The zoom feature works perfect, I've tried it on 3 different PCs now... It just locks up when you try to zoom the Deck Gun on the aircraft, but you shouldn't use Deck Gun on the aircraft, you have AA gun for that!
Oh well... You're the only one who seems to have that problem, I guess it's something with your PC, drivers, or there are some other MODs that prevent you from zooming... :roll:
Captain Deckwash
06-09-07, 05:58 AM
Thanks Guys! You are all a good team here..these MODS really add 'spice' to the game and I am rally 'Hissed Off' at not beaing able to use TK's mod fully, however I am going to give it a try as it is anyway. :hmm:
My gear is OK as far as I know, but I have been sat here long enough to know that when you really want somthing to work it never will. If you are not bothered either way things work fine.
Thanks again guys and please keep up the good work. :rock:
MaxT.dk
06-09-07, 03:49 PM
EDIT 9th June, 2007 : Version 0.2 uploaded, readme and the main post updated. Changes are in the bottom of the readme (or in the 1st post in this thread)
Have fun :)
Lagger123987
06-09-07, 07:52 PM
EDIT 9th June, 2007 : Version 0.2 uploaded, readme and the main post updated. Changes are in the bottom of the readme (or in the 1st post in this thread)
Have fun :)
CAN I HAVE JUST THE ARMOR PART OF YOUR MOD?
MaxT.dk
06-10-07, 02:48 AM
Yes.
Download the mod
Exctract it from ZIP
Go to folder KillerSub_02
Go to subfolder Data
Delete subsubfolder Submarine
Activate the mod (in whatever way you like)
Have fun
Lagger123987
06-10-07, 05:02 PM
Yes.
Download the mod
Exctract it from ZIP
Go to folder KillerSub_02
Go to subfolder Data
Delete subsubfolder Submarine
Activate the mod (in whatever way you like)
Have fun
Thanks, and can u make a realism version of this?:lol:
MaxT.dk
06-10-07, 05:05 PM
Realism version of 100% totally unrealistic MOD? :rotfl::rotfl::rotfl::rotfl::rotfl:
Argus00
06-11-07, 05:54 AM
Realism version of 100% totally unrealistic MOD? :rotfl::rotfl::rotfl::rotfl::rotfl:
:rotfl: :rotfl: :rotfl: and then someone is gonna make a totally unrealistic mod of your realism version of your unrealistic MOD :rotfl: :rotfl: :rotfl:
kiwi_2005
06-29-07, 07:47 PM
This is an ANTI-REALSIM mod! Don't download it!
What is wrong with that mate:hmm:
After all Silent Hunter is just a game.:yep:
Lagger123987
06-29-07, 08:06 PM
This is an ANTI-REALSIM mod! Don't download it!
What is wrong with that mate:hmm:
After all Silent Hunter is just a game.:yep:
Nothing is wrong with it, I didn't post all of that crap in, my kids did it.
MaxT.dk
07-06-07, 08:39 AM
This is an ANTI-REALSIM mod! Don't download it!
What is wrong with that mate:hmm:
After all Silent Hunter is just a game.:yep:
Nothing is wrong with it, I didn't post all of that crap in, my kids did it.
I don't want to be rude, but when you've first joined this forum, me and some other guys thought you was max 12-14 y.o. or so... :roll:
Oh well :)
godt arbejde MaxDk ... har selv fumlet lidt med diverse tweaks men kunne ikke finde de rigtige indstillinger til dybden på sub :hmm:
så ka man gå amok på de riskogere hahaha :rock:
What's that? English please.
Oh shut up you...you Dutch! :/\\chop
Webster
07-06-07, 05:36 PM
EDIT 9th June, 2007 : Version 0.2 uploaded, readme and the main post updated. Changes are in the bottom of the readme (or in the 1st post in this thread)
Have fun :)
CAN I HAVE JUST THE ARMOR PART OF YOUR MOD?
Quote:
Originally Posted by MaxT.dk
Yes.
Download the mod
Exctract it from ZIP
Go to folder KillerSub_02
Go to subfolder Data
Delete subsubfolder Submarine
Activate the mod (in whatever way you like)
Have fun
i dont understand, if all you say to keep is the library folder that only contains the shells, guns, and torpedo files then where is the increased armor? is your mod just more powerfull ammo and keeps stock armor levels?
CaptainHaplo
07-07-07, 12:14 PM
The scope of the mod does not include armor changes. The mod is designed to allow you to wreak maximum havoc really quickly. Most folks who enjoy the mod won't need an armor change - as the enemy has little or no time to react.
Armor changes alone won't do much to increase survivability if thats what your looking for.
MaxT.dk
07-08-07, 02:09 AM
i dont understand, if all you say to keep is the library folder that only contains the shells, guns, and torpedo files then where is the increased armor? is your mod just more powerfull ammo and keeps stock armor levels?
Yes, that's true. The armor level isn't changed at all... As CaptainHaplo said, there's no need for it at all... Also there's no way to increase the armor level... I mean... You can increase the hull strength, but that won't help at all if you meet a pair of mad DDs 2-3 km away from you... They'll blow you up in no time (the insside of the sub will be vaporized, but the hull won't be damaged at all (or only a little)). :roll:
neat mod, lots of fun.
i did experience some problem which may be related to it.
my crew refuses to fire the deck gun constantly complaining about being unable to fire with this angle, even if the target is neatly positioned. did anyone else expierince the crew being unable to fire the guns? would love to see the target when a barrage of shells hits it...
im using 1.3 btw.
sqk7744
07-28-07, 01:13 PM
Woohooooo!
Saturday Morning Cartoons!!!
Nothing with a Rising Sun or Meatball that floats is safe :arrgh!::arrgh!::arrgh!:
After all, "Every Ship can be a Submarine Once!"
davidc2
10-26-07, 04:58 PM
Does this mod work with version 1.3? I've installed it, but see no differance :)
Dave
Webster
10-26-07, 10:33 PM
Does this mod work with version 1.3? I've installed it, but see no differance :)
Dave
no it doesnt work with v1.3 and i dont think that can be fixed. in my opinion 1.3 caused more defects then it fixed at least the ones that effect gameplay. im about to go back to 1.2 for good untill 1.4 comes out.
unless im wrong the changes he mad no longer have the same effect in v1.3 so its not about tweaking it to work i think its about not being able to do it anymore.
but im sure a solution can be found if someone was to put their mind to it, starting from scratch again.
maybe after v1.4 is released it will be looked into again, i think many mods are left drifting until v1.4 finally gets released and revisiting of all the old mods begins to happen.
clayton
10-27-07, 12:35 AM
Yea!!! The Anti-RFB mod!!! Nice one mate, when I get a machine that can run SH4 properly I'll try your mod.
Arcade is fun too!
I'm only a part-time realism narzi. :arrgh!:
Yea!!! Know where to find a Anti-GWX mod???
PhantomLord
10-27-07, 04:47 AM
Yea!!! The Anti-RFB mod!!! Nice one mate, when I get a machine that can run SH4 properly I'll try your mod.
Arcade is fun too!
I'm only a part-time realism narzi. :arrgh!:
Yea!!! Know where to find a Anti-GWX mod???
Went to the SH3-Mod-Workshop
http://www.subsim.com/radioroom/showthread.php?t=115089
Hell in atlantic!! :D I´ve smoked up 3 convoys in 1 patrol.
Incredible speed, superior firepower, homing torpedos all the way. Works fine with GWX and stock.
davidc2
10-27-07, 06:41 AM
Thanks Webster. I had already gone back and uninstalled 1.3 and I am running 1.2
I "think" it is working, but not 100% certain. I tried the Deck gun, but the reload times are still the same, but I think the shell is travelling faster.
Does this mod work in all choices, such as Quick Start, sub school etc?
I like the arcade factor as well :) sometimes it is fun just to blow things up :)
I remember playing Silent Service for the C-64, sigh, so many years ago :)
Dave
ngcsubutterbar
01-22-08, 06:40 PM
Hey boss, it's been a while I know. Does anyone know if this'll work on 1.4?
Lt commander lare
03-03-08, 11:52 AM
yup it works just fine just about to try it out on 1.5 and will let you know but 1.4 it works just fine have some some fun with it this is one of my favorite mods
lt commander lare
DasLeakin
03-03-08, 11:15 PM
I gave it a shot on the 1.5 addon and didnt have any problems. I did notice that if you man the deck gun yourself you can tap the space bar and fire one shot at a time(more realistic)reload is instant. I do like the improved speed the most. I lay in wait below the thermal then kick it in the arse to Periscope launch my fish dive below thermal and run like hell. If and when I escape I make a long circle then repeat.:up:
Lt commander lare
03-04-08, 07:13 AM
it worked fine for me and returned to midway and was awarded the medal of honor a really great patrol too
lt commander lare(commanding officer of uss bang)
DasLeakin
03-04-08, 10:20 PM
Found one glitch, when I man the deckgun myself in career mode. If I raise the gun then zoom the scope I get a freeze up. If the gun is in its lowest position it dont happen. Only happens in career. I will have to leave this one to you guys as I'm a modding retart. I did disable all other mods in JSGME and even tryed a new dowload of the mod and same thing.
captain crackers
12-06-09, 07:48 PM
Hey how do i download killer sub mod? :06:
Kapitänleutnant Tiddles
01-13-15, 06:50 AM
is this mod even available to download anymore?
keyserpumba
02-06-15, 11:23 AM
Is this mod still available?
Aktungbby
02-06-15, 11:28 AM
keyserpumba! :Kaleun_Salute:
ReallyDedPoet
02-06-15, 09:07 PM
Welcome to SUBSIM keyserpumba :-)
keyserpumba
02-07-15, 07:38 AM
Welcome to SUBSIM keyserpumba :-)
Thanks for the welcome :salute:
ReallyDedPoet
02-07-15, 07:53 AM
This mod was made I believe for SH4 1.2, so even if it was found it would most likely not work with 1.4 or 1.5. It would have to be updated.
Jimbuna
02-07-15, 09:00 AM
Welcome Aboard :sunny:
zimmer551
12-03-17, 07:04 AM
Is this mod still available for download?
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