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tomagabriel
04-28-08, 03:22 AM
what the heck is it doing in front of a beach?
What a strange photo. I've never heared that people go to swim at Mormansk or somewhere else at Northern seas, were these boats are stationed.

They probably don't, but the boats go to Hawaii :rotfl:

akdavis
04-28-08, 09:51 AM
what the heck is it doing in front of a beach?
What a strange photo. I've never heared that people go to swim at Mormansk or somewhere else at Northern seas, were these boats are stationed.

They probably don't, but the boats go to Hawaii :rotfl:

Those are definitely not Hawaiians! :sunny:

denis_469
04-28-08, 02:01 PM
here is one typhoon :smug:http://www.level.ro/galerie_imagini/image/faza_zilei/thumbnails_800/tb5_plaja_in_rusia_copy.jpg

what the heck is it doing in front of a beach? i bet the sailors on the submarine wanted to go to shore to be with the girls rather than stay on a submarine full of boys.

Ha-ha-ha (sorry) - it's Severodvinsk chanel from Severodvinsk shipyard to White sea.

Sledgehammer427
04-28-08, 04:43 PM
Would be nice, no doubt. But i guess that nuclear sub would play an important role in "our" cold war anyway. At least they are appreciated by most people. I think a cold war scenario without nuclear subs wuold be quite a flop..

he best thing we can do is to make a both with both kinds of boats...nuclear and diesels, maybe with different objectives and home bases.:hmm:

that was my thoughts exactly...actually, and my thoughts are that if it were to be a fictious cold war, that both nukes and diesels would be going. i mean, by my knowledge, the russkies built so many subs to overpower the US in numbers. they built their subs for "dogfighting" not silence, so diesels would still be good...

ive imagined an alfa being in this too, but the russians have heard me and have started on a typhoon...!
i hate referring to them as "the russians" but i cant think of nething else to call them.

the offers still up guys!

ivank
04-28-08, 05:49 PM
is this for patch 1.4?

qqbadwolf
05-01-08, 05:18 AM
how can i changer de u-boot co2

andycaccia
05-01-08, 05:46 AM
how can i changer de u-boot co2

What do you mean exactly?
If you just want to turn it off, simply go to game options and de-select limited o2.

Seawolve44
05-02-08, 04:59 PM
So how is the latest news coming for the Cold War mod? Is it still active?:hmm:

-Seawolve44-

Sledgehammer427
05-03-08, 01:47 AM
yup.
however, i have a coupla side projects going, and the russians (it must be getting boring by now) are still making their boats. in reality, i cant start work until they are done.

but its going to be for patch 1.4 to my understanding, and im just toiling away finding all the files i need to make this work.

andycaccia
05-03-08, 04:27 AM
yup.
however, i have a coupla side projects going, and the russians (it must be getting boring by now) are still making their boats. in reality, i cant start work until they are done.

but its going to be for patch 1.4 to my understanding, and im just toiling away finding all the files i need to make this work.

If you are planning a campaign mode, you cold test it using stock boats for testing purposes.

Sledgehammer427
05-03-08, 11:42 AM
i was planning on it... but i just got into it, and its just beginning to make sense, however, what i did do so far was take the subs from the russkies and made patrol objective sets for it. i can do that. so far. but its really going slow, i wish i could get S3d to work, that would be a godsend.

andycaccia
05-03-08, 02:02 PM
i was planning on it... but i just got into it, and its just beginning to make sense, however, what i did do so far was take the subs from the russkies and made patrol objective sets for it. i can do that. so far. but its really going slow, i wish i could get S3d to work, that would be a godsend.

Why?
What troubles do you have with s3d? I had (updated many times) it since its release and it never gave me something to worry about. Never.
Can I do something for you?
Try the las version...it's the 8.02 I think..

Sledgehammer427
05-03-08, 09:56 PM
it bugs me about a DLL i think...
i think the only thing thats not making it work is themanaged DirectX

andycaccia
05-04-08, 03:42 AM
it bugs me about a DLL i think...
i think the only thing thats not making it work is themanaged DirectX

That's strange, I have Vista Ultimate and I donwloaded both dx 9.0c managed and the other plug ins required and it worked fine for me...

Are you sure you have all the right components?
What OS are you running?

skwasjer
05-06-08, 04:07 AM
Please run the DirectX 9.0c web installer (if you don't know where to download it you can find the links on my download page). It is the same DirectX version the game installs (or any other game), but additionally installs managed extensions (which S3D needs). Older games don't come with these extensions...

And if you still have problems, please post the exact error message.

PS: The web installer will only update components that are outdated.

XPETIT
05-06-08, 02:04 PM
I have the same matter than Sledgehammer427. I have directx9.0c since a long time. But when I start S3D, it put a message which say that it need a dll.

I have download the directx9.0c managed but i'm afraid to lauch it. Because i use lot of other games or soft and I wouldn't to lost them.....

Please, Skwasjer, Can you confirmed that directx9.0c managed don't do matter with the other soft that use only directx9.0c?:hmm:

nb : For that reason, i didn't start to create a Triomphant class.

Greatings.
XPETIT

skwasjer
05-06-08, 05:12 PM
Well, it's not my software so I can't guarantee anything. The managed extensions are safe in my opinion though. They are only extensions (or wrappers) on top of default DirectX 9.0c, and are only used by applications that need them, like S3D. So you won't have any performance penalties either, other software simply doesn't care if it is installed or not.

I have not had one report of problems with these extensions. I play other games myself as well, used 3D editing software, 3D capturing software and none of them failed to work. I've been using these extensions for a year now, both on XP and Vista (32 and 64 bit).

So, I'd say, trust Microsoft for once... :arrgh!:

treblesum81
05-07-08, 12:04 AM
Just wanted to add a voice of support for this mod... I've been looking for a sub-sim for the modern boomers, but one that had the first person feel of silent hunter, for some time now. Unfortunatly most sims relating to more modern boats are all data and no people and I really hope this mod can change that!

Good Luck!

Capt Jack Harkness
05-07-08, 12:27 AM
Alright people, I haven't been on Subsim since my last post here (on page 3!) and I apologize for my lengthy disappearance. I thought this was a dead project and then I checked tonight and found another 11 pages of posts that were put up in my absence. :o

Anyways, I've seen a few requests for how to get on the team and others requesting status updates, etc and I'll try to answer those questions.

Embarrasing though it may be, there is pretty much no work done on the mod. This is primarily because I thought there was no interest in the project at the time and I moved on to become the leader of the naval division of BattleCry: Redemption (BC:R), a modern day MMO war game based on the Crysis engine. The first release of BC:R is going to include nearly all modern ground, air and naval units in service with Russia, the United States and possibly China as well and. More countries will be added in subsequent releases and, needless to say, the graphics will completely blow away anything based on the Silent Hunter III/IV engine. Anyone who is interested in that project can PM me for details.

Anyways, back to SHIV... All of the submarine models you have seen in this thread have been made by Dagon, who is not affiliated with this mod (he's working on his own stuff). Anyone who wants to join the team and actually get this Cold War Mod moving is welcome to PM me. Just list your skills and what you would like to work on. As I've said, I'm spending most of my time working with the BC:R team, so my role in this mod will mainly be advisory.

As for the setting and content of the mod, what would you like to see? As some have guessed, I was hoping to make this an early cold war mod (1950s and 1960s) because the technology was not much more advanced than in WWII and that would mean less work trying to integrate tech that was never supposed to be available in the SH3/SH4 engine. Dagon, however, is modelling wonderful late cold war submarines and that brings up the dilemma of the time period. I'll put up a poll and everyone can vote on it.

As for content, I would love to start out by implementing real cold war missions first, primarily based on the stories in the book "Blind Man's Bluff." From the US side, these missions would involve collecting Soviet missile telemetry, tailing Soviet submarines to gain acoustic data, and possibly missions as extreme as the cable tapping operations conducted by the USS Halibut, USS Seawolf (SSN-575) and USS Parche, as well as recovering missile fragments and surveying the sunken Golf II class submarine (which was destroyed in a CIA attempt to raise the then obsolete vessel). Fictitious missions involving the cold war gone hot may come later and their direction would likely be decided by public decision.

Well, that's all I have to say. If you have any questions, concerns, comments, etc please feel free to PM me.

Nokia
05-07-08, 04:53 AM
I would like the mod to be based on the early cold war since I like the diesel-electric subs more than the nuke subs, although the early nuke subs are ok.

tomagabriel
05-07-08, 06:35 AM
:stare: Capt. Jack SIR! The interest in this mod is high SIR! People here are eager! :yep:

XPETIT
05-07-08, 02:20 PM
For me, I prefer the last submarine.

I found that Triomphant, Ohio or 949A are very beautifull. Espacially, I love the submarine with the winglets (or tails) on the cowning, like The redoutable or Triomphant. It's typicall of the modern sub........See those giant just under the sea is marvellous.:up:

Sledgehammer427
05-07-08, 04:56 PM
w3lcome to subsim!!!

and i have to agree with you, they are amazing, giants of the deep. and one sword sharper than the pen!

(had to add that for dramatic effect)

treblesum81
05-08-08, 10:16 PM
I'm a little confused here, are there plans to use Dagon's subs? or are they off limits for some reason?

Also, I want to point out that a lot of newer stuff is available (assuming we can use those subs) and a lot of the older stuff can be modded up from what we already have available, so it seems that one of the hardest parts is out of the way aleady if this mod were to cover the 40 year span of the war...

Then again, I'm no professional modder, so I'm not all that sure that some of the newer technologies could be made to work within the framework of SH4 (Missiles, TMA, etc..), but I was able to glean (using what little Russian I know) from the Russian forum where Dagon's boats are posted that items such as missiles are doable, if difficult, in SH4.

I would think, aside from that, that the hardest part of creating this mod would be scripting 40 years worth of sub activities into the game, and over and above that, providing the players with something more engrossing than driving their boat out to the middle of the pacific or atlantic and running through a month-long patrol...

akdavis
05-09-08, 09:02 AM
hehe, just a little polling wisdom: never make "cake and eat it too" a choice. It will skew your results.

One argument in favor of early rather than late: remember that in addition to new submarines, you would need an almost completely new roster of surface ships for late Cold War, even all new merchants.

treblesum81
05-09-08, 02:05 PM
One argument in favor of early rather than late: remember that in addition to new submarines, you would need an almost completely new roster of surface ships for late Cold War, even all new merchants.

You make a good point there... not that I'm any sort of modding authority anyway, though...

Although I'd like to point out that there are quite a few user created ai warships already available, meaning that if a few of those modders could be recruited to work on them, the new surface fleet would come together relatively quickly. I think its also important to point out that, other than the US, Russia, and a handful of other countries, a great deal of the population of the navies of the world were constantly refitted WWII ships (the last time a sub fired a torp in anger was in the Faulklands and it was at a WWII BB)... In addition, modern ships are not so visually complex as their WWII counterparts, lacking the multitude of guns and tower structures in favor of missiles and a smaller radar signature...

In any case, I think that the more modern stuff (i.e. 1960-end) will probably be the more popular, if only because of the mystique around the modern subs. Whichever way things pan out though, I think at the very least that a move needs to be made away from the older surface running boats (while later diesel boats still had to surface, they could run at speed for ~12hr) so that the mod could open up the world of strictly or at least primarily underwater ops, something that only the Type-XXI has only been able to accomplish so far.

akdavis
05-09-08, 02:53 PM
One argument in favor of early rather than late: remember that in addition to new submarines, you would need an almost completely new roster of surface ships for late Cold War, even all new merchants.

You make a good point there... not that I'm any sort of modding authority anyway, though...

Although I'd like to point out that there are quite a few user created ai warships already available, meaning that if a few of those modders could be recruited to work on them, the new surface fleet would come together relatively quickly. I think its also important to point out that, other than the US, Russia, and a handful of other countries, a great deal of the population of the navies of the world were constantly refitted WWII ships (the last time a sub fired a torp in anger was in the Faulklands and it was at a WWII BB)... In addition, modern ships are not so visually complex as their WWII counterparts, lacking the multitude of guns and tower structures in favor of missiles and a smaller radar signature...

In any case, I think that the more modern stuff (i.e. 1960-end) will probably be the more popular, if only because of the mystique around the modern subs. Whichever way things pan out though, I think at the very least that a move needs to be made away from the older surface running boats (while later diesel boats still had to surface, they could run at speed for ~12hr) so that the mod could open up the world of strictly or at least primarily underwater ops, something that only the Type-XXI has only been able to accomplish so far.

Well, if the focus is on the Cold War between Nato and USSR, then the equipment of minor players like Argentina or Turkey will hardly figure large in the gameplay. There would be very little that could be recycled 30 years or more after the war.

treblesum81
05-09-08, 03:07 PM
This is true, but the point is that SH4 has provisions for "filler" vessels (non-war ships in the environment), so that just means updating those, if it was even a consideration, would really be a non-issue...

bohemian007
05-09-08, 09:37 PM
Does 688i can play in American career?

I have U-Boat expansion (V1.5)

Thank you.

denis_469
05-10-08, 12:32 AM
Does 688i can play in American career?

I have U-Boat expansion (V1.5)

Thank you.

U/l version nuclear subs for version 1.4 only. Versions for 1.5 and more subs WIP now.

Capt Jack Harkness
05-10-08, 04:28 PM
I'm a little confused here, are there plans to use Dagon's subs? or are they off limits for some reason?


No, they are not off limits and Dagon approves their use in this mod. If we decide to do a late cold war setting than we will probably be using a lot of his boats.

On a seperate note, I do understand how big of an undertaking the entire cold war would be, and a mod of that magnitude is very probably not possible. As for implementing all the new tech, I really don't think state of the art weapons systems are possible. For instance, the Mk 48 ADCAP torpedo can be programmed for automatic search patterns, they can be given an attack ceiling (the weapon can attack targets no shallower than X feet) and they send all their sensor data back to the weapons officer. I really don't think this level of complexity is possible for a game that really wasn't meant to have guided torpedoes (let alone missiles) in the first place.

Of course, I do have only limited experience with SH4 scripts and code, so a lot of modern systems may well be do-able; the only trouble is that I don't currently have anyone to work on scripting and figure out what is and is not possible in the engine.

In the end, however, if modern subs cannot be given their full capabilities then they will not be part of the game. As of the moment, I feel the mod should start with the beginning of the cold war and move on from there as my (future) modding team figures out how to implement more advanced tech in game.

Modern sub simmers need not despair, though, because as I have said more than once, BattleCry: Redemption will have all of the modern submarines (both diesel and nuclear) as well most all of the surface ships, including a potentially large civilian fleet. Furthermore, every major system on every ship will be fully functional, from a Los Angeles's trash disposal unit to the strategic missiles on the SSBNs.

gimpy117
05-10-08, 09:56 PM
I think the esaiest would be the 1945-60
we could always add more years later with newer ships....

and I think some electro boats were comissioned into the soviet navy....
and no doubt the XXII inside would be a close stand in for an early soviet boat interior....

Plus...this sub was a dirivitive of the E-boat
http://en.wikipedia.org/wiki/Whiskey_class_submarine

and this was pretty much was an IX class....i think it had some post war use
http://en.wikipedia.org/wiki/Soviet_S_class_submarine

We may have the romeo but it is also supposed to be an electroboat dirivitive
http://en.wikipedia.org/wiki/Romeo_class_submarine

so with some model tweaking we might have some more russian boats

tomagabriel
05-12-08, 04:52 AM
.....
Modern sub simmers need not despair, though, because as I have said more than once, BattleCry: Redemption will have all of the modern submarines (both diesel and nuclear) as well most all of the surface ships, including a potentially large civilian fleet. Furthermore, every major system on every ship will be fully functional, from a Los Angeles's trash disposal unit to the strategic missiles on the SSBNs.

Well I personally voted for late era. But! I understand and agree fully with what you said about the difficulty of implementing such modern systems in something so WWII-ish. As a result I would be more than happy to know that an early cold war mod is at work regardless of my vote here. What can be done should be done. I suppose that is normal. My vote was a poit that I've made that there is interest in that part of naval history.

Now about this Rdemption since you've mentioned it. Where can I find some more info? (like single/multi/any bots/etc.?)

MadMike
05-12-08, 04:29 PM
I've run some scenarios in SH2 using a slightly modded Type IX u-boat modded to mimic a Project 613 boat (Whiskey class submarine, also modified sdf's). Lemme tell ya, getting out of Murmansk in '45 to the North Atlantic with all the air cover and destroyer screens was a b*tch (not to mention trying to shnorkel).

If all else fails, a "Soviet Aces" mod for SH2 would be welcome!

Yours, Mike

treblesum81
05-12-08, 05:35 PM
I'm pretty sure the mod will pick up after all the outward hostilities have ceased, meaning you might put to sea under "enemy" (no clear statement to the fact was ever offered) observation by air or sea, but you wouldn't have to defend against them (you couldn't anyway, after the war almost all subsequent sub designs and upgrades removed the surface defence and attack capabilities).

That being said, the actual mod is going to need some sort of combat involvement, otherwise it will be year after year of empty patrolling, so Russian and US forces may need to be shifted around a bit to make the gameplay possible.

ivank
05-13-08, 04:41 PM
can anyone give me an estimate on the date this will be ready?

MadMike
05-13-08, 07:41 PM
In the meantime, here's a great site that provides details on ASW methods employed by the USN during the Cuban Missile Crisis-

scroll about 1/4 down page for documents, charts, etc.

http://www.gwu.edu/~nsarchiv/NSAEBB/NSAEBB75/

Yours, Mike

tomagabriel
05-16-08, 10:26 AM
Thanks Mike! Great site. I can't remember when I had so much fun scanning :ping: through de-classified info. Boy, hand writing... such a personal touch...

Hitman
05-16-08, 02:29 PM
I voted for early war because SH4 is probably best within its limits if used to simulate the converted Fleet Boats (Fleet schnorkel, Guppy...) rather than later ones. I am thinking specially about electronics, sound travel through water and so on, specially the cascade display of sonar (Late 70s onwards IIRC).

Sub Command covers well later periods with SCU/SCX :cool: but the 50s and 60s are somehow a forgotten area that would be well served with a full SH4 conversion (Fleet subs to SSKs and German subs to Soviet subs)

Good luck with the project guys :up:

treblesum81
05-16-08, 04:26 PM
Sub Command covers well later periods with SCU/SCX :cool: but the 50s and 60s are somehow a forgotten area that would be well served with a full SH4 conversion (Fleet subs to SSKs and German subs to Soviet subs)

There are a couple of things that I want to point out here.

1: Sub Command is a great game, but it does not provide the level of 1st person personality that Silent Hunter offers, part of the reason I really hope that we can collectively get this mod working. Additionally, Sub Command does not allow for full world coverage (to the best of my knowledge) so you are constricted to a mission based structure, something that is not the case with SH.

2: After WWII, there were essentially no significant submarine campaigns involving overt use of force. This is probably why everything between WWII and modern / future day is pretty much ignored... not many game producers imagine a realistic game where a player takes there sub out under the polar ice cap for two months and doesn't really do anything because such a game would not sell, or at least not enough to make it worth the cost.

As it is, I would like to see as much of the war modelled as possible, but that may take some work due to the sheer length and scope involved in the scripting. I will say though, that, up until at least the late 50's every technology can be pretty easily modelled in SH4 with some tweaking. Post 1959, weapons such as cruise missiles, SUBROCs, and ballistic missiles start showing up in sub arsenals, and though I'm still pretty sure some of them can be modelled, I would wonder to what end... SH4 doesn't allow for attacking land targets (that I know of... correct me if I'm wrong), so cruise and ballistic missiles, even if modelled, would never get fired... not to mention the fact that a ballistic missile has never been fired in anger... and items such as SUBROCs would probably seriously unbalance the game. Essentially, we could take this mod pretty close to modern times if we attempt to restrict what we model to what would actually be used for the time period.

Hartmann
05-16-08, 07:50 PM
It must be a game before the aparition of modern missiles, sonars, and electronics, because sh4 is limited and it could be an unrealistic game.

the weak points of dangerous waters and sub command are the no dinamic campaign and poor graphics, but very realistic in gameplay.

MadMike
05-17-08, 12:39 AM
I can think of several areas that were "hot spots" at the start of the Cold War-

June 1948- May 1949 Berlin Blockade
1950-1953 Korean War
1955 Taiwan Straits Crisis
October 1956 Suez Crisis
1958 Taiwan Crisis
October 1962 Cuban Missile Crisis

Of course, any campaign doesn't have to be limited to these historical events. A "Red Storm Rising" or "Aces" type campaign with missions in the Med, Atlantic, Pacific, off the U.S east coast, etc. would be interesting.

Soviet subs circa 1950-

http://www.russianwarrior.com/STMMain.htm

Yours, Mike

Retired '80's Cold War Nuke Puke

treblesum81
05-17-08, 01:34 AM
It must be a game before the aparition of modern missiles, sonars, and electronics, because sh4 is limited and it could be an unrealistic game.


As Snaptrap has proven, the electronics and sensor suits of SH4 can be "upgraded" to provide a much more modern ranges and quality of information. Also, torps can (usually in error) ride straight and true above the surface... I've seen it happen on many occasions in rough seas at shallow depths... I think it would only be a matter of tweaking to get them to run at a consistent negative depth, leaving only a change of model to get them to look and act like early anti-ship missiles. Personally, I think that much of the tech that would be impossible or really unrealistic to model in SH4 is tech that would not need to be modelled anyway (ICBMs, cruise missiles, etc...) because we could never really use it effectively within the structure of the game as is available.

I can think of several areas that were "hot spots" at the start of the Cold War-

June 1948- May 1949 Berlin Blockade
1950-1953 Korean War
1955 Taiwan Straits Crisis
October 1956 Suez Crisis
1958 Taiwan Crisis
October 1962 Cuban Missile Crisis

This is actually an idea I've voiced to Captain Jack... the proxy conflicts between the two powers provide an almost seamless series of "hot zones" starting at the end of WWII and leading all the way up to the end of the cold war. The catch here is that, as far as I've been able to research (cold war sub ops tend to be less public info), most of these conflicts had only superfiscial sub participation (I'm always open to correction here) and so in order to really use them there would have to be a little alteration of history to increase the utilization of submarine warfare. That being said, I think making the premis of the campaign to be "submarines were often used in cold war proxy conflicts" would be a much smaller departure from reality than "Russia and the US opened up a 'hot war' that never went nuclear."

Whatever the case, it should be known that, because of the increased importanced placed on subs for their covert capabilities and their nuclear arsenal capacity, submarine tech advanced at a brisk pace post-WWII. Because of this, even a mod covering the early cold war (40's-60's) would have to make possible technologies such as anti-ship missiles, nuclear power, and advanced sensors as all of these items became standard equipment on submarines by 1958.

Sledgehammer427
05-17-08, 04:10 PM
treblesum, i agree with you completely concerning sensors, and submarine developement, with SH3 minitweaker and S3D, we can easily mimick nuclear power
as well as sensors

and we will probably include the commando missions, since we know of a few of those, or we choose to dream so.
i am working on campaign files so i will see what i can do.

Capt Jack Harkness
05-19-08, 08:14 PM
Well, as far as that goes, some of the stuff that can be simulated has its glitches. Dagon's November class normally has infinite fuel (never less than 90%), however, when crossing the dateline (as far as I remember) it can glitch and all of a sudden have little to no fuel, leaving you stranded in the middle of the ocean with no backup power...

Anyways, I'm not too familiar with the code and engine capabilities of SH4, but I'm sure there are a couple ways to get a lot of this stuff working.

I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?

tonibamestre
05-21-08, 11:30 AM
Hey Captain,when are you going to show us some shots about the naval stuff concerning Battlecry/R ? Is any unit at a certain development level to worth to be seen?
Please,when the dev team open the new threat,tell us something here.

Best regards

badaboom
05-22-08, 05:13 PM
Hello there Skippers!!!!:D Just want to post some updates from our Commrades across The Baltic!!![hope it's o.k. with thread] It seems updates on 3D Models is more active here.....

http://64.233.179.104/translate_c?hl=en&langpair=ru%7Cen&u=http://forum.six-oceans.ru/viewtopic.php%3Ff%3D18%26t%3D9

Some WIP shots. Type K

http://img.photobucket.com/albums/v27/badaboom/tipk3.jpg

http://img.photobucket.com/albums/v27/badaboom/tipk2.jpg

http://img.photobucket.com/albums/v27/badaboom/tipk1.jpg

And also how about this for detail!!!!!!:rock:641 Class,Brillant!!!!!!!!

http://img.photobucket.com/albums/v27/badaboom/641_6.jpg

http://img.photobucket.com/albums/v27/badaboom/641_5.jpg

Sorry for the sub- par pics,please hit the link for a better veiw.

keltos01
05-23-08, 03:50 AM
six 3d models of submarines for free !!!

including two nuclear type boats, one is ssn-21 seawolf I think, the other I'm not sure, see thread :

http://www.subsim.com/radioroom/showthread.php?t=137105

andycaccia
05-23-08, 07:39 AM
six 3d models of submarines for free !!!

including two nuclear type boats, one is ssn-21 seawolf I think, the other I'm not sure, see thread :

http://www.subsim.com/radioroom/showthread.php?t=137105


That nuclear sub is not a seawolf class...it's an Ohio class.
http://en.wikipedia.org/wiki/Ohio_class_submarine

while the las one is a french ssbn "Le redoutable" class

keltos01
05-23-08, 09:52 AM
made an obj file from the ohio.3ds, available for download on my filefront page. Texture will have to be that of the sub it replaces, I don't have time to make one, or you could take dagon's projekt 627 skin.

treblesum81
05-23-08, 10:42 AM
I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?

To the best of my knowledge, the easiest way would be to increase the O2 capacity of the sub to some huge number, maybe 30x-60x that of our 24 hour WWII base subs. The other option, if its possible, would be to significantly reduce the crews air usage... simulating the constant "scrubbing" of the same air. In either case, Nukes don't really have an "infinite" O2 supply , per se. Instead they use a combination of high efficiency CO2 scrubbers (something like 2x as efficient as those used on spacecraft at the moment, IIRC) and the occasional snorkel air venting to refresh the supply. It is true that the sub does not need to resupply its O2 for quite some time, but due to the limitations of the scrubbers (its a technology that gives diminishing returns over time) and the concern for the health and well being of the crew (stale, month old air is just not that great of an experience), subs routinely vent their atmospere every chance they get...

Also, nukes don't have infinite fuel either. Yes, a nuke could stay at sea for an extremely long time if its only concern was how long its fuel rods would last... I would say a good 4-6 months... due to the fact that most of a sub's endurance limitations are owed to crew requirements (food, sanity) and not to mechanical requirements. But that being said, the fuel rods do become spent after a time and need to be replaced. Because of this, I think maybe we shouldn't shoot for "infinite fuel", but rather try to tweak the engines into "ultra efficiency". This would be achieved by reducing the fuel intake of the engines to the point where 80 days at flank speed would reduce the fuel quantity to, say, 50%. In this way we wouldn't be facing some of the wierd side effects of trying to manipulate physics.

On those models that can be found online, I think they may become a valuable resource, but it should be kept in mind that they will all need some manipulation to work properly in SH4. In fact, even Dagon's models will need a little work as of yet... the torpedo doors don't work on any of his models, and on his project 667 (I think thats the name) they even appear broken. Also, when firing a torpedo, it is released from the original point where the fleet boat would have fired it from, so it just magically appears out of the hull. These are correctable issues (though none are critical), which I firmly believe should not exist in the CWM release.

andycaccia
05-23-08, 12:52 PM
made an obj file from the ohio.3ds, available for download on my filefront page. Texture will have to be that of the sub it replaces, I don't have time to make one, or you could take dagon's projekt 627 skin.

The skin of the 688I Los Angeles would be more appropriate in my opinion.

Sledgehammer427
05-24-08, 12:45 AM
treblesum, u bring up another good point.
but remember that about 75% of the Guppies we had (figuring we are basing this on post WW2((47-50s)) cold war) had snorkels

i have fooled around with the November submarine (627) and i have noticed this as well, the cold war dev team is not very large and we do need more people of we want to get this thing rolling!
it is mainly in the campaign files, and we have this idea about how to get a two sided campaign working. we do need modelers, and anyone who can work with textures. also, i need some help with the campaign files, convoys, enemies...etc.

PM me or captain jack if you want to help!

andycaccia
05-24-08, 12:24 PM
http://www.3dworldclub.com/default.aspx

There are some nice free models for this mod. The only way we have to take them is to upload something... we do not have anything now. But maybe someone could send this link to the russians...maybe this would help them in making their subs. There are a lot of models, from cold war nuclear subs, kilos, surface warships, modern cargos, supertankers etc..

W4lt3r
05-26-08, 08:06 AM
Just tried to play these subs but strangely my American campaing doesn't work at all.. I've been playing a lot with German campaing with no problems but i get CDT Everytime now that i try to get into American campaing, modded or unmodded. still CDT..

Any idea? Should i try to use the Multi SH4 software?

*Edit* Nvm, it was just a screw up in my UPC files. all good now
But seemingly i cant get the 688i to work, it doesn't show up on my american chooseable subs list, i tried to edit the UPC files as instructed but it only made me to result in CTDs.

denis_469
05-26-08, 08:55 AM
http://www.3dworldclub.com/default.aspx

There are some nice free models for this mod. The only way we have to take them is to upload something... we do not have anything now. But maybe someone could send this link to the russians...maybe this would help them in making their subs. There are a lot of models, from cold war nuclear subs, kilos, surface warships, modern cargos, supertankers etc..

Thank for link:D

andycaccia
05-26-08, 09:09 AM
Strange, I used the 688 whithout problems. Did you mod something of the 688?

W4lt3r
05-26-08, 11:28 AM
Oh wait i got it working, i had on the F1661i, instead the (F1) i had FX wich caused the CTD, got it working now. (in the Flotillas.upc)

Can someone else upload the November to filefront or megaupload because i cant finish the DL from that russian site. it jams at around 1.8 mb and doesn't continue.

*Edit* Just did my first patrol on the ship, and submerged to 140 meters, all good. But when i encountered my first japanese escorted small convoy (2 DDs and a Cargo ship), i launched 3 torpedoes, 2 missed on the cargo ship and 1 hit on the DD. After that i submerged to 120 meters and suddenly started to take hull damage.. eventually died when couldn't get to surface fast enough.

And i checked from wikipedia that a Los Angeles class could operate up to 200 meters at least.. Where i can check the values of the sub's maximum crush depth, since i find there is a bug here. i checked it's .sim files and didn't find anything.

Fincuan
05-26-08, 01:10 PM
double post

Fincuan
05-26-08, 01:11 PM
i checked it's .sim files and didn't find anything.

It's in the .zon. IIRC 1.4*crush depth = value in .zon

W4lt3r
05-26-08, 01:18 PM
Cheers, couldn't find it meself and got it properly adjusted now..

Now i just need a depth gauge that let's you dive deeper then 165 meters..

W4lt3r
05-26-08, 02:52 PM
Double post but wth.

Has anyone noticed that when using the 688i submarine, you fire you'r #1 torpedo, the submarine opens portside top tube but the torpedo is launched from starboard torpedo tube? aka, coming through the submarine.

Or is it only me experiencing this, because it sorta kills the mood to have torpedoes being launched from through you'r ship hull :shifty:

Sledgehammer427
05-26-08, 03:44 PM
W4lt3r (nice 1337 name)
i have done my little homework, and i got the November and the 688i into the campaign files, its easy but hard, but next time im here ill put those files into my filefront so you can upload them
i will check out that link up there, and see what i can do about uploading something:cool:
later

edit- also i have seen the torpedo-thru-the-hull phenomena, its brutally tragic
--the submarines built by the russians have the fleet boat magic bits in there, as in, the radars (concealed by the hull)the torpedo tubes (also concealed, butthey are in their orig places inseated of being fitted flush with the actual new tubes)
there is much to be done, and once again we need all the help we can get!

Terror_666
05-27-08, 01:55 AM
I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?
To the best of my knowledge, the easiest way would be to increase the O2 capacity of the sub to some huge number, maybe 30x-60x that of our 24 hour WWII base subs. The other option, if its possible, would be to significantly reduce the crews air usage... simulating the constant "scrubbing" of the same air. In either case, Nukes don't really have an "infinite" O2 supply , per se. Instead they use a combination of high efficiency CO2 scrubbers (something like 2x as efficient as those used on spacecraft at the moment, IIRC) and the occasional snorkel air venting to refresh the supply. It is true that the sub does not need to resupply its O2 for quite some time, but due to the limitations of the scrubbers (its a technology that gives diminishing returns over time) and the concern for the health and well being of the crew (stale, month old air is just not that great of an experience), subs routinely vent their atmospere every chance they get...

Also, nukes don't have infinite fuel either. Yes, a nuke could stay at sea for an extremely long time if its only concern was how long its fuel rods would last... I would say a good 4-6 months... due to the fact that most of a sub's endurance limitations are owed to crew requirements (food, sanity) and not to mechanical requirements. But that being said, the fuel rods do become spent after a time and need to be replaced. Because of this, I think maybe we shouldn't shoot for "infinite fuel", but rather try to tweak the engines into "ultra efficiency". This would be achieved by reducing the fuel intake of the engines to the point where 80 days at flank speed would reduce the fuel quantity to, say, 50%. In this way we wouldn't be facing some of the wierd side effects of trying to manipulate physics.


I have a few isseus with whats being said here.
first: nuke subs do not need to refeul (swap out fuelrods) because by the time the fuelrods have decayed a sub will have served past its 25 year sevicelife.
second: modern subs can create there own air and have actually been doing so for quiet some time. this is was needed because subs would loiter under the polar ice for months at a time. if they broke through the ice to snorkel they could be detected by satelite.

W4lt3r
05-27-08, 04:06 AM
(OT, regarding my name, it's a number coded version of my relevant english name, W4lt3r = Walter = Valtteri, and i've been using the same nick for over 11 years so why should i change it?)

I finally got the November DLed aswell and i uploaded BOTH Los Angeles And November to Megaupload so no more download problems maties.

November: http://www.megaupload.com/?d=X4E6UMXK

Los Angeles: http://www.megaupload.com/fi/?d=8K14DQT4

*edit* Uploaded L A now. There you go maties that have trouble to DL from Russia.

Capt Jack Harkness
05-28-08, 02:47 AM
Hey Captain,when are you going to show us some shots about the naval stuff concerning Battlecry/R ? Is any unit at a certain development level to worth to be seen?
Please,when the dev team open the new threat,tell us something here.

Best regards

Well this isn't really the thread for BattleCry: Redemption, however, at this point in time there really isn't anything to show, but we are working on an Udaloy II destroyer, a Delta IV SSBN and a 688I SSN. The full list of ships we are planning for is rather extensive and if you want more info you can PM me for details.

Capt Jack Harkness
05-28-08, 03:18 AM
I do have one small concern, though... How do we get infinite O2 on nuclear boats without cheating and without using a snorkle command?
To the best of my knowledge, the easiest way would be to increase the O2 capacity of the sub to some huge number, maybe 30x-60x that of our 24 hour WWII base subs. The other option, if its possible, would be to significantly reduce the crews air usage... simulating the constant "scrubbing" of the same air. In either case, Nukes don't really have an "infinite" O2 supply , per se. Instead they use a combination of high efficiency CO2 scrubbers (something like 2x as efficient as those used on spacecraft at the moment, IIRC) and the occasional snorkel air venting to refresh the supply. It is true that the sub does not need to resupply its O2 for quite some time, but due to the limitations of the scrubbers (its a technology that gives diminishing returns over time) and the concern for the health and well being of the crew (stale, month old air is just not that great of an experience), subs routinely vent their atmospere every chance they get...

Also, nukes don't have infinite fuel either. Yes, a nuke could stay at sea for an extremely long time if its only concern was how long its fuel rods would last... I would say a good 4-6 months... due to the fact that most of a sub's endurance limitations are owed to crew requirements (food, sanity) and not to mechanical requirements. But that being said, the fuel rods do become spent after a time and need to be replaced. Because of this, I think maybe we shouldn't shoot for "infinite fuel", but rather try to tweak the engines into "ultra efficiency". This would be achieved by reducing the fuel intake of the engines to the point where 80 days at flank speed would reduce the fuel quantity to, say, 50%. In this way we wouldn't be facing some of the wierd side effects of trying to manipulate physics.


I have a few isseus with whats being said here.
first: nuke subs do not need to refeul (swap out fuelrods) because by the time the fuelrods have decayed a sub will have served past its 25 year sevicelife.
second: modern subs can create there own air and have actually been doing so for quiet some time. this is was needed because subs would loiter under the polar ice for months at a time. if they broke through the ice to snorkel they could be detected by satelite.

Actually, if you wanna get SUPER technical, the first nuclear subs did require refueling every few years (such as the Nautilus), but later the core lives were extended with the first lifetime cores showing up in the '80s.

And yes, nuclear subs do produce their own oxygen by electrolyzing water (a process that takes far more electrical power than diesel subs can spare). The main reason for not surfacing today is because the snorkel is a huge mast and is fairly easy to detect on radar or, in the case of diesel subs, with thermal imaging since a number subs vent exhaust to the surface through a separate mast.


Getting back on topic, though, does anyone know of a way to extend the air supply to some near-infinite value in SH4?

badaboom
05-28-08, 05:04 PM
Interesting post from Dagon[creator of Nov.class and 688i] on HDgames forum.....

" Work on the modem times terminated. в связи с началом работы по коммерческому проекту для игры SH4. in connection with the commencement of work on commercial projects for the games SH4. "

......The thread is now closed,......hmmm could it be that Dagon and some 3rd party modders are working on a [OFFICIAL] Cold War add on for SH4? Ahh the plot thickins!!!!:D

Sledgehammer427
05-29-08, 12:20 AM
a twist, but the plots thick enough as it is

And capt Jack, i believe that we will need a working version of S3d, im sure its in the files somewhere,
but its never worked for me (gotta get to skwasjer on that)
for all we know its in the source code and UBI....well, you know.

keltos01
05-29-08, 04:39 PM
found it finally !

;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmenta

so what's the next silent hunter gonna be :doh:

Sledgehammer427
05-31-08, 12:28 AM
who knows?
hahaha

W4lt3r
06-12-08, 03:06 AM
Say, could someone help me out on converting the 688i to the german side, i've been trying to get it to the axis by altering UPC files but seemingly that isn't enough. Anyone able to hand out a helping hand?

Even the altered UPC files are more then enough, i just want to try out the german campaing with the Nuclear sub.

gimpy117
06-12-08, 05:51 AM
Sub Command covers well later periods with SCU/SCX :cool: but the 50s and 60s are somehow a forgotten area that would be well served with a full SH4 conversion (Fleet subs to SSKs and German subs to Soviet subs)
There are a couple of things that I want to point out here......
.....2: After WWII, there were essentially no significant submarine campaigns involving overt use of force. This is probably why everything between WWII and modern / future day is pretty much ignored... not many game producers imagine a realistic game where a player takes there sub out under the polar ice cap for two months and doesn't really do anything because such a game would not sell, or at least not enough to make it worth the cost.....



that's why I think we need a fictional, made up war

keltos01
06-12-08, 07:17 AM
Then it has to be against the soviets ? or France ? ;)

gimpy117
06-13-08, 07:20 PM
prolly the soviets...

keltos01
07-02-08, 09:32 AM
being my usual self, liking unlikely subs, I was wondering if there was a 3d model of a WWII russian sub somewhere out there (even a SH3 sub would do) that I could get my hands on and convert to SH4 ?

They could start from Dutch Harbor ?
keltos

Sledgehammer427
07-17-08, 04:26 PM
just thought i would get this back in the eye of everyone else,
so i guess i would say bump!
but i am still working on this and i am wondering if anyone is out there willing to help?
theres still lots to be done, but if they can do GWX and TMO its well within the realm of possibility

Capt Jack Harkness
07-18-08, 09:48 PM
Yes, we just need to put together a team of maybe 5+ skilled individuals to start putting the mod together...

Capt Jack Harkness
07-18-08, 09:49 PM
being my usual self, liking unlikely subs, I was wondering if there was a 3d model of a WWII russian sub somewhere out there (even a SH3 sub would do) that I could get my hands on and convert to SH4 ?

They could start from Dutch Harbor ?
keltos

Dagon made a couple WWII Russian subs for SH4, I saw a thread on subsim about them.

keltos01
07-19-08, 12:28 AM
Yeah, I started it, he has a bunch of wwII subs posted on filefront, I did offer to translate them to SH4 but when his friend Denis asked him he said he would do it.

http://www.subsim.com/radioroom/showthread.php?t=138914

Those subs (sch class etc) will be of use in a german Atlantic campaign as well as in an early cold war one. They are superb, I'll try and find my thread again.

Keltos

Orion2012
07-19-08, 12:53 PM
As far as a fictional war goes....you could always start with the bay of pigs or the Cuban missile crisis as I'm certain thats the closest we ever came to mutual annihilation.

tomagabriel
07-21-08, 06:15 AM
Noobish question:

Is there a Silent Hunter IV SDK or something similar?

Embolded by my looong wish lists I've started to model. :sunny:

It's going well, I've made two subs for Fleet Command but I think I could try and play also with SHIV. So. Is there a collection of plugins or something? I'm searching right now for something but maybe one of you here could point me faster in the right direction.

keltos01
07-21-08, 08:47 AM
look for skwasjer s3d, it's better than a sdk:up:

tomagabriel
07-22-08, 03:24 AM
look for skwasjer s3d, it's better than a sdk:up:

Thanks a lot! :sunny:

tomagabriel
08-14-08, 03:04 AM
Is there any new development of the situation here? At least some new subs?

Eagle1_Division
08-14-08, 11:13 PM
I posted near the start... and I now have a pack of fairly good freeware SFX to give it a more modern feel. Such as nuclear submarine propellers at different speeds, diesel propellers, surface ship engines, pings, etc...(Is it just me or do the modern pings work at a different frequency then in WWII?)

Anyhow, I work with Gmax, so my formats may be a bit limited, But ive made countless low-poly(but still good lucking!) submarine models.(Typhoon, kilo, 688, 688I, Seawolf, DeltaIV, Ohio.. etc). Ive also made a few models incorperated into games.
Given some textures, I can model and UV map my models. Name a ship or submarine and, given there are at least a few pictures, I might cook one up... Anyhow, I just got SH IV and I love modding, and I'd certainly be interested in helping out.
Also, I could submit a large number of models to that website mentioned earlier, I saw a few things that might be helpfull there, a ticonderoga and a U.S. Carrier of the time...

Earlier missiles were mentioned? Well, Hypothetically, It would be very easy to add them, just offset the center so that the model(and collision) are above the water, and use radar for an input sensor. The rest would be very easy from there, mabye not making it interceptable. As for Ballistic Missiles, that could be added as a gun that cant rotate and has a single "bullet".

Also, to the side, does anyone know how to make it so you can man the other guns on the Iowa? Ive been poking at the files with notepad for hours... I got the other turrets to appear and make it so you can put people on the back turret... But still, the AI doesn't do anything in the turrets and you can only control one. (http://www.subsim.com/radioroom/showthread.php?t=139776) I know its based off of the Sub's deck guns and such, but the Balao had multiple deck guns and that worked fine.

As this may become a major mod give enough work... I think it would be nice if it would be made a sticky...

capthelm
08-23-08, 12:12 AM
i like the sound of this mod..even a multiplayer game hunting sub on sub would be a great start


found this web site on cold war boats that left my old country scotland
this was here for 31 years 1961 to 1992 =site one holy loch scotland.

great pics and information.

my grandma took me on a little tour ferry round this in the early 80s as a kid to see it, i will never forget the site of seeing one of these giant subs lifted out the water in the dry dock. :o

http://www.aboutsubs.com/holy_loch.htm
http://holyloch.com/album/slideshow.php?directory=subs&currentPic=2

these links could provide data and inspiration for a mod on this cold war theme. =site one name of the mod hehe

pozine
08-25-08, 02:48 PM
did you make tomahawk and harpoon missiles?

Werewolf
08-26-08, 05:58 AM
Hello everyone :D

Forgive me for asking a maybe stupid question, but is this cold war thing really in progress? It would be great! I'm totally new to these news.....has anyone finished anything yet?

Ishigami
08-30-08, 04:39 PM
My guess is that it is dead.

I wanted to make the 688i available for the American campaign. Just for fun you know.

I managed that the 688i shows up in the menu but when I want to start a carrier the game crashes.

I e.g. added F1NSS_688i, 1 to the IDLinkUserPlayerUnits line of the Careerstart1. Flotilla 1 fields in the CareerStart.upc.

And e.g. this:

[Flotilla 1.UserPlayerUnitType 6]
ID= F1NSS_688i
NameDisplayable= 688i
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= NSS_688i
UnitTypeCommonality= 1
IDFlotillaLinkTransferTo= NULL

To the Flotillas.UPC

What did I do wrong to get a crash? Or is their step by step tutorial for adding units to the career start?

Btw. Any news about other stand alone subs e.g. an Ohio Class?

Sledgehammer427
08-30-08, 05:34 PM
not dead my friends, just resting...
we are getting everything together at this point....its at its infancy.

and @ ishigami.
you must also add the 688i to the careerstart.upc file...
it took me a while, but i got it done

Ishigami
08-31-08, 06:11 AM
I did like I said add this: FXNSS_688i, 1
To every Flotilla in the Careerstart.upc. (Replace X with 1 to 3, depending on Flotilla)
And it's not working.

Could you please upload your CareerStart.upc and Flotillas.UPC at megaupload.com?

Werewolf
08-31-08, 09:40 AM
that's why I think we need a fictional, made up war

It's not any more fictional than Dangerous Waters scripted future be the cop of the world hunting drug smugglers, terrorists, non existing rebels kind of mumbo jumbo :lol:

Sledgehammer427
08-31-08, 10:48 AM
i have to do it all over again, after i patched up to 1.5, it erased my file....ill upload it to my filefront and pm you when its up
and werewolf, those are my thoughts exactly. but right now we are working on models of the different subs we need

Ishigami
08-31-08, 11:38 AM
So this is really still in work? - Great!

And thanks for your troubles.

Werewolf
09-01-08, 10:15 AM
@Sledgehammer

and werewolf, those are my thoughts exactly. but right now we are working on models of the different subs we need

Sounds great mate :up: If there's any help I can offer then I'd be happy to. I'm not good at doing graphics or programming, but I'm good at researching and finding information.........

Capt Jack Harkness
09-10-08, 11:34 PM
So this is really still in work? - Great!

And thanks for your troubles.

Yup, still in business. :) Although it's slow going so far...

keltos01
09-11-08, 12:47 AM
any of the subs has more than ten tubes ? can anyone ask the Devs if it wan be modified and how ?

kptn_kaiserhof
09-17-08, 04:24 PM
whens it released

NeonsStyle
10-16-08, 07:38 AM
If I had my wish list... if you are going to do the cold war then it'd be a shame not to include the threat from it as well. Nuclear War. To that you'd need Typhoon class boats, and their hunters on both sides.

I'd love to see a later time period where subs hunt subs with wire guided torpedoes n where we really learn the most from sonar. Not easy I know, but that's my wish. Not only would it add the theat level from the pacific war but notch it up with possible destruction of everything. Then, rather than actually firing, your role is in preventing outbreak of war. Not an easy thing to do, but would supply a much deeper and quite differnt experience than is present in SH4. After all, if you shoot, its just another vers of WW2 in different boats. Be much cooler to have to deal with the risk of having nukes drop on you. lol

Sledgehammer427
10-16-08, 03:21 PM
Venus, i would love the dynamic (starting nuclear war) campaign also, but, in the CWM workshop, we are working on REALISM, what happened, how it happened, and where it happened.

it would be a big step to cover the ENTIRE cold war (early 50's because almost nothing sub-wise happened in the late 40's to 1991)
because nothing much happens in 5 years in the cold war.
as of yet, things have REALLY slowed down, it's hard to do a lot of things.

i have been trying to implement a GUPPY tower into the game, to no avail (because i need s3d) and campaign files are hard to work around.

ivank
10-16-08, 04:25 PM
The S3D I sent you didnt work?

Sledgehammer427
10-16-08, 06:56 PM
sadly, no. i dunno why, my install config is messed up i guess. ill try again later

TitaniumRR
10-21-08, 07:52 PM
Great? - No!
That' s undoubtedly aaaaawesome! Keep it up, guys!
688i, 627A - strikes and punishes!

I have 2 questions:


Which is the most reliable environmental MOD that removes the transparency of the seawater so that submerged part of the sub shouldn't be seen.Correct me, Skippers, if I'm wrong but transparency of seawater is up to its tidiness, salt contents, weather and depth. Otherwise I have hardly seen such authentic navy photos where submerged part of the sub was visible.

Can we expect Typhoon, Victor, Oscar, Akula class submarines likely to be integrated into SH4 in the short-term future? If so, when?Thanks a lot for your answers in advance. And again: Congratulations on and respect for your resolute, industrious job. :up:

Sledgehammer427
10-21-08, 07:58 PM
Titanium, the best enviromod that kills the transparency is the new PE4.

sometime tonight or tommorw i will be recieving models of an Akula class and an american Skipjack class, but i am not sure about how ready to integrate into the game they will be.

I am looking into building a typhoon myself, but i would rather try to find it myself before i try something drastic

:up:

TitaniumRR
10-22-08, 09:44 AM
I would prefer to have the mentioned sub classes in Fincuan's way:

How to enable the 688i in the US Campaign:

Remember to back up all files before editing, or even better, make your own mod that you can enable and disable with JSGME.

... ... ...

Written:
03-23-2008, 11:40 PM

It is quite reliable and doesn't cause system error.

Could you please, Sledgehammer or other talented programwriters make the new models this way?

keltos01
10-22-08, 03:17 PM
Dagon is making the russian subs, see the forum on sukhoi.ru and translate using google.

keltos

Sledgehammer427
10-22-08, 03:25 PM
titanium, that is what i did, i made the mod JSGME compatible...
and the sukhoi forums arent popping up here :cry:

keltos01
10-22-08, 04:11 PM
bumped it :

http://www.subsim.com/radioroom/showthread.php?t=139783

Bospor
11-03-08, 12:20 AM
Does anyone know anything about the Foxtrot class being released for the German campaign of SH4? All the Russian web sites are down, don't know where else to keep up with the project.

Sledgehammer427
11-03-08, 07:51 AM
I am still working on integrating the Foxtrot into the german campaign, with all the mods i am working on atm, and the new release of RFB(first time i got to play in WEEKS) it is near the bottom of the list.

XPETIT
11-13-08, 12:35 PM
Hi Sledgehammer427,

Thank's for your beautifull creations. Since the time I wait to play modernsub with a good 3D engine, your mod are the solution.

But, the sub I prefer are those with the plane on the tower, like the Ohio, the Triomphant etc...I have tried to play LosAngeles with this, but without success. I have read your readmefile, but I dont understand how I can make the 3Dfolder operational.

So, please, please...can you put on your filefront page a complete mod LosAngeles or Ohio with this configuration of the plane (around the tower) and nuclear sound engine? It would be great.

Thank's again.
Xavier PETIT:D

Sledgehammer427
11-13-08, 04:25 PM
@XPETIT

well, my 3d modeler, i found, didnt save the .obj files right.

and then it stopped working anyways.

i am trying to look into the planes on the tower, but so far its just been a time trying to figure out s3d

P.S. i did not make these submarines, i just enabled them in campaign mode. all of the creation credit should go to --Dagon--

XPETIT
11-16-08, 04:27 PM
Ok. So I want to try but I'm not used with S3D. I have made AddOn for Armed Assault (Airwolf or Terminator for Flashpoint...). But for SH4, I don't know the tools. I have installed S3D, but I don't succeed to see the 3D of the 688i.....

What can I must load to work on it?

nb : Is it possible to speak to Dagon? What is his nationality

Thank's for your help.:up:

Sledgehammer427
11-16-08, 04:41 PM
you can talk to Skwasjer about s3d. i dont use it very much.
and Dagon is russian.

i have acquired a few submarines to start on.
a typhoon (yup, typhoon)
USS Bluefin
and the Nautilus. SSN-571.

i am going to start on them next weekend

XPETIT
11-17-08, 03:37 PM
Good news. I hope we could dive with typhoon fastly. And how his the USS bluefin? It's like an Ohio?

About my research, I have succeed yesterdays to see the submarines with S3D v0.9. And you can export a 3D object. Now, I must to know what soft his able to read it , I will load it....I hope somebody could tell me what soft I must load.

Greatings.
Xavier PETIT;)

TitaniumRR
11-20-08, 06:29 AM
you can talk to Skwasjer about s3d. i dont use it very much.
and Dagon is russian.

i have acquired a few submarines to start on.
a typhoon (yup, typhoon)
USS Bluefin
and the Nautilus. SSN-571.

i am going to start on them next weekend


I am lookin'-lookin'-lookin' forward to the results. :up:

Thanks a lot for your efforts, man!
Maximum respect :|\\

XPETIT
12-05-08, 04:53 PM
Hi,

Like promised, I have created the sub "Le Terrible". You can download it in my website here :
http://pagesperso-orange.fr/xavier.petit/fichiers/LeTerrible.zip

I didn't used 3DS before, but Oxygen to create AddOns for Armed Assault (Around Airwolf) or for Flashpoint (Terminator).
http://pagesperso-orange.fr/xavier.petit/

So I have learned as fast as I can, S3D and 3DS (I have only the free version available 30days!!!!), and started from the 688i.

I hope it will enjoy you.

Greatings.
Xavier PETIT:D

Sledgehammer427
12-06-08, 12:05 AM
well. I have to say that progress is a little slooooooooow. (insert snail image here)

Ivank has agreed to help with the CWM, as soon as I finish helping him with the Surface Warfare Super-Mod.
I am no good at making ships work. and S3D won't wrk on my PC, so I'm a little trapped.:damn:

that and Capt. Jack hasn't responded to my PM's and i am a little concerned over the continuation of this project, I am quite dismayed to say that.
As for now, I will try to keep the Cold War subs coming in SH4 for WWII at least, but even then, my new work schedule has left me quite tired.

Sledgehammer427

ivank
12-06-08, 12:25 AM
By Jan 2009 I should have some time to at least start the campaign for this mod. But until that summer work will be slow

XPETIT
12-06-08, 12:37 PM
To Sledgehammer427 :

Since I have finished the submarine "Le Terrible" (to see a picture, goto the end of my website here http://pagesperso-orange.fr/xavier.petit/), I can help you for Typhoon. I have understood, how use the main of S3D, and my 3DStudio are avalaible again 20days.....It's like you want.;)

gimpy117
12-06-08, 12:54 PM
To Sledgehammer427 :

Since I have finished the submarine "Le Terrible" (to see a picture, goto the end of my website here http://pagesperso-orange.fr/xavier.petit/), I can help you for Typhoon. I have understood, how use the main of S3D, and my 3DStudio are avalaible again 20days.....It's like you want.;)

nice sub will download!

Sledgehammer427
12-06-08, 01:44 PM
@XPETIT

the typhoon is a raw model, no torpedo tubes, no periscopes, nothing.
but if you want, I will try to load it up wen I load up everything I have finished on the SWSM

Rene
12-07-08, 11:38 AM
do you make the typhoon playable for the german campaign?

XPETIT
12-08-08, 03:02 PM
OK Sledgehammer427. But go fast. Else, I could not use 3DS...(around the 25/12/08);)

keltos01
12-08-08, 03:42 PM
found a free 3d model of a Victor sub, see the free 3d model thread :

http://www.subsim.com/radioroom/showthread.php?t=143576


keltos

Rene
12-09-08, 01:58 PM
@XPETIT

i just downloaded your modification of the 688 le terrible. great job
but ive got one problem how do i end my patrol.i dont get the possibebility to end the patrol. the symbol does not come up when iam near the port.

WilhelmSchulz.
12-12-08, 02:10 AM
I know Im late to the party but for the "plot" why dont you dig up a copy of Tom Clancys "Red Storm Riseing"(the book) because they have allready made a sim out of the sub aspect of it(I belive it even had a semi-dynamic campaign). You could get some good ideas from that.

mitchell300
12-12-08, 02:35 AM
Is this mod already for download?
Bcs i see rene saying he downloaded it.

Mitch ;)

gAiNiAc
12-12-08, 03:42 AM
Hi Sledgehammer427,

But, the sub I prefer are those with the plane on the tower, like the Ohio, the Triomphant etc...I have tried to play LosAngeles
Xavier PETIT:D

Hey Xavier.........Just some info for you, the older 688's are the ones with the planes on the tower..........on the 688i's the planes are larger and they couldn't mount them on the tower because they wouldn't be able to be turned vertically for ice penetrations when surfacing through hard pack..........

Terror_666
12-13-08, 06:05 AM
Hey Xavier.........Just some info for you, the older 688's are the ones with the planes on the tower..........on the 688i's the planes are larger and they couldn't mount them on the tower because they wouldn't be able to be turned vertically for ice penetrations when surfacing through hard pack..........

They also have a better towed array and 12 vls tubes that the 688's didn't have.

XPETIT
12-13-08, 06:23 AM
Thank's for those information. It's real that when I saw "The hunted of red october film", I didn't understand why the american sub had plane on the tower and was call Los Angeles class....Now I know why.

I have modify a little the sub Le Terrible to be more like the real french sub. You can download it on my web site (I use JSGME installer to use it on SH4). I hope you will have fun with it.
http://pagesperso-orange.fr/xavier.petit/
http://pagesperso-orange.fr/xavier.petit/fichiers/LeTerrible.zip

In futur, i will make some little modification (hide the radar and move upper the sailor on the tower). But now, I try to load a Typhon class. Because, this work need 3DS in the first time, and I have no lot of time with my free version.I would like to replace the 627 by a 941 type sub....With that, we could play like The Red October.

Greatings
Xavier PETIT
:D

tonibamestre
12-16-08, 09:59 AM
Well guys,would be nice to take into consideration this mod seriously,working mainly the submarines aspect on a full way.Developing 1 or 2 sub classes from US vs URSS with all its characteristics,3D atmosphere,realistic or close to sensors and weapon systems.Also a reworked SH4 scenery could be desirable in order to update ports and naval bases to the current age (even though some more detailed terrain data is welcome,to give more realism to meshes like fiords,channels,straits,harbours and its elevations).
With this done,more vessels could be developed including now surface ones,frigates,destroyers,cruisers,and carriers with a certain number of their air wing fully able to manage and operate.
This could be an amazing project for next year guys :up:

Regards and Marry Christmas

XPETIT
12-20-08, 05:27 PM
Hi,

Like promise, and for your christmas week, I release the RedOctober (Typhoon class) on my netsite (http://pagesperso-orange.fr/xavier.petit/):

http://pagesperso-orange.fr/xavier.petit/fichiers/RedOctober.zip

(I use JSGME installer to use it on SH4). I hope you will have fun with it.

It's sure, it need some some update and I will make them. But the actual result is good. And It is compatible with my French sub "Le Terrible".

Have Good times
Xavier PETIT:up:

Turbografx
12-20-08, 08:53 PM
Hi,

Like promise, and for your christmas week, I release the RedOctober (Typhoon class) on my netsite (http://pagesperso-orange.fr/xavier.petit/):

http://pagesperso-orange.fr/xavier.petit/fichiers/RedOctober.zip

(I use JSGME installer to use it on SH4). I hope you will have fun with it.

It's sure, it need some some update and I will make them. But the actual result is good. And It is compatible with my French sub "Le Terrible".

Have Good times
Xavier PETIT:up:
Thanks a lot Petit,

As a matter of fact, I was playing with your Le Terrible today. Must have sunk 8 or 9 ships (incl. a Kongo). 20+ torpedoes is nice :) Unfortunately I got rammed by a friendly cruiser returning to port and sank.:( :dead: Sleeping watchmen :roll:


EDIT: Petit, I can't seem to get the Typhoon to work in campaign. I copied the Le Terrible campaign files and renamed all "688i" to "627a", what am I missing?

XPETIT
12-22-08, 04:54 AM
OK. I will look at this. And , the RedOctober run with singlemissions? Have you a matter of texture? Because for me it's fine.

tonibamestre
12-22-08, 09:23 AM
Hey good job Petit!! What do you tell me about conventional subs like Dolphin,Agosta,....etc? Perhaps the torpedos could be modified into modern ones.

Turbografx
12-22-08, 03:27 PM
OK. I will look at this. And , the RedOctober run with singlemissions? Have you a matter of texture? Because for me it's fine.

I'm sure it works it Single Missions its just there are no campaign files included like for Le Terrible.

Sledgehammer427
12-23-08, 01:36 AM
beeeeecause you have to go thru every included file and change "x" name to "y" new name...typos aren't tolerated of course, and hairpulling is frequent :up:

Rene
12-23-08, 05:36 AM
to play the redoctober in campaign you can transfer the campaign files from the november class to redoctober. it works. i did it and i play now the redoctober in campaign

polyfiller
12-24-08, 04:27 AM
FWIW I managed to get radar working on both the Terrible & Typhoon. I had to modify the .UPC and .SNS files for both, and also for the Typhoon had to change the positions of the R01 and R02 mount points (they were too low).

Does anyone want me to post the details or I can PM XPETIT ?

Great models by the way - love the look of the Typhoon especially :D

Turbografx
12-24-08, 11:02 AM
Thanks Rene, I copied the files and it worked :up:

XPETIT
12-25-08, 06:25 AM
Hi,

I'm really enjoy that you like the subs. About the radar, I had made this choice because the radar cant disappear in the tower when the sub is diving...And It not beautifull to see the radar under the sea. But I'm interesting, to know what I must change to have the radar and all goodies always operationnal (since the beginnings of campaign etc...).
In the same way, I'm going to search the nodes name of the position of the extract torpedoes when they are lauched, and the position for the camera....

Have a merry christmas.
Xavier PETIT:D

Werewolf
12-25-08, 11:09 AM
Hello everyone! :D

It's a long time since I've visited this forum, but I can see that the cold war mod is making progress still. Is there an actual campaign now?

I want to buy SHIV, what mods do I need to end up being ready to install your work?

Sledgehammer427
12-25-08, 12:41 PM
werewolf, there is no campaign yet for the CWM. however, you can pass the time by going to my filefront (in my sig) and grabbing the Foxtrot and November mod, and the Los Angeles Mod (3rd fix)

they are all american, because I enjoy being on the winning side, and because you get a lot more wartime to mess around, Globetrotter!

Werewolf
12-25-08, 12:56 PM
@Sledgehammer:

Excellent, thanks :up:

Erhm apart from SHIV itself, what do I need then? Any patches or are these boats only compatible with a clean install of SHIV?

Werewolf
12-25-08, 03:58 PM
@Sledgehammer:

Erhm... :oops: I'm crazy about that foxtrot model, is there any way in which I can use it in SHIII until SH IV arrives? hehe it would be great to try it. Are SH III and IV models interchangeable?

Sledgehammer427
12-25-08, 07:25 PM
noooooot really

I tried to do it with a 20,000 leagues under the sea nautilus model, and it didn't work in SH3, but it did in SH4. I'm still in playable ship Kindergarten, but for the Foxtrot and November to work, you will need SH4 version 1.5 (Uboat missions addon) and RFB+RSRDC as well, as the .upc files required to add the subs into the game are derived from that version.
I don't know wether they will work ok stock 1.5, it might, but I haven't had my computer working for ages, but I'll be coming back soon with my hijinks!

Werewolf
12-25-08, 07:42 PM
@Sledgehammer:

Okay, thanks for the info mate :up:

Now I only need to find a place where it's possible to actually buy SH IV as a DOWNLOAD and not a dvd rom...........it seems to be quite a task, I've been at it all evening and all of the places available only sell to the US exclusively :damn: guess I just have to use the alternative and buy it as a dvd rom and wait for the traditional 100 years before it finally arrives here in this rat hole :doh:

Ark
12-25-08, 10:20 PM
The Le Terrible is a great mod!

Thanks!

Sledgehammer427
12-25-08, 11:32 PM
@Sledgehammer:

Okay, thanks for the info mate :up:

Now I only need to find a place where it's possible to actually buy SH IV as a DOWNLOAD .it seems to be quite a task,

have you tried Direct2drive?

here in this rat hole
you obviously havent seen where I live....ugh

Werewolf
12-26-08, 04:53 AM
@Sledgehammer

Yeah Direct2drive was the first place I tried, after having gone through the compulsory where do you live, what size are your shoes, confirm that you are you and confirm that you did confirm account making crap, I finally arrived at the place where I could order it only to receive the message "your basket has been emptied due to country restriction" :damn: :damn: :damn: ............this wonderful phenomenon repeated itself even at Ubisoft's "digital store" and others and then I don't even want to mention the dodgy places where you can buy SH IV if you agree to buy some other crappy titles that I didn't even go for!!!!.....what's wrong with the internet? it's completely f....d up!:arrgh!:

you obviously havent seen where I live....ugh Hehe......no, the pimple part doesn't sound nice............but at least it doesnt fall victim for the country restrictions of SHIV :smug:

faxnico
12-26-08, 01:39 PM
Hello.

First of all my thanks to everybody producing CW-era mods here. :up:

I'm really enjoying them all... especially the Foxtrot one, at which I recently added, during my first walks through SH4 modding, an huge Senzori.dat's U-Boat but working snorkel behind the tower. :-?

In these days I'm also testing if it'd be possible to create a post-31/12/1945 campaign changing only the game INI files (meaning without reversing the executable). Did anybody tried this yet? I had no success during my first attemps cuz it CTD when the carrer's patrol loading progressbar reaches about 1/3rd of the total. On the other hand, the single missions work fine with any date. :damn: Any idea? :88)

Thank you in advance.
Nicoḷ

Ark
12-26-08, 02:42 PM
@Sledgehammer

Yeah Direct2drive was the first place I tried, after having gone through the compulsory where do you live, what size are your shoes, confirm that you are you and confirm that you did confirm account making crap, I finally arrived at the place where I could order it only to receive the message "your basket has been emptied due to country restriction" :damn: :damn: :damn: ............this wonderful phenomenon repeated itself even at Ubisoft's "digital store" and others and then I don't even want to mention the dodgy places where you can buy SH IV if you agree to buy some other crappy titles that I didn't even go for!!!!.....what's wrong with the internet? it's completely f....d up!:arrgh!:

you obviously havent seen where I live....ugh Hehe......no, the pimple part doesn't sound nice............but at least it doesnt fall victim for the country restrictions of SHIV :smug:


Have you tried Steam? I think they sell SHIV now.

Werewolf
12-26-08, 06:08 PM
@Ark

Steam?......No I haven't :hmm: ......I'll give that a shot before I try ordering it on dvd rom or see if there's a shop here who's selling it..........thanks :up:

Ark
12-27-08, 12:26 AM
@Ark

Steam?......No I haven't :hmm: ......I'll give that a shot before I try ordering it on dvd rom or see if there's a shop here who's selling it..........thanks :up:

Np!

:)

Sledgehammer427
12-27-08, 02:19 AM
actually, i wanted to get red orchestra from steam..

the pimple part doesn't sound nice............but at least it doesnt fall victim for the country restrictions of SHIV :smug:
it may not, but the best interweb i get out there is a lil better than dialup (satellite...bleagh)

PS. actually, pimple isnt too far from the truth...race wise
all white on the inside...with bits of brown and black
and, red on the outside...no indians, the OTHER red...
no offense to all of you redneck players, i'm pretty much right there with u
In these days I'm also testing if it'd be possible to create a post-31/12/1945 campaign changing only the game INI files (meaning without reversing the executable). Did anybody tried this yet? I had no success during my first attemps cuz it CTD when the carrer's patrol loading progressbar reaches about 1/3rd of the total. On the other hand, the single missions work fine with any date.
its prolly a problem with the .upc files, thats where all ur messups happen...even something as simple as improperly-dated radar...and thanks for the compliment on the Foxtrot mod, its one of my favs

faxnico
12-27-08, 01:48 PM
Sledgehammer, first of all thanks for your reply.

I tried for the whole day to work around the problem but without success... I checked a couple of hundred times that all the Foxtrot's equipments were properly fitted into the campaign time period and also testing everything with minimal settings (1 torpedo, no sensors, etc...). :damn:

The carrer mode patrols "run fine" (ok, it tells me the war is over, but I think it's fixable somehow :smug:) until I set the start date in (because I moved everything to the German side) UPCDataGE/UPCCampaignData/CarrerStart.upc to 28/12/45 (included). The first mission anyway begins the next day. If I switch that INI file param to 29/12/45, I've the damned CTD when progressbar reaches about 1/3rd. :cry:

Did anybody here felt into the same problem?

Bye.
Nicoḷ

Werewolf
12-27-08, 05:17 PM
@Sledgehammer:

Well....Steam had the same country restrictions as the others so for me it didn'
t work :damn:

Regarding the geo- and demographical issues, well......I don't see that I'm better off surrounded by pinky, pale morons who think that a little snotty nation with 5 mio people run by a gang of national communist part time racists know best.......and for those players who happen to be danish as well I don't give a d.... if you take offense, it's my opinion and I'm not going to change it, come what may.........anyway this is not a place to debate that.

I think I'll give one of the nearby shops a go when they open before I try to order a dvd, but I've never seen this title on the shelves any where

Thanks for the help anyway, and I look forward to try that Foxtrot :up:

polyfiller
12-28-08, 12:43 PM
XPETIT - here's what I've done to get Radar working on the Red October. First modified \data\Objects\Conning_627A_01.dat using S3d as follows;
72:Node - cfg#R01_NSS_Tambor_Tower01 to have the following values; X: -0.1 Y: 0.8 z: -0.5

74:Node - cfg#R02_NSS_Tambor_Tower01 to have the following values; x: -0.1 Y: 0.5 z: -0.7

Also modified \data\submarine\NSS_627a\NSS627a.sns to be;

; sensor configuration file
;lookout on conning tower
[Sensor 1]
NodeName=O01
LinkName=VisualSubWatch
StartDate=19380101
EndDate=19451231
;atack periscope
[Sensor 2]
NodeName=O02
LinkName=Periscope
StartDate=19380101
EndDate=19451231
;Observation periscope
[Sensor 3]
NodeName=O03
LinkName=Periscope
StartDate=19380101
EndDate=19451231
;Hydrophone
[Sensor 4]
NodeName=H01
LinkName=NULL
StartDate=19380101
EndDate=19451231
;Hydrophone2
[Sensor 5]
NodeName=H02
LinkName=NSS_Hydrophone_Ball
StartDate=19411201
EndDate=19451231
;Sonar
[Sensor 6]
NodeName=N01
LinkName=NULL
StartDate=19380101
EndDate=19451231
;Radar
[Sensor 7]
NodeName=R01
LinkName=NULL
StartDate=19380101
EndDate=19420705
[Sensor 8]
NodeName=R01
LinkName=NSS_EarlySJ_Mount
StartDate=19411225
EndDate=19430701
[Sensor 9]
NodeName=R01
LinkName=NSS_LateSJ_Mount
StartDate=19430702
EndDate=19451231
[Sensor 10]
NodeName=R02
LinkName=NULL
StartDate=19380101
EndDate=19411224
[Sensor 11]
NodeName=R02
LinkName=NSS_EarlySD
StartDate=19411225
EndDate=19430311
[Sensor 12]
NodeName=R02
LinkName=NSS_LateSD
StartDate=19430312
EndDate=19451231
;RadioDF
[Sensor 13]
NodeName=D01
LinkName=NULL
StartDate=19380101
EndDate=19451231
;Radar Warning
[Sensor 14]
NodeName=C01
LinkName=NULL
StartDate=19380101
EndDate=19451231
[Sensor 15]
NodeName=D02
LinkName=NULL
StartDate=19380101
EndDate=19451231
;************ The End ************

Also modified \data\submarine\NSS_627a\NSS_627a.upc in the following sections;

;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********
[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgSurfaceSearchRadar
NameDisplayable= Surface Search Radar
Type=NULL
AcceptedTypes=GatoSurfaceRadars
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot42, EqSlot43, SurfRadarAntenna
IDLinkUpgradePackSlotsIntervalDefault1= 1940-07-05, 1943-07-01, UpackGatoSJRadar
IDLinkUpgradePackSlotsIntervalDefault2= 1943-07-01, NULL, UpackGatoSJ1Radar
;IDLinkUpgradePackSlotsIntervalDefault3= 1945-09-01, NULL, UpackGatoSSRadar
[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgAirSearchRadar
NameDisplayable= Air Search Radar
Type=NULL
AcceptedTypes=AirRadars, AdvAirRadars
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot33, AirRadarAntenna
IDLinkUpgradePackSlotsIntervalDefault1= 1940-07-05, 1943-03-11, UpackGatoSDRadar
IDLinkUpgradePackSlotsIntervalDefault2= 1943-03-11, 1945-08-01, UpackGatoImpSDRadar
IDLinkUpgradePackSlotsIntervalDefault3= 1945-08-01, 1945-12-31, UpackGatoSVRadar

Then modified \data\UPCdata\UPCUnitsData\UnitParts627a.upc in the equipment section;

;------------------------------------------------------------
; DECK WATCH
;------------------------------------------------------------
[UnitPart 1.Compartment 1.EquipmentSlot 1]
ID= SurfRadarAntenna
NameDisplayable=Surface Radar Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=Yes
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= R01;<Was R04 in original
ExternalDamageZoneTypeID3D= -1
[UnitPart 1.Compartment 1.EquipmentSlot 2]
ID= AirRadarAntenna
NameDisplayable=Air Radar Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=Yes
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= R02
ExternalDamageZoneTypeID3D= -1
[UnitPart 1.Compartment 1.EquipmentSlot 3]
ID= RadioAntenna
NameDisplayable=Radio Antenna
Type=NULL
AcceptedTypes= Radio
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RadioAntenna
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
[UnitPart 1.Compartment 1.EquipmentSlot 4]
ID= RWRAntenna
NameDisplayable=Radar Warnign Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
[UnitPart 1.Compartment 1.EquipmentSlot 5]
ID= AttackPeriscopeHeadSlot
NameDisplayable=Attack Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, AttackPeriscopeHead
ExternalNodeName3D= O02
ExternalDamageZoneTypeID3D= 26
[UnitPart 1.Compartment 1.EquipmentSlot 6]
ID= ObsPeriscopeHeadSlot
NameDisplayable=Observation Periscope Head
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ObsPeriscopeHead
ExternalNodeName3D= O03
ExternalDamageZoneTypeID3D= 27
[UnitPart 1.Compartment 1.EquipmentSlot 7]
ID= DeckInstruments
NameDisplayable=Deck INstruments
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1

You are correct in that the radar shows above the coning tower and makes it look less clean that it should.... but the radar works. If you make the changes to the upc files without editing the position of the R01 and R02 mount points, then the radar is on the boat but does not work.

Hope the above helps ;)

faxnico
12-28-08, 01:20 PM
Meanwhile I almost solved my problem. It was quite hard, but definitely I figured it out cuz all .UPCs were clearly ok...

So, there're two border-date for the game: 01/01/1938 and 31/12/1945. And they're both hard-coded into SimData.dll.

Maybe I'll write down a patching-program someday, for everybody interested to get the game working outside that time range.

Bye. :up:

faxnico
01-03-09, 11:13 AM
Hey guys, just one question... did anybody tried yet to build an helo for SH4 using UnitType=305? Does that code have any real sense for AI or it's just there for future plans? Thank you. :)

Sledgehammer427
01-03-09, 08:48 PM
its hard to say...insofar through my testing and looking through game files, i havent fouind a helicopter file...i dont know how to configure it in game, or else i would have...ther is also a guided missle sub slot in there somehwere...so who knows?

faxnico
01-04-09, 02:18 PM
Also, I was wondering if it would be possible to reproduce a SOSUS net without overloading too much the AI. Maybe creating some "Ordnance" elements with iper-sensible sensors (do they accept .sns files?) that cover a "larger than normal" area? Would be nice as well to see those "units" sharing their contacts with friendly air bases, which will then let take off Orion / Bear aircrafts. Am I dreaming? :hmm:

Sledgehammer427
01-04-09, 04:15 PM
dreaming? maybe

what it would take is some hyper-complicated setup borrowed from sh3..because jap destroyers do not call air support like it does in sh3...i may even be wrong in that regard...but what you are saying is to put a couple hundred upside-down and bottomed destroyers in the GIUK gap and have them call in air support if they detect anything...plausible, but i dont know the extent of the game's engine

Werewolf
01-09-09, 04:27 PM
I got it! I got the SHIV game with uboat addon and everything thanks to good old uncle Neal! My god it's the most beautiful............words fail! Why the h.... did I waste time and money fiddling with that stupid DW when this beauty was right in front of me!? :arrgh!:

Anyway....time to get the Foxtrot installed and set out on a campaign so PLEASE:

Sledgehammer:

What additions do I need? The real fleet boat mod, right? and what he heck is rsdc? AND in what order do I install it in? I have already installed SHIV + patch + uboat addon, is this wrong?

Lastly......erhm.......would it be possible, maybe even an easy task to convert the foxtrot to German side? :oops: ......hehe............:smug:

keltos01
01-09-09, 05:12 PM
I got it! I got the SHIV game with uboat addon and everything thanks to good old uncle Neal!
Lastly......erhm.......would it be possible, maybe even an easy task to convert the foxtrot to German side? :oops: ......hehe............:smug:

nope :yep:

clone a type XVIII (six forward tubes) and replace the 3d model with the foxtrott's, then move a few things about (torp doors..) with Skwasjer S3D it's a breeze !

keltos

Bospor
01-10-09, 05:02 PM
Slegehammer427,

Is it possible to add the Foxtrot to the German campaign of SH4?

Sledgehammer427
01-10-09, 08:12 PM
this is abooou the...5th or 6th time i have heard this question..
the answer is that i haven't had my computer for the last 3 weeks.
or else i would have cross-checked the .upc files to see about compatibility.

so far. i use the american campaign files so you can hav a longer campaign (2 years longer) and, you end up winning in the end. when we get the Cold War Mod up and running, we will have far more tech wizards working on the boats, we will have a lot more in-career time to have the submarines. sorry. but until my PC gets fixed (the power supply welded itself to my motherboard. and then blew up) you must make due with the modification i have done. sorry, i will work at making everything right for the world when i get my pc back

USS Sea Tiger
01-16-09, 07:00 PM
I have the following available if you would like

Skipjack, (a personal favorite)
Akula I
delta III misle boat (looks great at sea)
Guppy III
Oscar II
Victor III
Kilo

U-hai, 1956 and 1968
U-hetch - same era

Would love a set of plans to make a Alfa
If these would be of use, post and let me know.

nautilus42
01-17-09, 07:04 AM
I have the following available if you would like

Skipjack, (a personal favorite)
Akula I
delta III misle boat (looks great at sea)
Guppy III
Oscar II
Victor III
Kilo

U-hai, 1956 and 1968
U-hetch - same era

Would love a set of plans to make a Alfa
If these would be of use, post and let me know.


Hi Sea_Tiger.
I`m very interrested to all your Subs, when and where can I download your good Stuff:up:

regards
nautilus42

Sledgehammer427
01-17-09, 07:33 PM
^^^^ what he said ^_^

tomagabriel
01-18-09, 02:51 PM
There are many seroious people here, but.... what the hell, a smile won't kill:
http://img220.imageshack.us/img220/1196/hugesubvn2.th.jpg (http://img220.imageshack.us/my.php?image=hugesubvn2.jpg)

This is an attempt to put the Ohio SSBN in SHIV.
I'll have to make some small adjustments... :rotfl:

Sledgehammer427
01-18-09, 02:58 PM
:o oh my:rotfl:

polyfiller
01-18-09, 03:58 PM
Gets my vote for best balanced sub added to the game in 2009 :D

u-168
01-20-09, 05:21 PM
Hi

This cold war mod could be the next silent hunter 5 they might steal your ideas:rotfl: :rotfl: :rotfl: :rotfl:

If so they should have a big print out of all the people who are helping this project along the way all the moders and on its front cover : silent hunter 5 cold war (under neath) produced by the guys with skills at subsim.com

Thanks guys.

U-168

punkmaster98
01-20-09, 05:55 PM
do you think somebody could convert a balao into a radar pickett boat?

tomagabriel
01-21-09, 02:33 PM
Some interesting cold war era documentation here(with pictures:D):

U.S. Submarines Since 1945

http://books.google.ro/books?id=OJLiSJ1w6IYC&pg=PA259&lpg=PA259&dq=type+8+periscope&source=bl&ots=JntvxkRzR8&sig=AYFNGOygZWVMlv06AwOMVxvicDc&hl=ro&sa=X&oi=book_result&resnum=10&ct=result#PPP1,M1
Submarine Periscope Manual

http://www.maritime.org/fleetsub/pscope/index.htm

:ping:

tomagabriel
01-25-09, 08:34 AM
After the ... hugely "successful" attempt to integrate Ohio in SHIV (see picture in one of the above posts), I have started the serious work. So... new boat in shipyard. :sunny:

http://img232.imageshack.us/img232/4378/perspectivepy1.th.jpg (http://img232.imageshack.us/my.php?image=perspectivepy1.jpg)

kiwi_2005
01-25-09, 11:48 AM
Looking good tomagabriel :up:

Anyone using the 688i & TMO having problems with docking? I can't seem to dock at any base the ''dock at base'' is greyed out all i can choose is refit or postpone. Im using TMO 1.5.2, but am DLing 1.6.2 now and will see if that helps. Otherwise is this 688i suppose to run with the stock only.

Chinese U-47
01-25-09, 02:53 PM
All what I could say is:Oh my God!
You guys are really doing great job:up:

Sledgehammer427
01-25-09, 10:23 PM
thanks, on behalf of all of us!

thyro
01-28-09, 02:40 PM
Hi,

Like promise, and for your christmas week, I release the RedOctober (Typhoon class) on my netsite (http://pagesperso-orange.fr/xavier.petit/):

http://pagesperso-orange.fr/xavier.petit/fichiers/RedOctober.zip

(I use JSGME installer to use it on SH4). I hope you will have fun with it.

It's sure, it need some some update and I will make them. But the actual result is good. And It is compatible with my French sub "Le Terrible".

Have Good times
Xavier PETIT:up:
Many thanks for the Typhoon, I love this sub :D

Just a small observation... that "thing" on top of its rear belongs to other small sub (Akula) and not to a Typhoon... (I think!)

Typhoon pic
http://www.fas.org/nuke/guide/russia/slbm/941.htm

Akula pic
http://www.bellona.org/articles/articles_2008/questionable_culprit_found_in_sub_accident

Sledgehammer427
01-28-09, 06:15 PM
its the Red October, watch the movie, it has the towed array pod on the upper rudder :up:

tomagabriel
01-29-09, 03:22 AM
Progress on the Ohio.

http://img294.imageshack.us/img294/580/20958125jv4.th.jpg (http://img294.imageshack.us/my.php?image=20958125jv4.jpg)

http://img217.imageshack.us/img217/3021/47754994th8.th.jpg (http://img217.imageshack.us/my.php?image=47754994th8.jpg)

I decided to integrate the Ohio as an SSGN. Missiles can not be fired anyway (am I right?) so it will only affect the registration number on the conning tower. Besides, given the Hunter-Killer psychology of people here on Silent Hunter forums, I guess they would feel better behind 150 TLAMs / TASMs than behind 24 SLBMs.

Cheers!

thyro
01-29-09, 03:12 PM
its the Red October, watch the movie, it has the towed array pod on the upper rudder :up:

cheers for the tip ;)

damn then I need to see the movie again... something seems wrong on the movie too :D

Sledgehammer427
01-29-09, 10:38 PM
because, as you are well aware, the Typhoon class doesnt have that pod.
also, the red october is more angular, while the typhoon is rounder, more shapely.

that, and theres a damn scotsman commanding a russian submarine!
:har:

tomagabriel
01-30-09, 03:19 AM
I have a question to the more experienced people here: is it possible to change the periscope and torpedo model? I did a quick search for them with S3D but could not find them. I'm thinking maybe I didn't look where I should. Thanks!

kiwi_2005
01-30-09, 04:36 AM
There are many seroious people here, but.... what the hell, a smile won't kill:
http://img220.imageshack.us/img220/1196/hugesubvn2.th.jpg (http://img220.imageshack.us/my.php?image=hugesubvn2.jpg)

This is an attempt to put the Ohio SSBN in SHIV.
I'll have to make some small adjustments... :rotfl:

:har: :yeah:

kiwi_2005
01-30-09, 04:41 AM
[quote=XPETIT]Hi,

Like promise, and for your christmas week, I release the RedOctober (Typhoon class) on my netsite (http://pagesperso-orange.fr/xavier.petit/):

http://pagesperso-orange.fr/xavier.petit/fichiers/RedOctober.zip

(I use JSGME installer to use it on SH4). I hope you will have fun with it.

It's sure, it need some some update and I will make them. But the actual result is good. And It is compatible with my French sub "Le Terrible".

Have Good times
Xavier PETIT:up:

Thanks for the Red October, these cold war subs is the only reason im back playing SH4. :yeah:

Sledgehammer427
01-30-09, 07:19 AM
I have a question to the more experienced people here: is it possible to change the periscope and torpedo model? I did a quick search for them with S3D but could not find them. I'm thinking maybe I didn't look where I should. Thanks!

you will have to export them and modify/replace them with an outside 3d modeler

(blender and misfit modeling are both free and very good)

peabody
01-30-09, 01:28 PM
I have a question to the more experienced people here: is it possible to change the periscope and torpedo model? I did a quick search for them with S3D but could not find them. I'm thinking maybe I didn't look where I should. Thanks!

The scopes are in the library/subparts/sensors. Not the exact folder names, but close enough so you can find them.

Peabody

thyro
01-30-09, 02:41 PM
because, as you are well aware, the Typhoon class doesnt have that pod.
also, the red october is more angular, while the typhoon is rounder, more shapely.

that, and theres a damn scotsman commanding a russian submarine!
:har:
yeah... I guess that yanks back in 90's didn't have good sat pictures of the sub to make it as real as possible on the movie :haha: that's why is so flat too... of course seen from above (sat) everything is flat :O:

that remind me another movie of some yank hero fighting the way out from Colombia or somewhere for that part of the world... where his plane Douglas Globemaster is shotdown and the scene after the crash shows a Douglas DC-3 or 4 :har: I guess they were short of $ to get the movie right! ;)

tomagabriel
01-30-09, 03:55 PM
Thanks for the tips on the periscope stuff! Another question :wah:: is there a way of forcing the game engine to inport the 3ds max smooting instead of performing its own? When I import the model into the game I get weird illumination on some faces (especially those very angled).

EDIT:
Never mind, i've found the answer. In case someone has this problem, here is what I've done. I have selected the faces with ptoblems (those close to very angled edges) and detached them as elements. That was it. Now the smoothing runs ... smooth. :D

tomagabriel
01-31-09, 03:57 PM
Sea trials...

http://img207.imageshack.us/img207/7164/62310181zs6.th.jpg (http://img207.imageshack.us/my.php?image=62310181zs6.jpg)

+ question: does anybody know how to adjust the surface depth? My sub seems to be too elevated outside the water when surfaced.I would like to put it a bit below (with some 1-2 meters). I have changed the *.cfg file (the SurfaceDepth varialbe) from the submarine folder but it doesn't do enything. Any ideas? The periscope depth setting in the same file works though.

NEON DEON
01-31-09, 10:01 PM
Tom, You have to go into the sim file in the submarine folder and to to the sub you want to change.

In order to do this you will need the editor s3d something which is stickied under mods at the top of the mod forum.

The file you need to modify is whateverthenameofyoursub.sim.

open with editor and look for line 10 unit submarine then expand to unit ship then to unit hydro then to unit surfaced.

change draught.

Careful.

Look at the submerged file and make sure you do not change it below the submerged draught.

or change the submerged draught lower.

test and see what suits you.

Good luck.

Sledgehammer427
01-31-09, 11:28 PM
actually, that looks about right...increase the draught by .75 meters at most

tomagabriel
02-01-09, 05:43 AM
actually, that looks about right...increase the draught by .75 meters at most
Yes, it looks right in the picture, but that was a screenshot where the ship was actually not fully surfaced.

@NEON DEON

Thanks for the tip, I am testing it right now. I hope it works.
...
...
Edit:

Worked! Many thanks!

thyro
02-01-09, 01:23 PM
Is there any UBoot Class 206A/212/214 available? Thanks

Sledgehammer427
02-01-09, 01:36 PM
no, not yet. if someone could dig up a 3d model
it can be made to work

tomagabriel
02-02-09, 06:01 AM
I'll do the 206 after Ohio; that is if it doesn't show up in the mean time.

Sledgehammer427
02-02-09, 06:31 PM
tom, its all yours :lol:

Werewolf
02-03-09, 06:32 PM
Guys....I've just come across a severe hurdle. I'm trying to make a guppy equipped with a snorkel and so on, and naturally for it to be a guppy an increase of the submerged range is necessary, and here is what I've found out. No matter what value that is inserted into the sim file under submerged range, it remains the same lousy one, I can maximum get 60-80 nm out of the battery, and yes I AM running at optimum cruising speed. It's as if it's hard coded some where. Has any of you come across the same problem? Especially those of you who are designing nukes, how did you increase the submerged range? I used the S3D to alter the values.....I understand nothing :damn:

Same with the max diving depth.....no matter what I enter, the hull implodes at 165 metres exactly.

Sledgehammer427
02-03-09, 08:33 PM
Use Timetraveller's Minitweaker for sh3/4

my best friend and I used it to make a XXI go 45 knots for a bajillion miles

i believe only a slim few GUPPY's had the snort.

Werewolf
02-05-09, 10:45 PM
@Sledgehammer:

You mean the SH3Tweaker? :hmmm:

Sledgehammer427
02-06-09, 10:34 AM
well, its a simple program, and you can prolly find it on the SH3 mods thread

Werewolf
02-06-09, 04:40 PM
@sledgehammer:

Well, I've tried both now, S3D and the mini tweaker, nothing works! :damn: I'm just to using the tweaker from SHIII and there it was a breeze to alter such values, but it does not work here, bet it's some damn coded crap! :damn:

Sledgehammer427
02-06-09, 05:08 PM
theres sh4 config files 4 the mini tweaker, perhaps u could tell me what sub you are modding and ill mess around with it

Werewolf
02-07-09, 10:26 AM
@Sledgehammer:

Well actually i've cloned my own, but in this case, where I used the mini tweaker, I used the Balao class since I have no tweak file for the cloned one. The result came out the same :) Just as with the cloned one or the type XXI for that matter, the maximum submerged range is way below 100 nm, whether the sub is tweaked or not i.e. it is already supposed to have a submerged range >80 nm, the submerged range remains the same......I can smell coding and I hate that smell :arrgh!:

Werewolf
02-07-09, 10:31 AM
@Sledgehammer:

Even your foxtrot cannot travel any further than that by the way :doh:

I just don't understand that no one has come across this problem before, there are people in here who have made nuclear subs, how did they manage to make the submerged range infinite for example? Is it only my version of the game that behaves this way? ..... it wouldn't surprise me :hmmm: :haha:

Sledgehammer427
02-07-09, 05:08 PM
werewolf (beware the hunters btw)
i am uploading a guppified balao.sim to my FF page
check it asap and PM me when you get it so i can delete it
EDIT: its up

kiwi_2005
02-07-09, 06:50 PM
@Sledgehammer:

Even your foxtrot cannot travel any further than that by the way :doh:

I just don't understand that no one has come across this problem before, there are people in here who have made nuclear subs, how did they manage to make the submerged range infinite for example? Is it only my version of the game that behaves this way? ..... it wouldn't surprise me :hmmm: :haha:


theres a post in this thread explaining how to do this, as we had problems with nuke subs crushing at the same depths as ww2 subs. I dont know if the same would work for ww2 subs though if thats what your wanting.

Werewolf
02-08-09, 08:53 AM
@Kiwi

Yes that is what I want very much. Erhm....there's a vast amount of posts in here, do you by any chance remember what the title is on it?

kiwi_2005
02-08-09, 04:35 PM
@Kiwi

Yes that is what I want very much. Erhm....there's a vast amount of posts in here, do you by any chance remember what the title is on it?
Well going by what i can remeber this is what i had to do to change the crush depth:

Going by the Nuke subs (will be the same for ww2 subs just different names)

Download S3D (Silent 3ditor v0.9.4) found here: http://sh4.skwas.net/

With S3D open up the Zon file:

C:\Program files\Ubisoft\Silent Hunter 4 Wolves of the Pacfic\Mods\Los Angeles\Data\Submarine\NSS_688i\NSS_688i.ZON

(WW2 subs would be similar: C:\Program files\Ubisoft\Silent Hunter 4 Wolves of the Pacfic\Data\Submarine\Gato\Gato.ZON <-- thats just a rough guess)

Once the file is opened, go down to "Collisionable Object" click on the arrow on the left to choose 'collisionable object' again then on your right you will see some names - CrushDepth, Hit points, Armor levels etc. In the Crushdepth the default was as far as i can remeber - 120. 120 is not 120 in depth you times it by 2 or something where it works out 120 = 450feet etc., I changed 120 to 620 then saved file.

With 620 the nuke sub was tested at approx 1100metres and still going i never went further deep cause 1100 is pretty much pitch black down there with depth charges not even coming close to your sub. :D

Hope that helps.

Edit: Even better i found the original post by 'andycaccia' from this thread on page 7:


This is due to the fact the .zon file of the 688I has a crush depth of 400-450'.
You can change this simply by opening the .zon file ( /data/submarine/NSS_688i/NSS_688i.zon) with s3d and go under CollisionableObject, then Properties. Hare you'll find the CrashDepth. The value you see there is not expressed in feet or meters, but it is near the crash depth in meters X1.4

i.e a crush depth of 100 meters (325') will have a value of 140. So make your calculations and modifications accoridingly.

And another good tip by poster 'Rene' on page 13 For those wanting to play the Red October in Campaign:


To play in campaign transfer the campaign files from the november class to redoctober. it works. i did it and i play now the redoctober in campaign

Werewolf
02-08-09, 05:06 PM
@Kiwi2005

Thanks mate! :up: Finally something to go for :DL

---Dagon---
02-10-09, 09:01 PM
Hi. what the deal with cold war mod advance? Can help in model needs? :D

Sledgehammer427
02-11-09, 12:28 AM
well, Dagon, at the moment, I am the Cold war mod team :DL there is no end to the models we (I) need to make all of this come together.
if you want, feel free to Private Message me and perhaps we can work something out

PS, hope you didnt mind i made your subs campaign playable :D

Werewolf
02-11-09, 04:06 PM
@Kiwi:

Right! :DL The depth tip you gave me worked, now I have a proper crush depth. Once again thanks :up:

Now I only need that blasted submerged range :damn: I just can't make it work

---Dagon---
02-12-09, 05:14 AM
Goes work on american sub on which for the first time nucleus reactor was installed in the world. SSN-571 Nautilus. The sub is finished approximately on 60-70% needs your help to her its finish. Need the good photo of the conning.

http://img175.imageshack.us/img175/1641/5711ab0.th.jpg (http://img175.imageshack.us/my.php?image=5711ab0.jpg)

http://img175.imageshack.us/img175/2170/5712rl2.th.jpg (http://img175.imageshack.us/my.php?image=5712rl2.jpg)

kiwi_2005
02-13-09, 12:40 AM
@Kiwi:

Right! :DL The depth tip you gave me worked, now I have a proper crush depth. Once again thanks :up:

Now I only need that blasted submerged range :damn: I just can't make it work

Do you mean you just want to extend the submerged mileage? Just took a quick look and im sure you can extend the submerg range this way:

example using the Narwhal sub: Open up S3D editor and make your way to NSS_Narwhal.SIM file.

eg. C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Narwhal\NSS_Narwhal.sim

Then take a look at image: :)

See the miles highlighted make changes to that and anything else you might want to change. Then save.
http://img230.imageshack.us/img230/4413/s3dsz9.jpg

keltos01
02-18-09, 03:39 AM
US Ohio class in dry dock : notice the propeller blades.

http://img510.imageshack.us/img510/4651/navypropby7.jpg (http://imageshack.us)

http://www.ogleearth.com/2007/08/microsofts_bird.html

Due to a satellite photo leak, here's what a submarine propeller looks like, the more the merrier ! more blades means more propulsion at lower speeds thus quieter...

well it seems this design is now out of date and has been replaced with ducted pump jet propulsion since. But at least now we know what to mod for the Cold War era :

a 7-scimitar bladed prop !

keltos

tomagabriel
02-18-09, 06:27 AM
yep 7 scythe blades ... I have used it in my model ... have to post some progress screen ... hope not to forget ...:zzz:


Did anyone play or hear others play with flying torpedoes in SHIV? Can it be done? If so, we could make a Harpoon/Exocet mod. It doesn't have to fly high. Just a few meters above water. Then, hopefully, one should only tweak the guidance. Dreaming ...

keltos01
02-18-09, 08:30 AM
I have, since I made a few torpedo mods I thought about missiles...

I tried to give a torpedo a positive depth in the .sim, so as to be able to change it if necessary, but no matter what, like the mines out of decoys, they spawn at the water surface not above...

What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

keltos

punkmaster98
02-18-09, 03:56 PM
could somebody maybe develop the SUBROC?

tomagabriel
02-19-09, 02:56 AM
...
What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

keltos

Keltos my man, that might be our solution. It might look weird during launch I think, but the rest of the time will be ok. So, it should be tested. About the weirdness during launch, do you know if the attitude of the torp can be changed during launch? More inclined, steeper climb, faster ejection speed from tube. Sorry for the many questions, presently I am not near my SHIV PC.

keltos01
02-19-09, 06:25 AM
...
What I didn't try yet is to modify an axisting torpedo in 3DS actually raising it a few feet, reimporting it in S3D, and setting depth to 0 when firing.

keltos

Keltos my man, that might be our solution. It might look weird during launch I think, but the rest of the time will be ok. So, it should be tested. About the weirdness during launch, do you know if the attitude of the torp can be changed during launch? More inclined, steeper climb, faster ejection speed from tube. Sorry for the many questions, presently I am not near my SHIV PC.

If it works, then like a normal torpedo it should go down to the altitude specified in the .sim, like my Kaiten goes up from 4 to 0.5 m.

If you can shoot it in the air, then we can make/import an exocet or harpoon model.

keltos

Sledgehammer427
02-19-09, 07:08 PM
actually, IIRC it didnt matter how many blades it had, if you notice, that prop is freaking monstrous, as low RPMs causes less cavitation than a tiny blade rotating fast.
thats why our daddys fishing boat could be heard from a mile away.
and thats why we cant hear a nuke sub doing 20 knots until it hits us (no pun intended:O: )

keltos01
02-20-09, 04:31 AM
I tried raising the torpedo model in 3DS, when I use the new torpedous.dat in game my tubes are empty :nope:

- all torpedoes expended Sir ! -

but when we only change the Y value in the .sim, the torpedo never spawns above the surface.. neither did the mines actually, even when set at +15 m!

keltos

Werewolf
02-20-09, 05:46 AM
@Kiwi

Sorry for the long response time to your reply, but I have been away for some days. What you show there is exactly what I have tried to do, but no matter what the value is set for, the submerged range remains the same :timeout: even if set for 3000 nm! I still only get 70-80 nm of maximum submerged range and NO I am NOT running at flank speed :) The only difference I am able to see is that the longer I set the submerged range, the longer time it takes to recharge the battery.....something is obviously screwed up

What really puzzles me is that I downloaded a nuke sub to see how they did it. With the Le Terrible installed for example I am able to travel for days and days at high speeds so obviously what they did worked, but as soon as I make these changes to one of my own boats, nothing happens. Not even the stock type XXI can travel near the 340 nm it's supposed to, even an electro boot can only run for 70-80 nm submerged......:doh: I've never seen anything like it.....as they say in Germany, Verdamt!!! :nope:

Greenhornet
02-21-09, 06:50 PM
Does anyone have any pictures of the mod while in gameplay?

kiwi_2005
02-22-09, 09:30 PM
@Werewolf

Set submerge range to 150000. :up: :har: 150000! Yes i know but 150000 seems to work. I tried 5000, 8000 ranges where it failed in the battery/Air/CO2 running out very quick in a matter of seconds with time compression up. Took a look at the Le Terrible files and notice submerged range is 150000. Input the Narwhal to 150000 submerge range and made a trip submerged from Midway to Tokyo having to surface couple of times cause of CO2 depletion but battery/Air was OK, just the CO2 would slowly deplete can't figure out how to stop that.

Also are you using any mods that change the sub files? Disable them first then make changes to the sub files in that mod (not in the main SH4 data files) This could be why your still getting 70-80nm after the changes - the mods overrighting your changes everytime you load the game up.

Sledgehammer427
02-22-09, 10:35 PM
Does anyone have any pictures of the mod while in gameplay?

Unfortunately, Greenhornet, there are no real pics of the CWM gameplay, as all that has been done is make certain subs playable and useable in the WWII campaign, like appetizers for the main course. Don't worry, it will be finished!:up:

tomagabriel
02-23-09, 02:49 AM
:salute:
New sub -> I will release the Ohio SSBN/SSGN in something like a week (beta version - since I don't have much time for testing, I thought I might go for an "open beta" ;)).

Next in line is a German diesel machine (didn't decide which one exactly, but it will be one of the Type 209/206/212/214, depending on the amount of blueprints I can find for them). Personally I would choose the 209 since it seems to be a Boeing737 of the submarine world (in terms of international success).

Dive, dive!

Sledgehammer427
02-23-09, 07:53 AM
that would be the russian Kilo my friend, their greatest export next to the Ak-47

Kaye T. Bai
02-24-09, 12:09 PM
I will release the Ohio SSBN/SSGN in something like a week (beta version - since I don't have much time for testing, I thought I might go for an open beta.

Thank you! I know I'm looking forward to it. If only there were Tridents...

:)

Now all we need are those 1980s-era DDG's.

Werewolf
02-25-09, 04:25 PM
@Kiwi

:hmmm: yeah okay....thanks for the reply :up:

I will try with 150000, but then the battery will probably take a week to recharge :har: crazy game

Anyway....I trhink the CO2 matter is easily solved, simply set the limited CO2 to NO in the config file hehe

tomagabriel
02-26-09, 05:06 PM
Please check the Ohio mod here!

http://www.subsim.com/radioroom/showthread.php?p=1055436#post1055436

Have fun with it and send feedback.

Regards :woot:

{1.SS}Eberhardt
02-27-09, 01:44 AM
I'm on the laptop right now, but I will download and test and leave feedback tomorrow! Thanks for this mod i can't wait to see the rest!

keltos01
02-28-09, 03:14 AM
http://img525.imageshack.us/img525/6335/28625075113ab5c036a3.jpg (http://img525.imageshack.us/my.php?image=28625075113ab5c036a3.jpg)
http://www.flickr.com/photos/belgapixels/2862507511/

http://img10.imageshack.us/img10/7761/u48001.jpg (http://img10.imageshack.us/my.php?image=u48001.jpg)

http://www.trekearth.com/gallery/Europe/Belgium/Flanders/West-Vlaanderen/Zeebrugge/photo666506.htm

http://img9.imageshack.us/img9/2914/26468080226d8e8be70a.jpg (http://img9.imageshack.us/my.php?image=26468080226d8e8be70a.jpg)

http://www.flickr.com/photos/lindadevolder/2646808022/

file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot-6.jpghttp://img3.imageshack.us/img3/7093/12448323.jpg (http://img3.imageshack.us/my.php?image=12448323.jpg)

http://www.panoramio.com/photo/12448323 (comes with a satellite view of the sub too)

http://img338.imageshack.us/img338/8854/dscf0812.jpg (http://img338.imageshack.us/my.php?image=dscf0812.jpg)
http://scanman-pixels.blogspot.com/2007/08/old-russian-submarine-zeebrugge.html

http://img17.imageshack.us/img17/1025/seafront.jpg (http://img17.imageshack.us/my.php?image=seafront.jpg)
http://www.brugge.be/internet/en/toerisme/omgeving_zeebrugge/Zeebrugge.htm


I nearly forgot, we have this russian diesel boat in Zeebrugge, about a 100 miles from where I live, so if anyone here (Dagon ?) should wanna mod it, I can go up there and take lots of pictures inside even through the scope (did it once before)

I forgot you have one in California : http://www.1134.org/adventures/submarine/

If you look close the bowplanes look like IJN copies !

a guided tour in pictures here :

http://img502.imageshack.us/img502/2749/u48004.jpg (http://img502.imageshack.us/my.php?image=u48004.jpg)

http://www.trekearth.com/gallery/Europe/Belgium/Flanders/West-Vlaanderen/Zeebrugge/photo667174.htm

and a complete photo tour of it here :

http://outdoors.webshots.com/album/558729810RXUfmZ

and last but not least : a periscope view !

http://img413.imageshack.us/img413/7521/91031712.jpg (http://img413.imageshack.us/my.php?image=91031712.jpg)
http://img413.imageshack.us/img413/91031712.jpg/1/w515.png (http://g.imageshack.us/img413/91031712.jpg/1/)

wih I had a IJN view like that !

Keltos

tomagabriel
02-28-09, 07:39 AM
very nice photos!

Sledgehammer427
02-28-09, 03:47 PM
agree!

Kaye T. Bai
02-28-09, 05:19 PM
Nice pics!

Are those glass ports on the sail?

tomagabriel
02-28-09, 06:12 PM
:salute:
Good news!!!

v 1.0 of the OhioSSBN mod will very likely include some kind of a sub-launched antiship missile (AGM-84 Harpoon) and also a sub-launced cruise antiship missile (TASM).

That is because .... these are shots of the first tests with a sub-launched antiship missile (agm-84 Harpoon in this case - excuse the ADCAP texturing :) )

The missile is a modified torpedo. It is homing and hitting the target (at torpedo speed for now). All that remains is to tweak the speeds and maneouvrability and so on (praying it is possible).

-=Edit=-

I just did what Keltos01 sugeested in one of the above posts (raised the model in 3dstudio max). Maybe it is not important but I have centered the pivot to the object and aligned it to the world (after rotating the missile with 5 degrees- see that it flies a bit inclined, with the nose up).

http://img6.imageshack.us/img6/2496/58620761.th.jpg (http://img6.imageshack.us/my.php?image=58620761.jpg)
http://img26.imageshack.us/img26/4135/70867977.th.jpg (http://img26.imageshack.us/my.php?image=70867977.jpg)
http://img26.imageshack.us/img26/9651/76574393.th.jpg (http://img26.imageshack.us/my.php?image=76574393.jpg)
http://img89.imageshack.us/img89/7352/91662273.th.jpg (http://img89.imageshack.us/my.php?image=91662273.jpg)
http://img89.imageshack.us/img89/2601/53746404.th.jpg (http://img89.imageshack.us/my.php?image=53746404.jpg)
http://img89.imageshack.us/img89/3127/60269932.th.jpg (http://img89.imageshack.us/my.php?image=60269932.jpg)

Kaye T. Bai
02-28-09, 06:30 PM
Lookin great!
:yeah:
Missiles in SH4, just think of the possibilities!

keltos01
02-28-09, 06:36 PM
:salute:
Good news!!!

v 1.0 of the OhioSSBN mod will very likely include some kind of a sub-launched antiship missile (AGM-84 Harpoon) and also a sub-launced cruise antiship missile (TASM).

That is because .... these are shots of the first tests with a sub-launched antiship missile (agm-84 Harpoon in this case - excuse the ADCAP texturing :) )

The missile is a modified torpedo. It is homing and hitting the target (at torpedo speed for now). All that remains is to tweak the speeds and maneouvrability and so on (praying it is possible).

-=Edit=-

I just did what Keltos01 sugeested in one of the above posts (raised the model in 3dstudio max). Maybe it is not important but I have centered the pivot to the object and aligned it to the world (after rotating the missile with 5 degrees- see that it flies a bit inclined, with the nose up).

http://img6.imageshack.us/img6/2496/58620761.th.jpg (http://img6.imageshack.us/my.php?image=58620761.jpg)
http://img26.imageshack.us/img26/4135/70867977.th.jpg (http://img26.imageshack.us/my.php?image=70867977.jpg)
http://img26.imageshack.us/img26/9651/76574393.th.jpg (http://img26.imageshack.us/my.php?image=76574393.jpg)
http://img89.imageshack.us/img89/7352/91662273.th.jpg (http://img89.imageshack.us/my.php?image=91662273.jpg)
http://img89.imageshack.us/img89/2601/53746404.th.jpg (http://img89.imageshack.us/my.php?image=53746404.jpg)
http://img89.imageshack.us/img89/3127/60269932.th.jpg (http://img89.imageshack.us/my.php?image=60269932.jpg) :DL:D:yeah:

glad it worked !!! and thanks for the credits :)

keltos

thyro
02-28-09, 08:14 PM
@tomagabriel

Just a thought...

Based on same concept you could even include ballistic missiles for your Ohio to carry.

Ohio has few torp doors so all the others beyond torps could be ballistic.

Dynamic missile doors opening/close like torpedo doors (using same logic) and alter a torpedo so that looks like a missile to be fired vertically (if this is possible).

Cheers

thyro
02-28-09, 08:38 PM
:salute:
New sub -> I will release the Ohio SSBN/SSGN in something like a week (beta version - since I don't have much time for testing, I thought I might go for an "open beta" ;)).

Next in line is a German diesel machine (didn't decide which one exactly, but it will be one of the Type 209/206/212/214, depending on the amount of blueprints I can find for them). Personally I would choose the 209 since it seems to be a Boeing737 of the submarine world (in terms of international success).

Dive, dive!
I like the 206 because of its odd look and how sail planes operate.

But 206 would be quite a challenge (if not impossible on SH4) because the sail planes are inversed - right one is for surface and the left is for dive... So only one can be out at time... and to maintain same depth both have to be retracted (inside the hull)

link to couple pictures of the 206 at docks (but doesn't show the peculiar sail planes)

http://www.heiszwolf.com/subs/s170/German.html

edit: the plan shown on that link is wrong the planes have that angular format but they are inversed.. cheers

RobertGysae
03-01-09, 09:03 AM
Just a quick question...Will you be including the Los Angeles class attack submarine too? i.e. SSN Los Angeles/SSN Houston etc.

RobertGysae
03-01-09, 09:14 AM
sorry to add on...but is it possible to include Australia in here somehow by modeling the ovens class submarine??

pic:
http://www.hnsa.org/ships/img/ovens2.jpg

thyro
03-01-09, 01:46 PM
Just a quick question...Will you be including the Los Angeles class attack submarine too? i.e. SSN Los Angeles/SSN Houston etc.

Check a bunch of pages back (around 11/12 pg)... exists a link to LA class sub if I recall properly. Cheers