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View Full Version : [Rel]Download snorkel for SH4:Uboat missions type9


Xantrokoles
03-02-08, 01:26 PM
I wondered as I see that there is no snorkel for my loved t ype 9 sub.:roll:

So I test to built one...why not..
But it was not so easy as it seemed

Now here is a wheel-away type 21 snorkel on a type 9 Submarine
Let's look @ it together:p
http://img259.imageshack.us/img259/674/sh42008030218575080mx5.png


Beta Version 2.0b Features
- Automatically adds a Type XXI snorkel to both the Type IX-D2 and Type XVIII U-Boats
- Comes with an optional conversion of the Type XVIII to a Type XXI U-Boat (Including menu name changes)
- Hydrophone is now fully operational
- Fixed issue with underpowered diesel engines while submerged

Required:
- Silent Hunter IV
- U-Boat Missions Addon (V 1.5)
- JSGME

Installation:
D/L Link: http://www.megaupload.com/?d=OIBS3J5R (http://www.megaupload.com/?d=OIBS3J5R)
- Download
- Unpack into the SH4/MODS foler
- Activate in JSGME (Either the plain addon or the Type XXI conversion)
- Open the file: SH4/Data/cfg/Commands.cfg with the Notepad
and scroll down to: toggle_snorkel (Or use Ctrl-F)
- Add:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"

Coming in Beta Version 3.0
- Add the Type XXI U-Boat as a new sub instead of replacing the Type XVIII

Wishlist (If it's possible)
- Allow the snorkel to replenish crew O2
- Make the snorkel a unique upgrade available after a certain date
- Would be cool if the Type IX-D2 could have a more appropriate levered or telescopic snorkel instead of using the Type XXI model.

Big thanks to Stuffer!
He made the mod what it is!

Well done!!!
http://img139.imageshack.us/img139/7356/sh42008030421381384zs4.png

nautilus42
03-02-08, 01:55 PM
I wondered as I see that there is no snorkel for my loved t ype 9 sub.:roll:

So I test to built one...why not..
But it was not so easy as it seemed

Now here is a wheel-away type 21 snorkel on a type 9 Submarine
Let's look @ it together:p
http://img259.imageshack.us/img259/674/sh42008030218575080mx5.png


Good good
the mod:
-alpha version
-snorkel for the uboat type 9d2
-bad position of the snorkel, but the best
-it is with function(u can actuate ur diesels and u get OČ)
-from 1943-05-23 until 1945-12-31 there on all IXD2

Notice:
-For the mod is essential all standart mod rules!

Requiered:
-Silent hunter IV
-version 1.5 Uboat missions
-JSGME

Installation:
D/L Link: http://www.megaupload.com/de/?d=RG3SVWTW
-download
-unpack in the MOD-folder
-run JSGME
-enable the mod
-open the file: silenthunterIV/Data/cfg/Commands.cfg with the Notepad
and hit ctrl(strg in Germany)+f and type in : toogle_snorkel
edit the line:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"
-save it
-start the game
-start a selfmade singleplayer-test-misson or go into career
-go to periscope deepth and hit shift+X
-now u can snort
-be happy and sing a song

Thanks to all








Thank you, i will try it!:up:

Xantrokoles
03-02-08, 06:05 PM
Uh I got it work with the type18
Now I built a new 21class and we got 3 submarine for making a career in the atlantic:D

dcb
03-03-08, 01:40 AM
Now I built a new 21class and we got 3 submarine for making a career in the atlantic:D

Did you try to import the Type VII and does it work with crew at stations?

AkbarGulag
03-03-08, 02:53 AM
Let's look @ it together:p

Your a very funny man Xantroles :lol:

It is good to see some MOD's are being made for the add-on. I hope soon many more experienced modders from SH3 will start using this section and help spread the knowledge.

Thanks for the snorkel ;)

bratwurstdimsum
03-03-08, 04:04 AM
works great mate, just one problem, I seem to have a ghost ship next to my sub!!!

When I go to external view I see this: perfect except the naxos radar array that pops off to the right side of the sub, this array rises and falls with the snorkel! :hmm:

http://i22.photobucket.com/albums/b340/bratwurstdimsum/snorkelbug2.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/snorkelbug.jpg

keltos01
03-03-08, 04:15 AM
hi, would it now possible to mod a fully working japanese sub, as they were used to shell santa barbara and bomb the us mainland too ?

The I25 (see below) has six forward tubes and none aft, had a floatplane on board and bombed the us mainland ! One of these sunk the carrier wasp...

looks like the ijn workhorse. It would especially go well with the uboot mod since we get to use airplanes..

can anyone tell me which programs to use to make such a sub in 3d and how?


http://upload.wikimedia.org/wikipedia/en/thumb/9/9b/I-25.jpg/300px-I-25.jpg (http://en.wikipedia.org/wiki/Image:I-25.jpg)

Xantrokoles
03-03-08, 06:36 AM
Now I built a new 21class and we got 3 submarine for making a career in the atlantic:D

Did you try to import the Type VII and does it work with crew at stations?

Matzessn made it for version 1.4 and I am editing it for 1.5
scroll down to Matzessn's post:

http://www.subsim.com/radioroom/showthread.php?t=130345&highlight=playable+type

kakemann
03-03-08, 06:37 AM
Fantastic

Xantrokoles
03-03-08, 06:41 AM
works great mate, just one problem, I seem to have a ghost ship next to my sub!!!

When I go to external view I see this: perfect except the naxos radar array that pops off to the right side of the sub, this array rises and falls with the snorkel! :hmm:

http://i22.photobucket.com/albums/b340/bratwurstdimsum/snorkelbug2.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/snorkelbug.jpg


Has anyone the same problem??
it is possible that I made a mistake during editing the *dat files

...But so the DDs doesn't hunt for u
they hunt for ur conning-defens;)

Yes it is ugly i look what I did wrong
-Edit: I didn't found anything unnormal in my files
sorry

Xantrokoles
03-03-08, 06:50 AM
hi, would it now possible to mod a fully working japanese sub, as they were used to shell santa barbara and bomb the us mainland too ?

The I25 (see below) has six forward tubes and none aft, had a floatplane on board and bombed the us mainland ! One of these sunk the carrier wasp...

looks like the ijn workhorse. It would especially go well with the uboot mod since we get to use airplanes..

can anyone tell me which programs to use to make such a sub in 3d and how?


http://upload.wikimedia.org/wikipedia/en/thumb/9/9b/I-25.jpg/300px-I-25.jpg (http://en.wikipedia.org/wiki/Image:I-25.jpg)

I know of one guy who can built subs for sh4 and his name is dagon, a russian.
if u wanna test it read Sansal's thread:
http://www.subsim.com/radioroom/showthread.php?t=85085&highlight=pack+download
But may it will be better if u ask Miner1436 for help with his 400I
in this thread
http://www.subsim.com/radioroom/showthread.php?t=131435&page=2

Good luck

DS
03-03-08, 07:10 AM
works great mate, just one problem, I seem to have a ghost ship next to my sub!!!

When I go to external view I see this: perfect except the naxos radar array that pops off to the right side of the sub, this array rises and falls with the snorkel! :hmm:





Has anyone the same problem??




No problem here with that. I just can't get my diesels running while submerged. It may be the weather was too rough (couldn't find any calmer water during the snorkel trial).

Xantrokoles
03-03-08, 07:40 AM
works great mate, just one problem, I seem to have a ghost ship next to my sub!!!

When I go to external view I see this: perfect except the naxos radar array that pops off to the right side of the sub, this array rises and falls with the snorkel! :hmm:





Has anyone the same problem??




No problem here with that. I just can't get my diesels running while submerged. It may be the weather was too rough (couldn't find any calmer water during the snorkel trial).

May u can make a new singleplayermission without storm..
It is possible that u have set ur snorkeldeepth some meters higher

bratwurstdimsum
03-03-08, 07:48 AM
My diesels work fine, 12 knots without a sweat, esp when I turn off battery recharging :cool: its the flying radar thing that freaks me out :ping: :doh:

DS
03-03-08, 08:19 AM
Yes, mine work fine as well at PD. :up: Must have been the rough water.

Zantham
03-03-08, 12:43 PM
When I tried this mod it didn't work. I was docked in port, Sept 1943 when I applied the mod. I found I had a whole bunch of extra upgrades that are not normally available in Sept 1943 for the IXD2, the upgrade screen for the weapons was slightly changed in that the deck gun no longer occupied its own upgrade slot but was listed with the light AA guns instead, and I found I had the option of upgrading to a US 50-Cal deckgun (which I know is a bonus upgrade for the IXD2). I then went to sea, and when I try to use the snorkel it says Snorkel not available, and nothing happens.

The only thing I can think of is I do not use a standard key config that comes with the game, I use the one from Trigger Maru which puts the snorkel toggle on the 'T' key, so I didn't remap the key like this:

" edit the line:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"

Xantrokoles
03-03-08, 06:15 PM
When I tried this mod it didn't work. I was docked in port, Sept 1943 when I applied the mod. I found I had a whole bunch of extra upgrades that are not normally available in Sept 1943 for the IXD2, the upgrade screen for the weapons was slightly changed in that the deck gun no longer occupied its own upgrade slot but was listed with the light AA guns instead, and I found I had the option of upgrading to a US 50-Cal deckgun (which I know is a bonus upgrade for the IXD2). I then went to sea, and when I try to use the snorkel it says Snorkel not available, and nothing happens.

The only thing I can think of is I do not use a standard key config that comes with the game, I use the one from Trigger Maru which puts the snorkel toggle on the 'T' key, so I didn't remap the key like this:

" edit the line:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"

Sry for the modified upgrade pack upc,it was a test
Please delete the upgradpack.upc and enable the mod again

The other thing:
If it says 'snorkel not avaible' it means, that there is no snorkel on ur submarine, but the key works
so I got the same problem
and I found a way:
-go into: my documents/SH4/cfg/SaveGames/[highest number]/ActiveUserplayerUnits.upc
-search for:
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 7.Equipment]
-under this entry u add this entry:
[UserPlayerUnit 1.UnitPartSlot 1.UnitPart.Compartment 1.EquipmentSlot 8]
ID=Schnorchel
NameDisplayable=Schnorchel
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
ExternalNodeName3D=SNK
ExternalDamageZoneTypeID3D=-1
IDLinkEquipmentLoaded=SNK

But i think u don't want a snorkel anymore^^

Zantham
03-03-08, 06:21 PM
Oh yes I like to have a schnorkel :D

Ill try what you said at home and let you know. Have you got one for the XVIII too?

Thanks

Edit: went home, tried again, got a perfectly working snorkel!!! :) Thanks, and hope you release one for the XVIII soon.

Xantrokoles
03-03-08, 07:33 PM
The XVIII snorkel works, but I set up the electric speed up to 17kn and so on
now u can call it XXI
u get it soon

vivieehk
03-03-08, 11:47 PM
The XVIII snorkel works, but I set up the electric speed up to 17kn and so on
now u can call it XXI
u get it soon

really really nice man!!!
keep up your good work :up:

GerritJ9
03-04-08, 03:37 AM
Perhaps it's possible to add a Schnorchel using SH3's type IXD2 files? This would give the correct type.

Xantrokoles
03-04-08, 10:43 AM
Perhaps it's possible to add a Schnorchel using SH3's type IXD2 files? This would give the correct type.

I didn't found a way to get this snorkel into the sh4 senzors.dat
but ur right it must be possible...
U have to ask the real modders when they are ready with their work on the big mods for 1.5
Give it all!
Cheers

Xantrokoles
03-04-08, 03:40 PM
Please look @ he my edit on the first post, teres a download link for a snorkel for both subs:up:

Stuffer
03-04-08, 07:25 PM
Loving the conversion to a Type XXI U-boat but I'm having one bug with it. It seems that my hydrophone will no longer rotate. It appears to function, but only facing forward. Any ideas on how to fix this?

EDIT:
To further clarify the problem, when I activate this mod and goto the sonar station, the green light is on, but there is no noise detected and the hydrophone cannot be moved manually or by a crewmember. It stays stuck in the 12 o clock position. When I disable the mod, it returns to normal.

Regardless of that problem though, everything else works fine. Oh, and if you wanna finish the conversion to a Type XXI sub, you can change the walther turbine parameter in the .sim file to "false" to completely disable it.

Xantrokoles
03-05-08, 08:54 AM
:hmm: :hmm: I have the same Problem...:down:
My u can add the snorkel equipment in the type18.upc into ur clean upc file and then u overwrite it in the mod
U can change the world:D

the other way would be that u send me ur upc file and i correct the bug:hmm:

Pirate
03-05-08, 10:20 AM
I get a CTD with the Type 18 while loading mission.
Type 9d2 works well on same mission.

What's the problem?

Thanks

Pirate
03-05-08, 11:17 AM
Also is it normal that the CO2 increases while snorkeling?

Zantham
03-05-08, 11:30 AM
Also is it normal that the CO2 increases while snorkeling?

I didn't get any CTD with either UBoat, but I do get CO2 issues with the XVIII, haven't tried the new snorkel version with the IX-D2 yet, but the previous version worked great with it.

Pirate
03-05-08, 11:37 AM
Zantham, I got the Type18 to work with the snorkel.
But I had to delete some folders from the mod:
- data\roster
- data\submarine\NSS_Uboat18

Now the only problems are CO2 increasing while snorkeling and speed doubles doubles also while snorkeling and in diesel engines..

Stuffer
03-05-08, 11:57 AM
Are you loading a savegame with the Type XVIII when it CTDs? Before this mod was out, I had a savegame blow up on me and I had to start over. Gave me a CTD everytime I tried to load.

@Xantrokoles
Which file should I specifically edit and what should I add to it to fix the problem? You talking about the NSS_Uboat18.upcge?

Zantham
03-05-08, 12:22 PM
Zantham, I got the Type18 to work with the snorkel.
But I had to delete some folders from the mod:
- data\roster
- data\submarine\NSS_Uboat18

Now the only problems are CO2 increasing while snorkeling and speed doubles doubles also while snorkeling and in diesel engines..
Yup I have exactly the same problems, CO2 increasing, and the speed thing too, in the XVIII, haven't had a chance to try the IX-D2.

I think he is trying to make the XVIII into an XXI and has changed a few other things besides the snorkel, I think when I checked my Range to Empty I got a much larger number than I did on the stock XVIII (about double), which a XXI does have range comparable to an IX-D2, which is about double what you get with the XVIII in
game.

Stuffer
03-05-08, 12:25 PM
I think the speed thing is because he also converted the XVIII into a XXI. So it should pretty much stay submerged all the time since now it travels faster under the surface than above.

To go back to a XVIII, all you gotta do is copy over the original propulsion parameters in the NSS_Uboat18.sim file to the modded version. Do this for surface, submerged and hydro.

Xantrokoles
03-05-08, 02:11 PM
So u see...
I am no modder
But I would be an ***hole when I would have a snorkel and u have no chance to have one
So her is my Basic Version with many many bugs and u got the modderskills(and maybe more time):)

gg
If anyone gets the mod working and he tested it, it would be cool, when he load it up and gives it free for download
Because we all want to snort together right?:D

I am not sure wether the snorkels gave air into the sub or only to the engines
but I am sure that it isn't possibe to get this working...:doh:
But i don't cross the indian ozean in snorkeldeepth...

Delareon
03-05-08, 02:49 PM
I have the same problem like some posts above, the mod is cool but the hydrophone stops working.

Any ideas how to fix this?

Edit: after a few tests i see something strange,
when i start a new career and check for upgrades, i found the hydrophone in the upgrade list.
But when i try to install that upgrade pack i get the message that this type of upgrade cant be installed on my ship.

Zantham
03-05-08, 03:49 PM
So u see...
...
I am not sure wether the snorkels gave air into the sub or only to the engines
but I am sure that it isn't possibe to get this working...:doh:
But i don't cross the indian ozean in snorkeldeepth...

Just to clarify the first download for the IX-D2 boat works 100% from what I've tested. I have not tried the IX-D2 in the second download, just the XVIII.

Thanks for sharing this mod with us Xantrokoles, we appreciate your work on it :D

Stuffer
03-05-08, 03:49 PM
Yeah, I see that as well. Mine would actually install, but all it does was take renown for it was the same hydrophone that was already installed. With either one, the hydrophone doesn't work.

I'm going to start going through all the mod's additions one by one to try and figure out what's causing the hydrophone issue.

@Zantham
Did the snorkel keep your CO2 level from rising as well? I notice that between the first and second release, different files were changed but both seem to achieve the same overall effect. If the first mod was working correctly, maybe applying those changes to the XVIII will get everything working 100% again.

Zantham
03-05-08, 04:05 PM
The first file is IX-D2 snorkel only. My CO2 levels didn't rise with this mod that I recall, I'd have to try it again to be 100% certain, tho I may not have tried it for long enough; I'm 99% sure it was fine. Didn't notice problems with the hydrophone either, but again I was not specifically looking for this. Really I'd have to redownload it to say for sure.

When I tried the 2nd download, I tried it only on the XVIII, and with that one my CO2 levels rose, tho quite slowly. I didn't notice whether the hydrophones were working or not, in either file. I'd have to redownload it again to try. Sadly my modding skills are rather limited, hopefully Xantrokoles doesn't give up on us.

Stuffer
03-05-08, 04:36 PM
Well I've pinpointed the problem to the equipment.upc file. So I'm going to start going through it to see what changed in relation to the hydrophone...I'll let you know if I figure it out.

Xantrokoles
03-05-08, 04:53 PM
Well I've pinpointed the problem to the equipment.upc file. So I'm going to start going through it to see what changed in relation to the hydrophone...I'll let you know if I figure it out.


I marked the schnorchel as a eqptypehydrophone ...this is might the problem!
but it makes no problems with my loved 9d
I test it

Stuffer
03-05-08, 04:58 PM
Yeah, changing that didn't seem to affect it. What I found was that you made an entry for Equipment 40 in the equipment.upc file.

But there is already an entry for Equipment 40 further up the file and it's for the Type XXI/XVIII hydrophone.

So, I think I got the problem fixed, I'm just going to do a bit more testing. I'm making the snorkel its own Equipment line and at the bottom of the file, theres a number that states how many Equipment entries are in the file. So I've upped it by one making the snorkel entry number 43 and leaving 41 as the Alternative texture.

Stuffer
03-05-08, 05:57 PM
It is working just fine now, but I couldn't figure out how to add the snorkel as a new piece of equipment instead of replacing something else. Since I'm using my sub as a Type XXI instead of a XVIII, I replaced the turbine with the snorkel. The "alternate texture" piece of equipment appears to be a darker/dirtier skin for the Type IX, but I can't say for sure. That's the only other piece of equipment I could see that you would want to replace with the snorkel. I'm going to keep looking into it to see if I can't get it added as something totally new.

In the meantime, I'll put together a new package with my changes for both the Type XVIII and the Type XXI conversion...with Xant's permission of course. I also changed the diesel and electric motor specs to be more Type XXI accurate, as well as ranges at specific speeds submerged and surfaced.

I'm also looking into changing battery recharge times, so if anyone knows anything about that, let me know.

Oh, and I was looking up some snorkel information and it doesn't look like they were ever designed to supply fresh air to the sub itself. It simply supplies fresh air directly to the diesel engines and a means to exhaust it back out. So looking at that, you should eventually have to surface to get more O2 to the crew.

Zantham
03-05-08, 06:33 PM
A quote from uboataces.com:

Despite its advantages, snorkels were not entirely faultless and had to be used with close supervision. The intake pipe did not lead directly to the diesel engines. This was to prevent unnecessary stoppages as it was common for the intake valve to open and shut as the ocean waves swept over the snorkel head, periodically submerging it. Instead, the intake pipe led to the inside of the boat, providing breathing air for the crew as well as the engines. The engines would draw air from the interior of the boat as usual, where the entire volume of the boat itself acted as an air buffer.

http://www.uboataces.com/snorkel.shtml

Stuffer
03-05-08, 06:36 PM
Well then, I guess I was wrong. But like Xant said, I don't believe there's a way to mod that in unless it's already in the code as a hidden feature. Granted I'm not very experienced with this stuff, so who knows. Definately would be nice to be able to stay under.

Zantham
03-05-08, 06:55 PM
You guys may have already read this, but from my reading around the internet there is really not a lot of difference between a XXVII and an XXI. Basically the XVIII had a large storage area for the H2O2 , but in the XXI this area was changed into storage room for the batteries, which gave the XXI its remarkable range underwater.

http://uboat.net/types/xviii.htm

http://uboat.net/types/xxi.htm

For the XXI: 3-times the electrical power of the VIIC gave the boat enormous underwater range compared to the older types and this boat could submerge far beyond the Bay of Biscay from the French bases so the Valley of Death was a thing of the past for them really. It took the boat 3-5 hours to re-charge the batteries with the Schnorchel once every 2-3 days if travelling at moderate 4-8 knots
I hope you guys can fix the issue people seem to have with the hydrophones or whatever :), even if it still builds up CO2 , it builds up slow enough its not a big deal, in my opinion. It would be nice to have the option of adding a snorkel to the XVIII with no further enhancements (in the upgrade screen?), and have the XXI as a separate upgrade?

And may be pushing my luck a bit too far here... but is it possible to have the radar or radar warning receiver (Naxos I think) on the snorkel also?

geez... I need to take modding lessons...

Stuffer
03-05-08, 07:03 PM
The biggest difference between the XVIII and XXI is indeed the H2O2 and the batteries. The turbine design provided higher speeds, but the fuel was not easy to come by and didn't last long. The XXI wasn't able to see the same speeds as the XVIII, but with all the added batteries, it was now faster underwater than on the surface. And with a snorkel, this allowed it to be the first true submarine. So the biggest difference is speed and range.

I personally like the XXI because I still only rely on diesel/electric power. It comes down to a decent passive bonus(XXI) or a limited awesome bonus (XVIII) in speed and power.

And I have the snorkel and hydrophone working together now for both the 18 and 21. I didn't want to post it yet though since this is based off Xant's work, I wanted his permission. I'm going to try to add the Type XXI as a separate submarine if I can so you can select either in your career rather than be limited to one through the mods.

Zantham
03-05-08, 07:12 PM
Sounds awesome! Is the snorkel now something you can add in the upgrades screen in base, or do you just apply the mod and get it automatically? What date does it become available?

Stuffer
03-05-08, 07:27 PM
Right now, with what I have so far, you just have the snorkel by using the mod. I haven't actually thought about having it as an upgrade option though I'm not 100% sure how that would work, I'll look into it though.

Stuffer
03-05-08, 08:09 PM
Credit goes to Xantrokoles on this one. He did the leg work to get the Snorkel ingame, I've just tweaked some things and fixed some bugs.

Beta Version 2.0b Features
- Automatically adds a Type XXI snorkel to both the Type IX-D2 and Type XVIII U-Boats
- Comes with an optional conversion of the Type XVIII to a Type XXI U-Boat (Including menu name changes)
- Hydrophone is now fully operational
- Fixed issue with underpowered diesel engines while submerged

Issues
- Some people may experience a graphical glitch with the snorkel and the Naxos RWR on the Type IX-D2 (a second RWR may appear attached to the snorkel, currently looking into a fix for those that experience this bug)
- Snorkel does not replenish your crew's O2 supply

Required:
- Silent Hunter IV
- U-Boat Missions Addon (V 1.5)
- JSGME

Installation:
D/L Link: http://www.megaupload.com/?d=OIBS3J5R
- Download
- Unpack into the SH4/MODS foler
- Activate in JSGME (Either the plain addon or the Type XXI conversion)
- Open the file: SH4/Data/cfg/Commands.cfg with the Notepad
and scroll down to: toggle_snorkel (Or use Ctrl-F)
- Add:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"

Coming in Beta Version 3.0
- Add the Type XXI U-Boat as a new sub instead of replacing the Type XVIII

Wishlist (If it's possible)
- Allow the snorkel to replenish crew O2
- Make the snorkel a unique upgrade available after a certain date
- Would be cool if the Type IX-D2 could have a more appropriate levered or telescopic snorkel instead of using the Type XXI model.

Pirate
03-05-08, 08:51 PM
is the speed problem fixed?
I mean, with the earlier release, when i got the type18 to periscope depth and put it to all ahead flank... it would go to max speed on electrical engine.
Then I raised the snorkel and the speed increased to 50 knots... that's insane lol

Stuffer
03-05-08, 09:06 PM
I wasn't aware of any speed issues, but I've tested the speeds throuroughly and everything is normal.

For the Type XXI it has the following specs (found online):

Speeds:
Surfaced - 15.6kts
Submerged - 17kts (15.6kts with Snorkel/Diesel Active)

Ranges:
Surfaced - 15,500nm @ 10kts
Submerged - 340nm @ 5kts

The battery takes far too long to recharge though. Historically, it was able to recharge in under 5 hours. I'm not sure where to start with this though.

Pirate
03-05-08, 11:02 PM
Thanks for the mod Stuffer.
I reinstalled sh4 and the addon from scratch and seems fine now - no speed problem.

Stuffer
03-05-08, 11:11 PM
Awesome to hear that. I just posted another small update to the mod. This one affects the Type XXI conversion. I basically just changed it so it will appear with the correct name and designation in all the menus instead of still using the Type XVIII name and designations.

Still trying to work out having the XXI as its own sub instead of a replacement.

Delareon
03-06-08, 03:12 AM
Great, thanks a lot for fixing that.
There was another issue i found out while using the "old" mod.
When the Boat dives the Crew want move down from the Bridge.
No matter how deep you dive they are still at the Bridge an looking around with
theyr Bincoulars 150 feet under the sea :lol:

i will try out your fixed version today, at this moment i have no clue if that issue is still included in your improved version.

Stuffer
03-06-08, 03:20 AM
I've heard some people complaining about that problem on the forums here. I'm not 100% sure it is directly related to any specific mod. I can't remember, but it may have to do with loading a savegame.

In any case, I haven't seen that problem yet myself with this mod. Might check around the forums if you still have the issue.

bratwurstdimsum
03-06-08, 05:44 AM
Well I've noticed a difference all right!

:hmm:

My naxos has moved from beside the sub to attach itself to the snorkel ! any chance we can get rid of it?

http://i22.photobucket.com/albums/b340/bratwurstdimsum/uwater.jpg

http://i22.photobucket.com/albums/b340/bratwurstdimsum/peris.jpg

Pirate
03-06-08, 07:04 AM
What's annoying me more on this one is really the CO2.
It should be drained while it's snorkeling, and that it's not working.
This just takes away half of the purpose of snorkeling...
I hope it's not hardcoded somewhere!

And I think leaving the snorkeling out of the addon is a big thumbs down for the devs.

Stuffer
03-06-08, 12:22 PM
Yeah, I'm not sure why they didn't add it in, but that's also what scares me. The whole O2/Snorkel issue may very well be hardcoded which would prevent the dev team from being able to properly implement it.

Oh, and I think I can fix the naxos for you. Let me test it out then I'll post another little update.

Btw, I think I solved my problems with adding the Type XXI as a new unique sub. So hopefully by the end of the day today, I can get that version out to you guys. If not, I probably won't be able to make any more changes or fixes until tuesday or wednesday...leaving tonight for a snowboard trip.

Zantham
03-06-08, 12:33 PM
leaving tonight for a snowboard trip

And here I just insured my motorcycle... in Canada! :D

Stuffer
03-06-08, 01:09 PM
Hah

@bratwurstdimsum
Are you loading from a savegame? I can't seem to recreate the issue myself. There is a connection between the Naxos and the snorkel though. I haven't pinpointed it yet and I may need a hand form Xant on this one. Unlike the Type XXI, you can't get a snorkel until you install the Naxos. Anyways, try starting a new career and see if it makes any difference. If not, I'll keep looking into it.

bratwurstdimsum
03-06-08, 02:27 PM
Yeah it is a strange one, I've created a mission with the editor and I'm in a Type IXD. I rarely load from savegame as the mission is quite short.

I've tried Xant's original snorkel, and both of yours. All have similar results, go right back to the start of this tread for pictures of the bug with Xant's original if you like.

Thanks mate, great job anyhows. :rock:

Stuffer
03-06-08, 03:05 PM
Well, I'll keep looking into it and see what I can find. There is a connection between the two, but for some reason I don't get the graphical glitch. I'm sure once I find out where the connection is, I can correct it. Unfortunately, I'm running low on time today so it may have to wait until Tues/weds. I'll keep you posted.

Xantrokoles
03-06-08, 03:07 PM
Credit goes to Xantrokoles on this one. He did the leg work to get the Snorkel ingame, I've just tweaked some things and fixed some bugs.

Beta Version 2.0b Features
- Automatically adds a Type XXI snorkel to both the Type IX-D2 and Type XVIII U-Boats
- Comes with an optional conversion of the Type XVIII to a Type XXI U-Boat (Including menu name changes)
- Hydrophone is now fully operational
- Fixed issue with underpowered diesel engines while submerged

Required:
- Silent Hunter IV
- U-Boat Missions Addon (V 1.5)
- JSGME

Installation:
D/L Link: http://www.megaupload.com/?d=OIBS3J5R
- Download
- Unpack into the SH4/MODS foler
- Activate in JSGME (Either the plain addon or the Type XXI conversion)
- Open the file: SH4/Data/cfg/Commands.cfg with the Notepad
and scroll down to: toggle_snorkel (Or use Ctrl-F)
- Add:
Key0=0x58,sC,"Shift x"
under the line:
;Key0=0x59,,"Z"

Coming in Beta Version 3.0
- Add the Type XXI U-Boat as a new sub instead of replacing the Type XVIII

Wishlist (If it's possible)
- Allow the snorkel to replenish crew O2
- Make the snorkel a unique upgrade available after a certain date
- Would be cool if the Type IX-D2 could have a more appropriate levered or telescopic snorkel instead of using the Type XXI model.



Thank u Stuffer!

Stuffer
03-06-08, 03:11 PM
Heh, no problem Xant, you did all the hard work on this one though. And if you got some time and wouldn't mind helping, I could use a hand. Looks like some people are still getting the Naxos bug on the snorkel when using the Type IX. I can't really work on it much more today, but I'm trying to find out why and where the snorkel and the RWR are connected for the sub.

Once we work that out, we can probably tweak it so they are independent.

Delareon
03-06-08, 03:21 PM
i found another Bug :P

when u drive the XVIII into XXI converted sub, at batteries and with a speed of 1 third (the lowest speed u can choose, not sure if it is 1 third in english) then the batteries
went empty very very fast. Somethink like double as fast as using a speed of 2 third.

Also u cant switch to silent running mode. The button want get activated, the speed doesnt change u can hit that button again and again and nothing happens.

Xantrokoles
03-06-08, 03:31 PM
Heh, no problem Xant, you did all the hard work on this one though. And if you got some time and wouldn't mind helping, I could use a hand. Looks like some people are still getting the Naxos bug on the snorkel when using the Type IX. I can't really work on it much more today, but I'm trying to find out why and where the snorkel and the RWR are connected for the sub.

Once we work that out, we can probably tweak it so they are independent.

I thought about it...
my problem is that Stuffer's mod without bugs works...
when i haven't got the bug I can't look what is wrong:hmm:

anyone who has the bug could please tell us ur gameversion?
for example me:
German game, German language, German voices, German addon1.5, living breathing ocean mod

Stuffer
03-06-08, 03:39 PM
@Delareon
I'll add that to the list then. I thought I'd taken care of the Type XXI speed bugs, but apparently not. That fix is fairly simple though, just some simple number tweaks and I'm sure it'll be all set. As for silent running, I haven't seen that one myself yet so I'll have to look into that one further.

Xantrokoles
03-07-08, 05:43 AM
i found another Bug :P

when u drive the XVIII into XXI converted sub, at batteries and with a speed of 1 third (the lowest speed u can choose, not sure if it is 1 third in english) then the batteries
went empty very very fast. Somethink like double as fast as using a speed of 2 third.

Also u cant switch to silent running mode. The button want get activated, the speed doesnt change u can hit that button again and again and nothing happens.

have u tried out the hotkey for silent running??

Delareon
03-07-08, 06:50 AM
no not the hotkey, the button in the GUI.

Xantrokoles
03-07-08, 02:32 PM
no not the hotkey, the button in the GUI.

In my game both work...mhmm it must be the game verison
:nope:
damn i don't know

Zantham
03-07-08, 05:02 PM
Well I tried it with both the IX-D2 and the XVIII.

I have the Direct2Drive version (I'm from Canada).

Balkon Gerat hydrophone works 100%. Picks up contacts surfaced, sumberged, snorkeling or not snorkeling. Can go to the hydrophone station and use the hydrophones manually. I also tried the default hydrophone the IX-D2 sub comes with in the 1944 career, can't remember which one it is, but it worked too.

Silent running also works, whether you are snorkelling or not. I use the hotkey and didn't try the interface button. I was periscope depth.

The only problem I can see is the CO2 bug while snorkelling. You can snorkel for hundreds of miles, do a quick surface, then go right back to snorkelling again.

My only wish is getting a radar-detector mounted on top of the snorkel :).

Xantrokoles
03-08-08, 06:26 AM
Well I tried it with both the IX-D2 and the XVIII.

I have the Direct2Drive version (I'm from Canada).

Balkon Gerat hydrophone works 100%. Picks up contacts surfaced, sumberged, snorkeling or not snorkeling. Can go to the hydrophone station and use the hydrophones manually. I also tried the default hydrophone the IX-D2 sub comes with in the 1944 career, can't remember which one it is, but it worked too.

Silent running also works, whether you are snorkelling or not. I use the hotkey and didn't try the interface button. I was periscope depth.

The only problem I can see is the CO2 bug while snorkelling. You can snorkel for hundreds of miles, do a quick surface, then go right back to snorkelling again.

My only wish is getting a radar-detector mounted on top of the snorkel :).

I can only agree!!

Stuffer
03-12-08, 12:09 PM
Hey guys, I'm back in town again. I'm gonna get back to work and try to figure out these bugs again. Is anyone still having the battery issue...where they drain too quickly at 1/3 and last longer at 2/3? The Type XXI should be able to go about 340nm submerged at 5kts without snorkeling and recharging.

I'm going to mess around with the speed issue myself and see what I can come up with.

Stuffer
03-12-08, 10:10 PM
I think I see a trend that will make submerged range at various speeds borked. I've tested it with various numbers and all have the same results when combined with the high max submerged speed of 17kts. Battery endurance figures seem to be tied into the code heavily. I believe that a setting of 2/3 is coded to provide better endurance.

Because I changed the default submerged values of the Type XVIII to match the XXI, a setting of 2/3 still provides longer ranges despite the enormous speed increase. I'm not 100% certain on that, but this is what I'm seeing so far. As usual, it's another issue I'm going to have to spend more time working with more in-depth. I know there are ways to work around battery endurance so I may have to inquire with the modding experts on this one.

Xantrokoles
03-13-08, 04:32 PM
I think I see a trend that will make submerged range at various speeds borked. I've tested it with various numbers and all have the same results when combined with the high max submerged speed of 17kts. Battery endurance figures seem to be tied into the code heavily. I believe that a setting of 2/3 is coded to provide better endurance.

Because I changed the default submerged values of the Type XVIII to match the XXI, a setting of 2/3 still provides longer ranges despite the enormous speed increase. I'm not 100% certain on that, but this is what I'm seeing so far. As usual, it's another issue I'm going to have to spend more time working with more in-depth. I know there are ways to work around battery endurance so I may have to inquire with the modding experts on this one.

Sounds good dude
The property must be in the *sim file
...the are many details in there

M. Sarsfield
03-25-08, 10:33 AM
What's new with this mod? I haven't heard from anyone in almost 2 weeks - not that I'm rushing you. Tnx.

Xantrokoles
03-25-08, 02:16 PM
What's new with this mod? I haven't heard from anyone in almost 2 weeks - not that I'm rushing you. Tnx.
I can't import a IXD2 snorkel from sh3...
And I also have a lot of work with my Mediterranean/Black Sea campaign for 1.5....:-?
I tested a lil bit the thing with US subs..but I didn't spend enough time on it ;-)

thyro
03-25-08, 05:44 PM
i found another Bug :P

when u drive the XVIII into XXI converted sub, at batteries and with a speed of 1 third (the lowest speed u can choose, not sure if it is 1 third in english) then the batteries
went empty very very fast. Somethink like double as fast as using a speed of 2 third.

Also u cant switch to silent running mode. The button want get activated, the speed doesnt change u can hit that button again and again and nothing happens.

Slightly different but 1.5 stock as a BUG ... if you set speed at 1 or 2 it wastes more fuel than running at max speed

thasaint
03-25-08, 05:50 PM
this doesn't work with TMO for me, looks like TMO changed the snorkel to the sd antennae so i can't raise my snorkel, it just says "SD radar not available" or something similar... can somebody walk me through how to get this to work with TMO please?

just a thought... why not just disable co2 building altogether while using this mod if it's possible? in my entire time playing sh3 and sh4 modded or unmodded i have never been forced to surface while under attack for co2 anyway... either i die or escape so it seems like a moot point anyway :)

oh and that "dirty" IX skin is with the radar/sonar coating

simsurfer
04-29-08, 03:55 PM
What is the difference between With optional Type XVIII to Type XXI conversion??

When I use this on the Type 9 I loose my Walter turbine, is this normal or is there a way around this??

Zantham
04-29-08, 05:04 PM
What is the difference between With optional Type XVIII to Type XXI conversion??
This simply mods your XVIII to behave like an XXI. The XXI does not have a Walter drive, but does have greatly increased battery endurance, and a high underwater top speed compared to other uboats, tho slower than the XVIII is in game with the Walter turbine enabled. Note that the XVIII was never actually completed in real life, but was dropped in favor of the XXI.

The IXD2 does not come with a Walter turbine, it was a regular uboat with diesel engines and an electric motor powered by batteries. I am not aware of any mods for the game that add the Walter turbine to the IXD2.

Delareon
05-02-08, 02:19 AM
is the bug of heavy batterie decrease while running at 1 third still present?

Hartmann
05-02-08, 12:51 PM
I like the idea of have the XXI in the place of the XVIII boat.:up:

probably could be not possible but a combination of two tyoes could be a uber
boat

Capt Jack Harkness
05-22-08, 10:57 PM
Alright, I've got a bit of an issue... CO2 climbs even when on the surface! I can't get more than a couple days from port without my crew suffocating

vivieehk
08-25-08, 12:31 AM
it is great!!!!
from beta 1 to beta 2 b!!!!

bratwurstdimsum
09-07-08, 06:22 AM
Guys, I noticed this mod does not work with Operation Monsun or Trigger Maru Overhauled, can anyone suggest a solution? The snorkel is like a drug, once your hooked you can't live without it!

Dr. Evil
11-29-08, 01:16 AM
Guys, I noticed this mod does not work with Operation Monsun or Trigger Maru Overhauled, can anyone suggest a solution? The snorkel is like a drug, once your hooked you can't live without it!

I'm pretty sure OM has a schnorkel mod built-in...

theFLOYDman
08-04-13, 12:02 PM
megaupload.com has been shutdown. Does anyone know where i can download this?

Mikemike47
08-07-13, 01:20 PM
megaupload.com has been shutdown. Does anyone know where i can download this?

The author has not been on the forums for more than a year. Try to PM that person and ask the person to upload to subsim if no other person has replied to you yet.

Mylar
09-13-13, 11:21 AM
Can you post an alternative link or upload the mod in radioroom download section, because megaupload is no longer available?