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gaul92
02-24-12, 09:03 AM
used to like this but it is very glitchy

Marka Ragnos
02-24-12, 09:26 AM
used to like this but it is very glitchy


actually the ohio mod is one of the more stable and reliable mods, still use it

Doming0
02-24-12, 01:12 PM
when you change these settings did you disable and then re-enable the mod?


Bingo. Thanks buddy! Sub is now loaded for some serious death dealing.

gaul92
02-24-12, 08:26 PM
actually the ohio mod is one of the more stable and reliable mods, still use it
What I meant the glitchy I meant for me anyways I do not want click dive cause It keeps going down even clicking maintain depth I diesd so many times of that four times I would click blow ballast if it would start rising then go back to down to crush depth so I stopped using that mod now I am into the surface ships

Doming0
02-24-12, 09:47 PM
Here's a question...

I line up my torpedo and let it rip... BUT it only goes about 2 feet and stops cold. It then waits 10 sec. and explodes. I can't for the life of me figure out why.

If anyone has dealt with this at all could they please help me. Thanks.

Klaus
02-25-12, 01:25 AM
Here's a question...

I line up my torpedo and let it rip... BUT it only goes about 2 feet and stops cold. It then waits 10 sec. and explodes. I can't for the life of me figure out why.

If anyone has dealt with this at all could they please help me. Thanks.
what was your's sub speed and torpedo type? if you try launch at 30 knots an electric torpedo with maximum speed of 25 knts it's posible, and if torpedo don't have an minimum arming distance will explode
or maybe you're trying to launch at vary large angle

Marka Ragnos
02-25-12, 03:52 AM
What I meant the glitchy I meant for me anyways I do not want click dive cause It keeps going down even clicking maintain depth I diesd so many times of that four times I would click blow ballast if it would start rising then go back to down to crush depth so I stopped using that mod now I am into the surface ships



yes that happens when you get below 450+ feet.

I think it's related to the engine :(

Tholund
06-03-12, 10:23 PM
:yeah:Thanks for the Hard work !! :rock:

jjja380
07-08-12, 03:37 PM
How do you make the ship carry half missiles and half torpedoes or all torpedoes or all ship missiles because when i go into battle with the ohio for a quick battle i only have 2 anti ship missiles and i want more!
thanks jj :)

A Hidden Soul
07-09-12, 05:38 PM
When I play this sub in career mode I get the same mission/patrol every time. Can anyone help me as to how to fix this?

I'm running version 1.5

If you direct me to a mod to help with this please give me a working link. I've tried to look around for answers but failed.

STEED
07-11-12, 12:16 PM
Down loaded beta 0.2

Running SH4 1.5 with U-Boat add on and a few other mods.

First the good news...
Runs well, looks good and great fun to kick the heck out of the Japs. :yeah:

Torpedo attacks against Escorts I had to manually adjust the settings which is alright, frontal attacks have resulted in more Torp misses by going a stray! :huh:

But attacks from behind a convoy they all hit but not always the target I would like. :haha:

Now the bad news...

The missiles do not hit a moving or stationary target see pics below.

http://img193.imageshack.us/img193/77/ma1ar.jpg
http://img822.imageshack.us/img822/7631/ma2n.jpg
http://img703.imageshack.us/img703/2591/ma3ni.jpg

The problem looks like they fly a shade too high, if they fly at a lower level the odds of a hit would be better.

http://img560.imageshack.us/img560/9631/ma4yl.jpg

Apart from that finding this is a good mod. :up:

Hope my findings were of use.

A Hidden Soul
07-11-12, 10:42 PM
The missiles are unguided. So it's hard to hit a target. You have to be almost on top of them to get a hit. The mod is great. The only problem I have is I get the same missions over and over again.

Still waiting for a reply on how to resolve this issue..:06:

I also thing it could be better if the submarine's inside was based on more of the larger type in the game.

STEED
07-12-12, 06:41 AM
The missiles are unguided. So it's hard to hit a target. You have to be almost on top of them to get a hit. The mod is great. The only problem I have is I get the same missions over and over again.

Still waiting for a reply on how to resolve this issue..:06:

I also thing it could be better if the submarine's inside was based on more of the larger type in the game.

I have sent a PM.

Indeed I know the missiles fly only in a straight line but with a tweak to make them fly a shade lower the odds of a hit would improve. I was thinking of taking on a Warship convoy blast a hole in their protection screen with the missiles then flank speed into the gap and unleash the torps.

As for getting the same patrol area that happens to me as well, just complete the task and sail to the nearest base to pick up more Torps and set course to where ever as I do. I do the mission and about three to four patrols of my own then head on home for some shore leave.

tomagabriel
07-12-12, 07:15 AM
Hi people!

Sorry for being harder to reach, real life problems are to blame... :(

On the missile flight altitude, in fact, if I remember correctly, the height is not very relevant to the simulation, because the missile is is fact a torpedo-logic that travels under water, but the 3D model is raised above water along with the particle generator that creates the faint smoke trail. So even if the missile model flies over the target, it will still detonate because the engine looks for the collision of the 3D_model_origin which is underwater and is invisible. At the time when I did this mod I tried to make the torpedo go up above the water (model+logic) but I could not, so I decided to just increase its speed, tweak the explosive power, change the 3D model and also lift the visible model above water. That is why missiles should detonate when seemingly flying over ships.

Concerning the guidance, I tried to make a guided missile, but the problem was I think that the course corrections were made as for a slow torpedo (in terms of time-to-turn). If the missile goes much faster, then the engine over-corrects the course and the missile does some very strange things (e.g. turns around). I think the engine calculates at a given moment how much (seconds) to turn the torpedo left or right considering a ?hard-coded? low torpedo speed and then does the correction. If I increase the torpedo speed then it turns too much. Please anyone who can confirm this or otherwise, give me a message here or PM.

Concerning the repeating career missions I do not have an answer yet. I will come back when I have the problem solved (I didn't test this mod for the campaign much, I just saw that it didn't crash the game, but not much more).

I hope these help.

STEED
07-12-12, 10:24 AM
I ran some tests and the results were odd. I created very basic one mission against a flat top and battleship...the flat top came first in to view so I fired off two missiles against this slow moving target doing 5 knots and yes they hit. In the campaign against a merchant doing the same speed and they miss & flew over the target. :hmmm:

I'm going to try a full load of missiles against the first merchant convoy I come across and let you know of the outcome.

BTW: Thanks for getting back. :up:

Marka Ragnos
07-12-12, 12:01 PM
there is a 1.4 version of this mod in the downloads section, download that and copy flotillas.upc and careestart.upc in the campaign folder and replace it with your current mod.

This will fix the repeating mission.


I like tomagabriel's missiles alltough they go in a straight line it's fun to align your boat to make the hit.

I also changed it speed, it go's even faster and when the missile hits the other ships better stay away because it can take several more when they are in the area.

made a dang nuclear warhead :p

STEED
07-12-12, 12:30 PM
Some results against single targets..

Range: 2000
Target: Large Modern Tanker
Periscope Depth
Fired one missile head on, hit

Surfaced

Range 1900, target now side on, fired two missiles both hit.
-------------------------------------------------------------------
Range: 5300
Target: Medium Old Tanker
Periscope Depth
Fired one missile head on, hit then fired two more missiles both missed flew over the ship
-------------------------------------------------------------------
Range: 4900
Target: Convoy, multi targets
Periscope Depth
Fired four missiles at four targets all missed, one flew over the bow of the ship, two others mid section and the fourth also mid section of target ship and flew over another ship mid section
-------------------------------------------------------------------

I still think a slightly lower height on the missiles would result in better hit rate. I removed all mods apart from the U-Boat add on to test this.

Great fun without question. :yeah:

tomagabriel
07-12-12, 04:26 PM
@STEED

Hm, interesting... I will look into this.

A Hidden Soul
07-12-12, 11:08 PM
there is a 1.4 version of this mod in the downloads section, download that and copy flotillas.upc and careestart.upc in the campaign folder and replace it with your current mod.

This will fix the repeating mission.


I like tomagabriel's missiles alltough they go in a straight line it's fun to align your boat to make the hit.

I also changed it speed, it go's even faster and when the missile hits the other ships better stay away because it can take several more when they are in the area.

made a dang nuclear warhead :p

Thank you for an answer. Can you tell me the file path to get to those two files?

Does anyone know any mods that are playable with this mod?

@ STEED, thank man for the help. I will have to make it realistic I suppose and do a 3 month patrol like the do in real life.

EDIT: It says the files are not available for download.

STEED
07-13-12, 01:58 PM
I got the game set on easy as I'm only playing for fun with this mod. I have been trying the auto lock and manually with the missiles, these findings are early as I'm giving this a good test.

So far..

Auto targeting
1 in 6 hit home :hmmm:

Manual targeting
1 in 4 hit home :hmmm:

Still testing..

STEED
07-13-12, 04:55 PM
I now concluded that manual targeting the missiles by firing in front of your target ship is the best chance of a hit. I got it down to 1 in 3 hit, not bad. :)

STEED
07-15-12, 12:18 PM
Some screen shots of this great fun mod. :yeah:

BTW: Thanks to the other skipper for that big rock in the background, name slips my memory. :oops: :up:

http://i66.photobucket.com/albums/h254/RS42/SS1-5.jpg

http://i66.photobucket.com/albums/h254/RS42/SS2-4.jpg

http://i66.photobucket.com/albums/h254/RS42/SS3-4.jpg

http://i66.photobucket.com/albums/h254/RS42/SS4-3.jpg

A Hidden Soul
07-15-12, 04:49 PM
Great pictures! I'm just about to go onto a patrol myself. Time to take out the USS Ohio (SSBN 726) Blue crew.


Anyone know which mods are compatible with this mod?

EDIT: Created a video with this nice submarine! http://www.youtube.com/watch?v=CWRarrX8d9Q&feature=g-upl

A Hidden Soul
08-02-12, 11:31 PM
How do you change bases with this sub? It seems it's not allowed to transfer bases. Also I don't know if it's me but the cone (front of the submarine) looks a bit to skinny.

Other then that the mod is great.

JackCarver
08-06-12, 08:58 AM
First Install didnt work well, i hope the other file will fix it :wah:

AndytotheD
10-20-12, 05:10 AM
Can this stay submerged indefinitely, like the real thing?

AndytotheD
10-20-12, 04:12 PM
Also I can't get the sail to work. A re-install didn't fix it either.
Any tips?

Bill26
10-20-12, 08:57 PM
is it possible to change the default torpedos to SET 53-65 torpedos?
SH4 u-boat missions:/\\!!
anyone please help

snyperAL
10-22-12, 02:09 PM
I dont have the u boat missions currently installed and i appear to have misplaced, read lost. the disc, the download link for 1.4 doesnt work does anybody have a way for me to get my grubby little sea urchin mitts on this beast?

yubba
10-22-12, 02:30 PM
Might do you one better for 1.4 get the Los Angeles then put the Le Terrible over that if you really want to get crazy get the interior from the Interceptor sub installed to Le Terrible,, then you got a attack sub with a modern control room a periscope with 1.5x 6x 12x 24x ,, reason for Le Terrible, it had better missle load out..

snyperAL
10-22-12, 04:14 PM
I like the sound of this very much. I will have a look for those downloads on my next visit. Thank you for your help! o/

snyperAL
10-23-12, 12:26 AM
ugh, i cant find le terrible, i've tried a search but drawn a blank, any ideas? this sounds like a tom clancy fans wet dream lol

yubba
10-23-12, 07:02 AM
ugh, i cant find le terrible, i've tried a search but drawn a blank, any ideas? this sounds like a tom clancy fans wet dream lol
http://www.subsim.com/radioroom/showthread.php?t=130521&page=25
here you go, have fun.
http://www.subsim.com/radioroom/showthread.php?t=130521&page=23 it is post 382

snyperAL
10-24-12, 08:53 AM
Ah thanks, I was a little confused, i guess it depends how your forums are setup in threads per page etc,

I downloaded a ship called le terrible but it was for 1.5 and didnt work well, it did however have different quarters and rooms in it, but like i say it didnt work well.

I also bit the bullet after looking through some of the better mods again, and downloaded 1.5 for 7 quid from ubisoft.

I'll have a look now and see what kind of modern sub i can get working o/

yubba
10-24-12, 06:57 PM
http://xavier.petit.pagesperso-orange.fr/ I'm sorry that I didn't get this up in the first place I got this running on 1.4 and did nothing to make it run..You have to have the game stock with no mods for some of these mods to run.

Captain_Rockwell_Torry
10-25-12, 11:23 PM
http://www.subsim.com/radioroom/showthread.php?t=130521&page=25
here you go, have fun.
http://www.subsim.com/radioroom/showthread.php?t=130521&page=23 it is post 382

Just tried this out today. Great sub, love it! I didn't even know this was available. Works great in 1.5, had no problems. Once again great mod and thanks for your hard work.

Regards:
Captain Rockwell Torry:rock:

snyperAL
10-26-12, 01:59 AM
I liked the 40 torps, but ive been trying to impliment the interceptor subs interior into the los angeles 688i for 1.5 and got the command room, but with no lighting, is there a guide for this? i didnt even think it was possible to change the interior.

Also how easy would it be to change the 688i for use with 40 torps, i know that "le terrible" is based in a 688 but there was a few small things i didnt like, so figured it would be easier to put the 40 torps onto the other sub, its not a massive issue as i can always re-supply but a load more torps is a load more torps, i am also trying to change the HUD, and dials...

*edit just found how to implement the interior in this thread:

http://www.subsim.com/radioroom/showthread.php?t=167582&highlight=interior&page=10

post 140.

yubba
10-26-12, 08:10 AM
The interseptor sub interior is labeled as Gato the 688 interior is Sboat so there would be alot of stuff to change the only issue with Le Terrible is there is no radar mast but real nuke skippers only use this in transit in and out of port and I run submerged most of the time ,,, I don't know why this is getting underlined..

yubba
10-26-12, 08:16 AM
I liked the 40 torps, but ive been trying to impliment the interceptor subs interior into the los angeles 688i for 1.5 and got the command room, but with no lighting, is there a guide for this? i didnt even think it was possible to change the interior.

Also how easy would it be to change the 688i for use with 40 torps, i know that "le terrible" is based in a 688 but there was a few small things i didnt like, so figured it would be easier to put the 40 torps onto the other sub, its not a massive issue as i can always re-supply but a load more torps is a load more torps, i am also trying to change the HUD, and dials...

*edit just found how to implement the interior in this thread:

http://www.subsim.com/radioroom/showthread.php?t=167582&highlight=interior&page=10

post 140.
If you put Le terrible over 688 in jsgme you get 4 torps and the rest is tomohawk missles and you get 4 different periscope settings 1.5x 6x 12x 24x

snyperAL
10-27-12, 03:59 AM
I put the interior into the 688, which looked awesome, had a small issue with no sonar, or radar stations, and when i went to revert i realised i didnt back up my textures folder so had to re-install. But to be fair i rarely use the command room, mostly the map or torp station, i do occaisionally visit the sonar just to have a listen as the ships get torped and sink.

I am loving those adcaps, struggling sometimes to make sure they go in the correct direction, though.

A Hidden Soul
10-28-12, 03:56 PM
I put the interior into the 688, which looked awesome, had a small issue with no sonar, or radar stations, and when i went to revert i realised i didnt back up my textures folder so had to re-install. But to be fair i rarely use the command room, mostly the map or torp station, i do occaisionally visit the sonar just to have a listen as the ships get torped and sink.

I am loving those adcaps, struggling sometimes to make sure they go in the correct direction, though.

They are very tricky. Make sure you're going ahead slow or even below 5 kts when firing the adcaps.

ETR3(SS)
09-15-13, 01:44 PM
So I've decided that since I've had permission to rework this for years now that I'll actually do something about it. Here's the tentative to do list thus far and what I've gotten done today alone. The list seems to keep growing as well...

Combine Sail and Hull files DONE

Remodel Rudder

Remove cleats from hull

Remove TBT DONE

Adjust Radar mast height

Move OOD in Bridge

Change manning levels

Eliminate air search radar DONE

Rework compartment layout

Change torpedo loadout

Change and move periscopes

Retexture hull and sail

Rework ship wake

Damage zones

Ship characteristics

Move Fairwater Plane data to sail DONE

Adjust torpedo tube pos and animation

ALter TASM RTE distance

Roster list and ship naming in files

Increase Mk 48 explosive power

Eliminate gun positions DONE

Marka Ragnos
09-16-13, 08:12 AM
Nice work there the ohio is one of my favorite sh4 mods looking forward to this releasea.

What i also adjusted is the speed of the missiles, just a thought.

ETR3(SS)
10-09-13, 08:51 AM
Status update. After doing some testing with the Mk 48's I left them alone. I could one shot everything up to a BB, with those requiring two shots. Also the SSBN and SSGN will be in the same mod but different ships altogether. I'm also considering making Bangor, WA one of the start bases.

Combine Sail and Hull files DONE

Remodel Rudder

Remove cleats from hull

Remove TBT DONE

Adjust Radar mast height

Move OOD in Bridge

Change manning levels

Eliminate air search radar DONE

Rework compartment layout

Change torpedo loadout DONE

Change and move periscopes DONE

Retexture hull and sail

Rework ship wake

Damage zones

Ship characteristics DONE

Move Fairwater Plane data to sail DONE

Adjust torpedo tube pos and animation

ALter TASM RTE distance

Roster list and ship naming in files DONE

Increase Mk 48 explosive power DONE

Eliminate gun positions DONE

Marka Ragnos
10-09-13, 10:12 AM
Nice update looking forward to it!

Admiral Halsey
10-09-13, 11:28 AM
I didn't even know this mod was revived.

ETR3(SS)
10-10-13, 07:57 AM
I didn't even know this mod was revived.
Surprise!:woot:

ETR3(SS)
10-20-13, 12:19 PM
Update: Major setback. I was almost done until I noticed I had lost 23% of my speed for no reason. I didn't notice it until yesterday so I have no idea when it happened. Really frustrated at this but at least I hadn't done the hardest work yet.

russ663
10-29-13, 11:31 AM
This OHIO rocks! I really appreciate the time and effort put into it.. really nice job. Wish it had nukes though.. 1 shot take out TF. yeah i know way to easy.

Just wanted to say thanks again to ALL that put this together.

russ

ETR3(SS)
10-30-13, 10:42 AM
Glad you like it! Having been on an Ohio helps with my part of the development but Toma made a really great mod to start with. :yeah:

As for nukes, I'm thinking of making a Mk 45 for some of the older boats. But yeah even being able to launch a D5 on a CVBG would make me chuckle. :haha:

ETR3(SS)
11-02-13, 06:27 AM
Found the problem. Evidently the game doesn't like the ohio being single shaft, not sure why either. Once i figured that out and went about making it single shaft like in the 688i mod it would cause a ctd on exit of game.

russ663
11-13-13, 10:36 AM
Been playing with the OHIO for a bit now, dang i love this boat! I would like to increase the destructive power of the cruise missile though. If cant get a nuke could make one heck of a boom by increasing the damage.. Can you tell me where its located and its called? i looked in files and im blind cant find it. Or maybe a copy and paste? Thanks again Russ663:/\\!!

ETR3(SS)
11-13-13, 01:27 PM
Torpedoes_US.zon entry number 11. Change the min and max numbers in there. Oh and you have to use S3D to edit the file.

Marka Ragnos
11-14-13, 03:08 PM
Any word on a release date? :03:

ETR3(SS)
11-15-13, 11:24 AM
Soonish lol. I got the damage zone editing out of the way now just need to figure out how I'm going to rearrange the compartments and rework the ship wake. But good news is I have the next 2 weekends off from work so that should give me time to finish my work.

russ663
11-17-13, 04:43 PM
Cant wait looking forward to it..

and what is S3D? yeah showing much ignorance about this. sorry

russ

ETR3(SS)
11-18-13, 09:38 AM
S3D is the program used to edit the dat sim zon val cam and dsd files.

russ663
11-18-13, 05:47 PM
I looked searched s3d could not find is it on this site? if not where might i find it pleaseeeeeeeeeee..

thanks yet again

Russ:o

ETR3(SS)
11-19-13, 09:48 AM
Here's the thread for it. http://www.subsim.com/radioroom/showthread.php?t=119571

russ663
11-19-13, 06:27 PM
thank you ... grr i had bought the winrar program years ago.. long gone now.. gonnna have to purchase it again before i can use this.. but thank you so much for providing the link...

russ:rock:

ETR3(SS)
11-20-13, 09:35 AM
Use 7zip, it's better and free.

russ663
11-21-13, 06:29 PM
i have th at ill try it thanks

russ663
11-26-13, 07:13 PM
got the torpedo von opened but not sure which is the value i need to change to increase the power/damage of the torp.. ie mega BOOM.

RUSS

Atoka220
12-28-13, 12:31 PM
http://xavier.petit.pagesperso-orange.fr/ I'm sorry that I didn't get this up in the first place I got this running on 1.4 and did nothing to make it run..You have to have the game stock with no mods for some of these mods to run.

Missing conning tower on both subs...

Shibster
07-21-14, 12:03 AM
Hello,

I've tried searching and haven't found anything in relation. Maybe the answer has been buried or I have an obvious problem that can easily be fixed.

I've tried using the Ohio class on two separate occasions. Each time I've not had any sort of sonar capability. It took me quite a long time to figure out I wasn't finding any ships because of that. Radar works, but the sonar does not work like the 688 does. I run the 688 with TMO and RSRD, so I figured the Ohio might as well despite both being for stock. Then I tried running the Ohio on a stock game and had no luck with the Sonar. Has anyone else had an issue with this, is it a common problem, and is it possible to run the ohio with the above modsets? I really like the idea of having an Ohio over the faster LA class.

Furthermore, I've noticed with these boats you still have to be surfaced to get radio messages. A search and digging through the files failed to find me an answer. Is it possible to let the game receive radio messages while under water? These boats do not need to come up for anything else, so convoy reports and other things would be awesome if I could get them whilst even at 150ft or Periscope depth.

Thank You,

Drew

ETR3(SS)
07-21-14, 06:14 AM
Sounds like you're using the Ohio SSBN (overhauled) version, am I right? If so I had an oops moment and forgot to make the sonar work the d/l link for the fix is here: http://www.subsim.com/radioroom/downloads.php?do=file&id=4313

And to answer your question about receiving messages submerged, I've looked into but thus far haven't been able to come up with an acceptable workaround.

Shibster
07-21-14, 11:30 AM
Thank you for the reply. I downloaded the version in this thread, if that is the same as the overhauled (beta.2). I've redownloaded that, and gotten the sonar fix. I will try that soon. I appreciate the help.

ETR3(SS)
07-22-14, 09:31 AM
Beta and Overhauled are two different versions, overhauled being the newest. Try using the new version it should work fine as I fixed the sonar issue and re-uploaded it. http://www.subsim.com/radioroom/downloads.php?do=file&id=4255

Shibster
07-23-14, 11:39 PM
Thank you. The Overhauled works just fine and dandy for me. I appreciate your help and effort you've put in to the project.

Jaden@donzal.com
12-23-14, 08:17 AM
whats the file for SH4 1.5 again?

Jaden@donzal.com
12-23-14, 08:18 AM
whats the file for SH4 1.5 again?

ETR3(SS)
12-23-14, 12:17 PM
You mean the download link?

Berserker
02-22-15, 01:51 AM
Will the rest of the bases be added for access to the MK-48 ADCAP????:hmmm: Its a bit of a long haul to bangor for more MK-48's...

ETR3(SS)
02-22-15, 10:23 PM
If you refit at any other base, it should give you the same loadout you had when you went to sea. Torpedoes aren't linked to bases in any way.

Klaus
02-23-15, 12:03 AM
i don't know, if you change torpedoes when you're in base, when you refit in other base during the mission they give you standard loadout (what's in sub.upc file, not what you've choose before going to mission) :hmmm:

ETR3(SS)
02-23-15, 10:45 AM
Just ran a mission and refitted at Pearl, I was loaded with MK 48s.

rein1705
02-24-15, 01:28 PM
this old boat is still running around? What's new about her I last saw this mod in 2010.

ETR3(SS)
02-25-15, 10:51 AM
this old boat is still running around? What's new about her I last saw this mod in 2010.
Check out this thread then. http://www.subsim.com/radioroom/showthread.php?t=209531

JackWTF
06-01-16, 10:25 PM
where's the mod!?!?!?:rotfl2::subsim:

Vulfen
08-03-16, 02:50 PM
6 years later, this does not appear to work.

Aktungbby
08-03-16, 02:54 PM
Vulfen!:Kaleun_Salute:

propbeanie
08-03-16, 02:59 PM
I know it's a lot to read there Vulfen, but have you read through the thread? There are patches and updates peppered throughout. Which version of SH4 do you have?

Welcome to SubSim

Jimbuna
08-04-16, 05:03 AM
Welcome to SubSim Vulfen :salute: