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tomagabriel
02-26-09, 05:04 PM
Ohio SSBN/SSGN for Silent Hunter IV
(beta 0.2)
===================================

contact:
pm me at www.subsim.com (http://www.subsim.com) forums

This is the Ohio SSBN/SSGN for silent Hunter IV. It was designed and tested on an un-modified version of Silent Hunter IV v. 1.5 (with U-Boat missions). This mod will mess with some files that might be in use by other mods so it could function wrong along with other mods and with the stock submarines. My advice is to remove all mods and test it on a clean installation of SHIV. When you do not plan on using this sub, remove it with JSGME in order to prevent conflicts.

Installation
============
Install it with JSGME as you would do with any other sub presently available. Please read the notes of the last version in the "Changelog" below for useful info!

Uninstallation
==============
Use the remove mod feature from JSGME.

Changelog
=========

-=(v. beta 0.2)=-

- removed stock SD & SJ radar masts that were sticking out of the conning tower;
- added a modded universal extendable radar mast capable of detecting both air and surface contacts;
- added an unguided Tomahawk Anti-Ship missile (speed - 550 Knots, range - 80 Km)
- greatly improved water effects around the submarine;
- improved ADCAP capabilities; now it is based on the German Type XI torpedo; also the speed has been increased to 50 knots; max/min damage values have been decreased and also the splash damage range has been decreased;
- reworked 3d model and texturing of periscope masts;
- changed some of the loading screen artworks (actually all but one);
- (bonus!!!)added new intro movie replacing the stock intro;

Notes on v. beta 0.2:

- weapons are free, but start your career with some money, otherwise you can not re-equip with new weapons after removing some (bug!?);
- the new ADCAP torpedo is much more deadlier than the previous Cutie based version;
- the anti-ship missile is a modified torpedo - unguided; make sure there are no objects in the water between you and the target or the missile will detonate them - rescue rafts included; stock firing solution calculator is not working well with the new missile dynamics so try to use the missile against stationary targets or slow moving targets (there are no range limitations);left/right steering of the missile towards the target is not so great so try to face the target at angles not more than 60 degrees before launch; the missile will accelerate to full speed quite fast, but not instantaneously, so keep that in mind;set missile running depth as close to 0 m as possible (in the torpedo firing station)!!!!
- the sub is equipped by default with (2xADCAPs + 2xTASMs) in the launch tubes + full complement of 24 ADCAPs in the magazine;
- to extend the radar mast press "Shift" + "X"; press again to retract it; use it at periscope depth before surfacing :)
- this is still WIP so keep the feedback coming!

-=(v. beta 0.1)=-

-you can play campaigns with this sub.
-diving depth of the sub up to 450 m - max;
-torpedo launch depth up to 450 m - max;
-max speed 25 knots (surfaced or submerged);
-new periscope models differ from the stock SHIV;
-new torpedo 3D model (ADCAP);
-tweaked Cutie torpedo to better emulate ADCAP: increased damage value and splash, increased speed (45knots), range (20Km), maneouvrability; ADCAP is free and is available immediately (it is also the default load so you can immediately test it in quick missions);

Notes on V. beta 0.1:

-this sub will take ~3 minutes to dive for the first time; after that, quick maneouvres are possible (diving, surfacing, etc.);
-the sub is quite heavy and at the same time hydrodinamic so if you turn off your engine it will keep going for a couple of miles; if you want quick stop, use the reverse;
-radar antennaes are sticking out of the conning tower at all times, but as I understood this was the only way to make them work; however, I tried to conceal them as much as I could;
-the ADCAP torpedo is just a MOD; it will not function as the real deal, but you can create chaos in convoys from very long ranges; it will strike unaware targets from up to 10Km.

Credits (Updated)
=======
This model relies heavily on the "688i" by Dagon and on the "Le Terrible" by X Petit. So credit for meddling with SHIV and locating the "what" and "where" goes to their efforts and to those who helped them. The new radar mast know-how is taken from the extendable SD antenna mod of Anvart- credits to him. Credit goes also to Keltos01 for constructive interaction and ideas on the modding of torpedos into missiles. The new intro is the wonderful work of Roger_Becker - many thanks for making the movie and for allowing me to add it to this mod. I would like to thank the enthusiastic community at the subsim forums (and not only) for sharing their knowledge and helping me here and there to make things right (as much as I could do) and also for their constructive feedback. Ohio 3d model and texturing by me. Plenty of tweaks by me (if I remember them all and have time, they will be in v. 1.0 readme). Artwork of loading screens by me.

Special thanks to skwas, the Olympian creator of "Silent 3ditor". There are many uncertain things in this world, but one is certain. This mod would have not appeared without this tool.

Terms of use
============
This mod is unofficial and provided as is. The mod is cost-free to download and use. Anyone may use or modify this mod or parts of it for personal, non-public purposes/projects only. For any non-personal or public use please contact me to obtain permission. Anyone downloading and using this mod or parts of it must not obtain any kind of material benefits from it, or any other kind of benefit that can be converted, equated or assimilated to material benefits. Use of this mod or parts of it for any commercial purposes/projects is not allowed under any circumstances.
Hosting or re-posting this mod or parts of it on another web-page/site other than http://www.subsim.com/ is not allowed.
Downloading and using this mod is done at your own risk as I take no responsibility if it causes any damages.
!These terms of use override the terms of use in the readme file included in the mod package!

Have fun!:sunny:

Download mod HERE AT SUBSIM/Downloads!!!

-=Additional download=-
Thyro's water effects(please test):
http://www.ribeiros.co.uk/subs/ - for the OhioSSBN download the Ohio features

Edit: updated terms of use

The Fishlord
02-26-09, 06:52 PM
DLing now! can't wait to try out the beginnings of the Cold War mod. I'll love this, if only for the fun factor.

:arrgh!:

thyro
02-27-09, 05:19 PM
the sub :rock: (rocks!!!)

Excellent work! :salute:

the only thing that is missing from all subs on SH4 is the foam on the each side like the following pictures.


http://imagecache2.allposters.com/images/pic/NGSPOD01/100743%7EA-Los-Angeles-class-attack-submarine-cruises-into-port-Posters.jpg


Could the current tiny foam be extended to the rest of the sub? (in considerable volume) ;)

(btw Ohio picture)

http://www.naval-technology.com/projects/ohio/images/ohio2.jpg


Cheers

The Fishlord
02-27-09, 06:24 PM
Ah, I also have a small complaint. Two actually

1. Ohio is silent as it should be, DDs can't detect me running flank under them. But I can't hear them any better than a WWII sub-any chance of extending this to more realistic ranges (I doubt any civilian knows the real range of the ohio though)

2. Torpedoes are almost identical to the Cutie-as in, the target has to be right in front of them and running flat out to hear it, ADCAPS should be much more sensitive. Perhaps you could use the statistics for the final German homing torpedo in its place.

Still awesome to drive one of these behemoths...Next: Typhoon please!

{1.SS}Eberhardt
02-27-09, 06:39 PM
Excellent work, I love being able to demolish a whole convoy without getting hurt at all! :rock:
I sank 24 ships in one mission, a LOT of fun :D
I noticed how when youre being tailgated by an enemy target and you fire an ADCAP at it, if youre not running silent it will turn around and come at you. It wont dive to hit you, but will continue on its course in a straight line after passing over you.

Two questions:

1. Will we eventually be able to fire missiles? :D :D :D

2. Can targets be plotted out on the map and selected to fire at while completely submerged (i.e. no periscope)? Like through sonar?

Thanks again!

ReallyDedPoet
02-27-09, 06:40 PM
Nice work :salute:

Kaye T. Bai
02-28-09, 05:02 PM
I'm going to re-install SH4 just because of this mod.
:salute:
Looks very promising.

tomagabriel
03-01-09, 07:33 AM
Ah, I also have a small complaint. Two actually

...Next: Typhoon please!


Check the bottom of this page. You will find the Typhoon you seek already available. Along with the download link :)
http://pagesperso-orange.fr/xavier.petit/

Marka Ragnos
03-01-09, 11:22 AM
Thank you for this awesome mod!

thyro
03-01-09, 12:00 PM
Ah, I also have a small complaint. Two actually

...Next: Typhoon please!

Check the bottom of this page. You will find the Typhoon you seek already available. Along with the download link :)
http://pagesperso-orange.fr/xavier.petit/
Xavier's subs are also good... but that is a hybrid since was based on the movie ;)

I'm also looking for a "real" typhoon... without that "balloon" hanging on the tail :)

The movie's hybrid tried to have a body of a typhoon (I guess at time of the movie they didn't have much details on the sub because the movie's is more linear and less round) with a odd stuff hanging on its tail that belongs to an akula.

typhoon's picture

http://www.russian-victories.ru/typhoon_submarine.jpg

http://www.heiszwolf.com/subs/plans/small_typhoon.gif


and now Akula sub pictures (look at its tail)

http://www.deepseadesigns.net/graphics/pictures/akulaatsea.jpg

http://www.heiszwolf.com/subs/plans/smallakula.jpg


BTW this link might be useful...
http://www.heiszwolf.com/subs/plans/plans.html


Cheers

Kaye T. Bai
03-01-09, 11:50 PM
Love the new ADCAP torpedoes! Very accurate and packs quite a punch! It breaks a ship in half nine times out of ten.

Just a few problems though, I installed it, and the sail is missing. I can see the planes, but not the sail. Also, the periscope does not work and I cannot go on the sail bridge.

I downloaded it from both available links. Installed it manually and with the JSGME tool.

Does anybody else have these same errors?

Also, the propellers look kinda awkward to me.

Stealhead
03-02-09, 02:32 AM
Uh I dont really read French but that says right there on the site that the Typhoon is based on the one in the Hunt For the Red October so the guy knew he was doing that not the real typhoon class. Wht dont they make the Akula and the LA class subs seeing as that they are attack subs theyd be more fun i think.And movies are made by hollywood they never know anything I have a book printed in 1986 (Red October came out in 89 or 90 I think) and it has photos and a profile painting of a Typhoon so it was known what it looked like before the movie was made also dont forget that the Typhoon class in the movie/book was modified from a typhoon it had extra stuff in the story so they took some creative license.The "ballon" on the Akula houses some of the sonar equipment by the way.

@ fishlord you are right any person who knows what the sonar abiliteis(or anything else of them that is classified) of an Ohio class was in the navy on one or worked on them. My good friends dad served on the old Benjamin Franklin SSBNs that the Ohios replaced many years ago we used to ask him things for fun his answer;"If I told you two Id have to kill you or turn myslef in for telling you and wed all be in prison for life and I dont like either of those options."

tomagabriel
03-02-09, 02:39 AM
Love the new ADCAP torpedoes! Very accurate and packs quite a punch! It breaks a ship in half nine times out of ten.

Just a few problems though, I installed it, and the sail is missing. I can see the planes, but not the sail. Also, the periscope does not work and I cannot go on the sail bridge.

I downloaded it from both available links. Installed it manually and with the JSGME tool.

Does anybody else have these same errors?

Also, the propellers look kinda awkward to me.

Hi,

I am not exactly sure what is causing this problem (the sail/periscope problem). However, cosidering that it is working for others, well it should work for you too, so my question is: are you/ have you been using other mods prior to installing this mod? If so, it is very likely it will not work, because it changes some stock models and settings. I used SH4+Uboot missions+mod (nothing else).

Concerning the propellers I did not understand exactly what the problem was, maybe you could go a bit into details.

Regards!

Kaye T. Bai
03-02-09, 03:35 AM
Concerning the propellers I did not understand exactly what the problem was, maybe you could go a bit into details.

Nothing wrong with the propellers themselves. It's just that they don't look like the real thing. Too thin and curvy in shape compared to what they really look like.

==================================================

EDIT: I uninstalled SH4, then reinstalled it. I patched it up to the latest version and installed the Ohio-class SSBN using the JSGME tool.
It finally works correctly now.

I'm guessing the reason it wasn't working previously was because I installed the Ohio-class SSBN manually, instead of using JSGME.

Thanks for your help tomagabriel!

:up:

tomagabriel
03-02-09, 05:33 AM
@Kaye T. Bai (http://www.subsim.com/radioroom/member.php?u=244071)

Glad it worked!

Concerning the propeller, the (classified) shape of the Ohio propeller is really hard to find anywhere on the web (I am not brave enough to try other information sources :)))) ). There is however a satellite photo that shows a glimpse on the shape of the blades. They are rather thin and very curved (and huge). Probably I didn't get it 100% correct, but here is the picture I am talking about:

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

There is another photo I have in which you can see the tip of a blade (looks definitely like a knife) and can also guess the shape of the blade under a covering curtain (don't know where to find this photo on the web now, I will search in my files and post it if somebody is interested).

Kaye T. Bai
03-02-09, 06:49 AM
Concerning the propeller, the (classified) shape of the Ohio propeller is really hard to find anywhere on the web (I am not brave enough to try other information sources :)))) ). There is however a satellite photo that shows a glimpse on the shape of the blades. They are rather thin and very curved (and huge). Probably I didn't get it 100% correct, but here is the picture I am talking about:

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

There is another photo I have in which you can see the tip of a blade (looks definitely like a knife) and can also guess the shape of the blade under a covering curtain (don't know where to find this photo on the web now, I will search in my files and post it if somebody is interested).

From all the television shows, movies, models, and pictures I've seen, the Ohio-class SSBN's propellers were portrayed as being thick and somewhat curved, almost like a spoon.

kiwi_2005
03-02-09, 07:16 AM
@tomagabriel

:rock::rock:Love the look of this sub can't wait to try her out.

AVGWarhawk
03-02-09, 08:28 AM
That is cool. What interior do you use?

tomagabriel
03-02-09, 08:32 AM
That is cool. What interior do you use?

oops! never really looked around inside, instead quickly jumped outside to check and test :D

Tambor I guess (not sure right now, I'll have to test).

Kaye T. Bai
03-03-09, 03:46 AM
Can targets be plotted out on the map and selected to fire at while completely submerged?

I believe that is already possible in SH4.

Roger_Becker
03-03-09, 02:59 PM
Hi I've a HD video with the new uss ohio made it is a lovely lob at the maker Gabriel Toma :yeah:

Videos with the 688i and the SSN followed by Typhoon

Your must watch as HD :salute:


hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0

Gruß Ryan

http://www.subsim.com/radioroom/smartdark/user_online.gif

wetwarev7
03-03-09, 04:42 PM
Sweet! Can't wait to try it out!

Kaye T. Bai
03-03-09, 06:07 PM
Hier der link http://www.youtube.com/watch?v=nJuOkJLwMM0

Great video, and nice music.

Does anyone know a way to make the Ohio-class SSBN and Los Angeles-class SSN create more of a splash when doing an emergency surface in SH4?

tomagabriel
03-05-09, 02:48 AM
Radio related question:

Some people have complained that they can not hear the radio in this sub once you are fully submerged. I did a test and noticed that the radio goes dead even before the conning tower is fully submerged. In the stock subs you can still hear the radio at very shallow depths. Does anyone know how can I adjust the depth at which the radio works? I've tried different tweaks, but they had no effect on the radio depth.

Roger_Becker
03-06-09, 12:03 PM
Hi :salute:
Right now I have my second video uploaded :yeah:
() :rock: :rock:
It is in HD:salute: :salute:

Hier der Link http://www.youtube.com/watch?v=RFsfkpbMD1U

Gruß Ryan

punkmaster98
03-06-09, 01:24 PM
May i ask where the opening music in the second video is from? its playing around 36s

Roger_Becker
03-06-09, 01:26 PM
this is from the movie the rock

Kaye T. Bai
03-06-09, 02:46 PM
Hier der Link http://www.youtube.com/watch?v=RFsfkpbMD1U

Excellent video!

I personally love the Los Angeles-class SSN's.

tomagabriel
03-06-09, 05:54 PM
A sneak preview of the new water foam around the submarine.

Soon to come in the beta 0.2 ...:cool:

http://img7.imageshack.us/img7/89/newwake.th.bmp (http://img7.imageshack.us/my.php?image=newwake.bmp)

thyro
03-07-09, 04:53 AM
A sneak preview of the new water foam around the submarine.

Soon to come in the beta 0.2 ...:cool:

http://img7.imageshack.us/img7/89/newwake.th.bmp (http://img7.imageshack.us/my.php?image=newwake.bmp)
cool :rock: ur tha boss tomagabriel :up:

would be possible to extend a bit sideways... or anyother type of wave... something like these LA class sub pictures?

http://www.cnrc.navy.mil/nucfield/media/ship%20gifs/ssn21.gif

http://www.nationalgeographic.com/k19/images/us5_large.jpg

edit: Ohio class

http://upload.wikimedia.org/wikipedia/commons/d/d5/USS_Maine_%28SSBN-741%292.jpg


BTW would we soon see the Tridents being launched from your Ohio? ;)

http://www.milnet.com/pentagon/navy/pg63l.gif

Kaye T. Bai
03-07-09, 05:34 AM
http://upload.wikimedia.org/wikipedia/commons/d/d5/USS_Maine_%28SSBN-741%292.jpg


Beautiful. Looks almost like snow. Say, wouldn't lots of foam cause big performance drops in SH4?


BTW would we soon see the Tridents being launched from your Ohio?

It was reported earlier somewhere on the forum that missiles were not originally included in SH4, therefore it is difficult to implement them. However, missiles in general are still being worked on last time I've heard.

tomagabriel
03-07-09, 07:13 AM
quoted: "Say, wouldn't a lot of foam cause big performance drops in SH4?"

Yes I fear the same thing.That is why I will be releasing a second beta, to see if this causes problems for people. On my machine it is ok. I have an intel dual core 2GHz,2Gb RAM,8600GT nvidia/512RAM.

I will try to extend the foam sideways a bit, especially in the front half.

Zuber321
03-07-09, 09:32 AM
I have problem witch Ohio class submarine. I enter the Carrer and i load a game. When the game i load Ohion Doesn't have a Tower. HELP!!. Soory for my englisch

Kaye T. Bai
03-07-09, 09:33 AM
I have problem witch Ohio class submarine. I enter the Carrer and i load a game. When the game i load Ohion Doesn't have a Tower. HELP!!. Soory for my englisch

I had the same problem.

Un-install SH4, then re-install it. Download the latest patch and install that, then install the Ohio-class SSBN using JSGME.

Zuber321
03-07-09, 12:04 PM
Thanks Man

thyro
03-07-09, 06:11 PM
@tomagabriel

sub interior:

when ohio gets a hole made by gun blasts, it does show the sub's interior as empty shell. probably something to look into... to give a sense of some compartment(s ) flooded. :)

foam:

my PC rig doesn't have any issues (well till now) regarding crunching high quality graphs of any game currently on the market, but I might be the expection...

what I would suggest is perhaps to use the same foam effects that SH4 BBs use... the foam graph on US SH4 BBs could expand sideways and probably give the same visual effect of large foam waves caused by sub's water displacment. It probably needs to be 1.5 or 2 times the size of the BBs since water displacement of nuke subs is greater than surface boats.

ok nothing great as a foam visual graph but probably more acceptable for low/medium spec PC rigs. I can't remeber of a specific BB nor currently have a picture of it but let me try a couple and I'll add the picture as example.:D

damage:

It is a bit hard to get some equipment damage, my ohio has been hit by countless depth charges while at periscope depth and no internal/hull damage. Only when I surfaced right in the middle of two BBs got a few blasts on each side and "voila" 14% hull damage and several holes on each side ;)

Cheers

Kaye T. Bai
03-08-09, 12:21 AM
Is there a way to make the Ohio-class SSBN and/or Los Angeles-class SSN go deeper?

Also, is there a way to make deeper depths more brighter, by adjusting the light to depth ratio or something?

For instance, 500 feet underwater in Dangerous Waters is pretty bright, but 500 feet underwater is nearly pitch black in Silent Hunter 4.

Since Cold War-era and modern submarines can go hundreds and hundreds of feet under the surface, it would be necessary to adjust the darkness settings of the water in SH4.

Zuber321
03-08-09, 02:55 AM
I do that what you say Kaye. That dosen't work ,Ohio still dosen't have a Tower.:cry:

Kaye T. Bai
03-08-09, 02:56 AM
I did what you said, Kaye. It didn't work; the Ohio still dosen't have a sail.

It worked for me.

If nothing works, try contacting the creator of the mod for more assistance.

tomagabriel
03-08-09, 01:43 PM
@thyro

I did not model the internal ship damage. It is not difficult to do it, I just didn't have time :) Also I did not change damage of sub-systems and stuff. I'll do it in the future. Edit: they are the ones you find in the 688i mod - unchanged.

@Zuber321

Ok, here are listed the steps to install the mod. Please check them and say if you followed them exactly:

0)Before installing Silent Hunter IV be sure to delete/uninstall any previous installation (after unintallation check if the previous folder still exists and if so, delete it manually).
1)Install Silent Hunter 4.
2)Install Uboot Missions, thus bringing your installation to v. 1.5
3)Download JSGME and put the JSGME.exe in the folder where you have sh4.exe.
4)Execute JSGME.exe. A window will appear. Close it.
5)When you executed JSGME.exe, a folder caller "MODS" apeeared under your "Silent Hunter 4 Wolves of the Pacific" folder.
6)After you download the Ohio SSBN mod, extract the OhioSSBN mod folder into the previously created MODS folder. Now you should have the OhioSSBN folder like below

<Your Silet Hunter IV install folder>
....|
....|
....|->MODS
...........|
...........|
...........|->OhioSSBN
7)Run again JSGME.exe in the sh4.exe folder. It will again open a window. Select the OhioSSBN mod and activate it.
8)Run sh4.exe.

I hope it works.

Roger_Becker
03-08-09, 02:38 PM
Hi guys, I have once again made a small video
It is about two atomic submarines Beginning February colidiert are:damn:

.................................................. .................................................. ..............

Zwei Atom-U-Boote aus Frankreich und Großbritannien sind Anfang Februar im Atlantik zusammengestoßen und dabei schwer beschädigt worden. Die mit jeweils 16 Atom-Raketen bestückten U-Boote sollen trotz ihrer hochmodernen Sonargeräte das jeweils andere Unterwasser-Fahrzeug übersehen haben, berichteten britische Medien unter Berufung auf Militärkreise


Link Hier http://www.youtube.com/watch?v=WddmCHwDUJ8


Gruß Ryan :salute:

tomagabriel
03-09-09, 07:22 AM
Nice movie! I am thinking of some similar cut-scenes for a campaign ... mmmm yes....:hmmm::yep:

thyro
03-09-09, 11:13 AM
@tomagabriel

lake of time is understandable mate ;) things take time and don't appear overnight :D


pls don't see my posts as "complaints" coz aren't meant that. Are just suggestions to enhance the Ohio to be the 1st nuke sub with much detail as possible with SH4 constraints... why not Ohio set the standards :D

with few more artwork subs like Ohio soon a campaign could eventually be build up on semi-modern subs... ok with engine limitations but... a good make believe :)

BTW I've been looking at BBs water wakes because their lateral size are larger than on any other ship and could probably give Ohio the same (make believe) of water displacement caused by its cylindrical hull while surfaced (that would probably reduce cpu usage)

Cheers

(http://www.subsim.com/radioroom/member.php?u=228691)

lothos
03-09-09, 11:20 AM
Very nice ship so far. One problem though is with the torps themselves though is the homing feature. I was working in on a BB in a task force and had already "sunk" the escorts even though they had not fully sunk yet and all the torps turned 90 degrees and went into the already killed but not sunk DD. Not sure what settings are available there but it definitely makes thought required into torp shots now.

Oh, when firing torps from deep they like to jump out of the water before traveling to the targets :)

thyro
03-09-09, 11:58 AM
Oh, when firing torps from deep they like to jump out of the water before traveling to the targets :)
That happen on TMR... have u installed Ohio on top of TMR? Cheers

lothos
03-09-09, 12:56 PM
Oh, when firing torps from deep they like to jump out of the water before traveling to the targets :)
That happen on TMR... have u installed Ohio on top of TMR? Cheers

no, have never tried TM. folling around in multi with a friend


#1 PE4 Install main
#2b PE4 Special effects Zones for NSM4 Classic
#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
SCAF for SH 1.5
Webster's Ship Draft & Manuvering Fix v2
NSM4 classic
OhioSSBN




the ohio at faster than 15 knots has trouble rising to any set depth and actually graduating the ascent.

Kaye T. Bai
03-09-09, 01:46 PM
One question, with the Ohio-class SSBN installed, the periscope models used for the Ohio-class SSBN are used with every other submarine in the game, original and community-made. Is there a plan to fix this in further releases?

tomagabriel
03-10-09, 03:17 AM
@ the periscope 3d model (Kaye T. Bai)

This was one of the reasons I warned people that this mod will conflict with other subs. I do not know yet how to create a set of periscopes to be used by just one sub (I'd have to add two 3d model objects in the sensors_US.dat file - adding is easy, I just don't know if I can link them to the sub - probably yes). As soon as I know how to do that, I will fix it.

@the ship wake (thyro)

I do not mind suggestions and comments at all. In fact I rely heavily on them. I do not have time to test myself and also there are things others know and I find out about them much faster like this. So keep the comments coming. By the way, could you post a screen shot of the ship wakes you mentioned about? I did not have time to install myself what you recommended, but I wondered many times how they look like :))

@lothos

To deal with the damaged ships still floating, I will include a dummy tomahawk anti-ship missile (it is not guided-WIP-but it flies fast and packs a hevy puch). The new ADCAP torpedos themselves will be based on the German type XI torpedo. They are now like wild dogs :))

Oh, and by the way, I think that popping out of the water is just due to inertia, I use stock game (no mods) and sometimes they pop out for me too (however in the next version they will pop out less - I think - you will test it:O:).

Does anyone know if deformation of water surface can be changed somehow? I am thinking about the sub-front going below the waves and curving the water surface around it. Like in the pictures people posted above.

Zuber321
03-10-09, 03:21 AM
I do that , what you say Tom. But tha dosen't work. I think the problem is I don't have englisch version of silent hunter 4.Sorry for my englisch

tomagabriel
03-10-09, 03:56 AM
I do that , what you say Tom. But tha dosen't work. I think the problem is I don't have englisch version of silent hunter 4.Sorry for my englisch


This might be the case for the problem. I will think about it. Unfortunately I do not have your version of Silent Hunter to help you directly.

What version of SHIV do you have? Is it in other language? German? Maybe other people here have it too. That might help a bit.

Zuber321
03-10-09, 04:23 AM
I ccome from Poland so I Have a Polisch Language of Silent hunter 4

thyro
03-10-09, 06:37 AM
no worries tomagabriel :salute:

Take IOWA for example...

If same size wake is possible add to Ohio that would probably give the visual water displacement that Ohio class subs do...

http://www.ribeiros.co.uk/img/under_iowa.jpg

http://www.ribeiros.co.uk/img/under_iowa2.jpg


http://upload.wikimedia.org/wikipedia/commons/d/d5/USS_Maine_%28SSBN-741%292.jpg

Cheers

tomagabriel
03-10-09, 06:43 AM
I ccome from Poland so I Have a Polisch Language of Silent hunter 4

Hi,

Our colleague here Zel sent me this message:

"
Hey, I was browsing the subsim forum and noticed someone said that his
Ohio's tower doesn't work. It may be because it's conflicting with
Gato. So he could try going to UPCUnitsData, and just rename
UnitParts1Gato.upc to Unitparts1Gato.upx. Then try the Ohio. When he
wants to use the Gato, he should just rename upx back to upc.
I don't have a forum account, so you can suggest him to try that,
maybe it will work.

Zel
"

Zuber321, could you test this for yourself and see if it works? If it is not working, maybe you should also try it with Tambor instead of Gato.

tomagabriel
03-10-09, 06:45 AM
@thyro

I get the picture and also the idea and I agree with you. The sub needs such a thing. I will look into it in order to add it in the next version.

Thanks!

Zuber321
03-10-09, 12:19 PM
Hi,

Our colleague here Zel sent me this message:

"
Hey, I was browsing the subsim forum and noticed someone said that his
Ohio's tower doesn't work. It may be because it's conflicting with
Gato. So he could try going to UPCUnitsData, and just rename
UnitParts1Gato.upc to Unitparts1Gato.upx. Then try the Ohio. When he
wants to use the Gato, he should just rename upx back to upc.
I don't have a forum account, so you can suggest him to try that,
maybe it will work.

Zel Tahnks Guys :DL :DL :DL Thats Works :rock: :rock: :) :) Thanks Zel and Tom You are Great Guys ....xD Thanks for Help witch Ohio Submarine Mod

Kaye T. Bai
03-10-09, 03:25 PM
Well said, thyro.

A simple, yet effective solution.

tomagabriel
03-11-09, 03:11 AM
@Zuber321

I am glad that worked out well. The credit for the solution goes to Zel (he is not a member of the subsim community - I hope he will join us soon). I just passed along his solution to you.

@Everybody

On the request of many people here, new foam and wake effects. I guess it looks much better (still a WIP, but much better), wouldn't you agree?

http://img12.imageshack.us/img12/2783/newwake.th.png (http://img12.imageshack.us/my.php?image=newwake.png)

So Thyro, thanks for the screens yesterday, it quickly cleared out what you meant.

Further on. Enough changes have been made to this mod since the previous release to justify the release of another version. Among major changes there are:
- improved ADCAP torpedo capabilities; it is now based on the German type XI passive acoustic torpedo (also increased speed to 50 knots); - people not having U-Boot missions might no longer be able to run this mod, therefore my advice is to upgrade their installation to 1.5 or wait for version 1 of the mod that I will try to release also for SH4 without U-Boot missions (that version will however miss some features so go and upgrade SH4!)
-added an unguided anti ship cruise missile (very crude simulation of the real stuff, because it is still WIP, but good for port attacks or to finish still floating ships from afar) - based on Tomahawk
-greatly improved water foam/splashes effects around and on the ship
-added an extendable radar mast (no more radars sticking out of the conning tower);
-modded the radar to be universal (detects both air and sea contacts - no need to have two radar antennas anymore - credits to Anvart for his extendable SD antenna mod - I used the knowledge there)

Ok, the new version is not yet released so don't ask where to donload. It will be out in something like a week. Wait for announcements here.

:salute:

Kaye T. Bai
03-11-09, 03:29 AM
Ooh, very nice!

Love the new wake effects!

I just have four questions.

1. Will there be internal damage effects? No more empty interiors when damaged?

2. Also, will the periscopes and masts be exclusive to the Ohio-class SSBN? No more World War 2 submarines with modern periscopes?

3. If someone doesn't have the U-Boat Missions expansion pack, they can't use the updated version of the mod?

4. How will the radio mast be extended and retracted?

tomagabriel
03-11-09, 04:27 AM
Ooh, very nice!

Love the new wake effects!

I just have four questions.

1. Will there be internal damage effects? No more empty interiors when damaged?

Probably; don't know yet. They will certainly be included one day. Possibly in this release, but not guaranteed.

2. Also, will the periscopes and masts be exclusive to the Ohio-class SSBN? No more World War 2 submarines with modern periscopes?

Yes, most likely the periscopes and masts will still be exclusive for the Ohio. I intend to change this, but...

3. If someone doesn't have the U-Boat Missions expansion pack, they can't use the updated version of the mod?

The mod uses German torpedos. I do not think they are compatible with SHIV without Uboot missions. I will try to release versions of the mod also for people without UBoot missions, but they will lack some features.

4. How will the radio mast be extended and retracted?

Press "Shift+X". In the future I will probably add a button for it.



See the answers in the quoted text.

Kaye T. Bai
03-11-09, 04:30 AM
Thanks tomagabriel!

:DL

tomagabriel
03-11-09, 04:47 AM
edit

deleted double post; my machine hang

thyro
03-11-09, 06:57 AM
http://img12.imageshack.us/img12/2783/newwake.th.png (http://img12.imageshack.us/my.php?image=newwake.png)


Cheers mate,

It was a honour to help and what a result!!!! :salute: and much better than my "artistic" drawings ;)

What a lovely eye catch Ohio :rock:

Sledgehammer427
03-11-09, 07:08 AM
Congrats on your release!

kriller2
03-11-09, 04:21 PM
Very nice work on the submarines new wake ! :up:

BTW can you allso do this to the US submarines or german ones? :)

keep up the good work!

Kaye T. Bai
03-11-09, 05:18 PM
Regarding the wake, I think it should start a little bit more forward, a little closer to the bow.

thyro
03-11-09, 06:45 PM
Very nice work on the submarines new wake ! :up:

BTW can you allso do this to the US submarines or german ones? :)

keep up the good work!

The current SH4 wake used on WWII subs isn't too bad... because their hull was too similar to boats so water displacement was minimum comparred with "modern" subs that water displacement is considerable higher.

Modern subs are meant to travel underwater all the time while old subs (aka WWII) were meant to travel surfaced...

For example Gato:
http://navsource.org/archives/08/500/0836033.jpg

Ohio
http://www.naval-technology.com/projects/ohio/ohio2.html
http://navsource.org/archives/08/500/0869410.jpg

http://www.navsource.org/archives/08/0869413.jpg

Boats
03-11-09, 07:48 PM
Using this mod reminds me of the movie Final Countdown with Kirk Douglas, but with a sub instead of a carrier.

tomagabriel
03-12-09, 04:10 AM
This wake can be added to any ship. Thing is, it is not a single object, to simply copy it. It is composed of many different types of wakes placed ... well, as seen in real-life pictures. The result is their superposition and for another ship, a real life photo is needed to do a similar job.

Another thing, I was too trying different positions, more to the front or to the back. Then I realized that the real wake is formed in different positions, most likely due to different cruise speeds. In the end I decided to just put it somewhere reasonable and focus on other functional aspects. Of course it is not the final version. So any opinions are welcome.

Kaye T. Bai
03-12-09, 03:03 PM
I'm looking forward to the new update.

This mod is looking great and I can't wait until the enventual release of the full Cold War mod.

I just have a few quick questions, though.

Question number one is addressed to the creator of the mod.

Questions two, three, and four are at anybody who can answer them.

1. Will the Ohio-class SSBN create a large splash when doing an emergency surface in the new update?

2. Does anybody know a way to make the submarine in the Los Angeles-class SSN mod fire the ADCAP torpedoes included in the Ohio-class SSBN mod?

3. Is there a way to make the Los Angeles-class SSN mod compatible with the SH4 U-Boat Missions expansion pack?

4. Is there a way to make the Los Angeles-class SSN mod compatible with the Ohio-class SSBN mod?

tomagabriel
03-13-09, 03:51 AM
@ the emergency surface splash
==============================
While surfacing at high speed (fast/flank) the Ohio will create a lot of water foam around, along with some water streams. It is not yet final version though, so stay tuned for the beta 0.3 version. That is assuming I don't go directly to v. 1.0 after the beta 0.2. Anyway, beta 0.2 will be released today.


@ ADCAP in 688i
===============
I am giving you the steps to enable the ADCAP torpedo in the 688i. NOTE that these steps apply when adding the beta 0.1 ADCAP to 688i. In order to add the future beta 0.2 ADCAP to 688i, the procedure is a bit more complicated because the beta 0.2 ADCAP is based on a German torpedo. Here we go:

1) The beta 0.1 ADCAP torpedo is based on the US Cutie torpedo (known to SH4 by the ID Mk27Torpedo). First step is to enable this torpedo for the entire time period of the war and to make it cheap (cheap is not a must, but is surely... cheap). To do this, open the file \688i\Data\UPCData\UPCUnitsData\Ammunition.upc and search for the Cutie torpedo record - ID=Mk27Torpedo. Input the following lines replacing the old ones:

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 48 ADCAP Torpedo ; this line changed
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1938-01-01, 1946-12-31, 0 ; this line changed
Volume= 1
PackSize=1
Info=Mk27TorpInfo
Notes=Mk27TorpNotes

So availability is from 1938-01-01 to 1946-12-31 and price is 0.

2) You have to make this weapon the default weapon for your torpedo tubes. Find the file \688i\Data\Submarine\NSS_688i.upc and find the "Bow Torpedo" section. The 688i topedo tubes should look like in the lines below. Be sure to set "IDLinkWeaponIntervalDefault1" only with the value "NULL, NULL, TorpedoTube21inUS, Mk27Torpedo" as below:
;Torp tube 1
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable=Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

;Torp tube 2
[UserPlayerUnit 1.Compartment 4.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube 2
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLU_anim01
ExternalDamageZoneTypeID3D= 131

;Torp tube 3
[UserPlayerUnit 1.Compartment 4.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable=Torpedo Tube 3
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 132

;Torp tube 4
[UserPlayerUnit 1.Compartment 4.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable=Torpedo Tube 4
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 133

Ok, the default torpedo in your 4 launch tubes is now the Mk27Torpedo, our ADCAP. Next is to make it the default weapon also for the magazine. Search a bit below for the "[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room" record. Make it as below:

[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=24
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 24 ; this line changed

3) create a folder called Library under the \688i\Data\ folder (it should be like this \688i\Data\Library). Copy the following files from the Ohio mod into this new folder of the 688i mod:

Torpedoes_US.dat
Torpedoes_US.dsd
Torpedoes_US.sim
Torpedoes_US.zon

Thus you import the 3d model and the characteristics of the ADCAP and associate them with the Cutie torpedo (Mk27Torpedo) that you made available for your sub.

4) Install the 688i mod with JSGME and have fun.

==========================================
=Quick fix for SH4 without U-Boot Missios=
==========================================
For those not having the U-Boot missions, until I make a mod version playable under this SH4 version, in order to play with the new release, as a hot fix, you have to give up the improved ADCAP and the cruise missile and to revert to those in beta 0.1. For this you should do step 2) as described above to put the Mk27Torpedo as default weapon back in the tubes (file \OhioSSBN\Data\Submarine\NSS_688i.upc). Furthermore you should set the Mk27Torpedo as the only weapon accepted in the launch tubes, replacing the German torpedo types. Find the \OhioSSBN\Data\UPCData\UPCUnitsData\Weapons.upc and the records below:

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T7Torpedo,T11Torpedo <-----------!!!!!!!!!!!!!!!!See here the German torpedos; replace as below
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun

Change the above lines like this (only the "AmmoTypesAccepted" record is changed):

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= Mk27Torpedo ; <----------------- adding the Cutie torpedo as accepted weapon
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun


I hope this info here helps people to understand how to port torpedos between various platforms. I should appologize for writing these lines without actually testing what I am writing. However I am confident things are correct, since I described what I have done in order to mod the torpedos (so I have done a bit of testing still).

Regards!

tomagabriel
03-13-09, 04:41 AM
Please check the updated first post in this thread in order to download beta version 0.2 of the Ohio mod. Tell me if it works and have fun!!!
:salute:

Kaye T. Bai
03-13-09, 05:51 AM
Downloading now.

Rapidshare limits the download speed, grr. :wah:

Judging by the changelog, it looks very promising.

Is there interior damage in this update?

tomagabriel
03-13-09, 06:32 AM
Downloading now.

Rapidshare limits the download speed, grr. :wah:

Judging by the changelog, it looks very promising.

Is there interior damage in this update?

No interior damage yet in this version. Stay tuned, it is next in line for additions :) With this version (beta 0.2) I plan to test functionality on other machines (I've done many changes and I want to see if it is still working for other people too :haha:).

Zuber321
03-13-09, 09:03 AM
Wow....New version of Ohio Submarine I can't wait to use it :D :D :D :D..... But the way Thanks Guys fo that mod:salute: :salute: :salute:

Kaye T. Bai
03-13-09, 02:11 PM
After trying it out, the foam/wake effects only have a slight negative effect on my frame rate.

Nothing big.

While there is no giant splash for the emergency surface, the water effects in general have greatly improved over the previous version.

Is it possible to make the submarine have ballast tank effects?

Like in the movie, "Crimson Tide," where waters shoots up out of the submarine before submerging.

One more thing, where is the new menu music from?

Excellent work, tomagabriel!

:)

thyro
03-13-09, 05:42 PM
Hi,

Ohio looks good :salute:

nice foam+wake on periscope... on low speed 1kn it seem a bit too much but looks great! :)

foam+wake on the tower is great! and "water" dropping from the planes is really nice feature :D

Q: can't the missile be homing? currently it needs manual intervention to set the correct tragectory to the target (between 5-10 degrees)

Just a couple suggestions:

Lower Ohio a little bit 42/43ft would give the sensation that water is climbing its bow like the real pictures.

http://www.ribeiros.co.uk/img/ohio_surfaced.jpg

http://fffdesign.com/images/sub2.jpg


Wake length... would be sweet if the wake could be extended a little bit further than subs length

http://www.ribeiros.co.uk/img/ohio_wakes.jpg



Bow foam... this one seem a bit out of context, specially when the sub is idle. Cheers

http://www.ribeiros.co.uk/img/ohio_foam.jpg

Kaye T. Bai
03-13-09, 06:24 PM
I have an issue with the mod.

For some reason, the updated version of Ohio-class submarine begins to sink very deep when submerged, to the point of her passing the crush depth. I can only keep her surfaced or else she'll sink to the point of implosion.

I fiddled with the depth meter, and pushed the periscope depth button to no avail. The only thing that works is the emergency surface button.

Oh, and good points there, thyro.

The Fishlord
03-14-09, 07:53 PM
0.2 is great! Blew up a task force with Tomahawks. They're fun to use :D The intro is awesome too.

But I don't seem to be able to get the ADCAPS right. It always just turns to the left 180 degrees and heads back behind me, like the FaT I LuT I think it's called, instead of homing in on anything. Anyone else have that problem?

thyro
03-14-09, 07:55 PM
@tomagabriel

Perhaps something like this... (I'll drop u a PM with the file)

http://whatreallyhappened.com/WRHARTICLES/NookularThreat_files/ssbn_wallpaper_sample.jpg


http://www.ribeiros.co.uk/img/ohio.jpg


I just don't know where to lower her to 42ft when surfaced. To get the water over that "spike" at bow and add foam on that "spike" (I'm sorry don't know what it is nor more appropriate word for it).

Cheers

tomagabriel
03-15-09, 04:49 AM
Hi, people!

Thanks for feedback. Sorry for the delay of answer, I just took a free day :)

Thyro, once again, your suggestions look too good not to implement. I will look into it and post the progress (got your pm too). Do not worry, as I said, the water effects a WIP. To lower the boat search for the NSS_OhioSSBN.sim. Inside this file search (with S3D) the record unit_Submarine and then in this record go to its properties at unit_Ship/obj_Hydro ant then in Surfaced&Submerged change draught. Caution if you want to increase one of them (submerge the ship more) you have to increase the other one with the same value.

I want people to confirm two issues some of you got:
a) ADCAPS turn around before hitting the ships.
b) the submarine dives uncontrollably (when stationary undrwater) until it exceeds maximum depth and is destroyed.

I am asking others because in my case this does not happen. WHat I did: ship stationary, set depth 160m,accelerate time. Once 160m depth is reached stood there for something like 15 minutes and nothing happened. Blow balast and returned to surface. I did not exceed 160m because it is the maximum dept on the stock depth gauge. As for torpedos: are all of them turning around? Or is it just some of them?

thyro
03-15-09, 05:37 AM
Thanks for the insight... I had a look at that file but I don't understand it :hmmm:

b) the submarine dives uncontrollably (when stationary undrwater) until it exceeds maximum depth and is destroyed.

I've not seen it happening while stationary. But diving Ohio at high speed, the sub is unable to get into the desired depth and tend to go further down... I guess that is because its displacement.

Same happen if in high speed (full/flank) lets say if the sub is at 350ft then issue a periscope depth... it does surface entirely 1 or 2 times until it stabilizes at periscope depth.

tomagabriel
03-15-09, 08:03 AM
Thanks for the insight... I had a look at that file but I don't understand it :hmmm:

b) the submarine dives uncontrollably (when stationary undrwater) until it exceeds maximum depth and is destroyed.

I've not seen it happening while stationary. But diving Ohio at high speed, the sub is unable to get into the desired depth and tend to go further down... I guess that is because its displacement.

Same happen if in high speed (full/flank) lets say if the sub is at 350ft then issue a periscope depth... it does surface entirely 1 or 2 times until it stabilizes at periscope depth.

I think too these effects are due to displacement. Probably it can be fixed to some extent. I will see. If I dive at full speed a I too exceed 160 m , but the sub returns to the ordered depth after some oscillations.

keltos01
03-15-09, 08:45 AM
@tomagabriel

Perhaps something like this... (I'll drop u a PM with the file)

http://whatreallyhappened.com/WRHARTICLES/NookularThreat_files/ssbn_wallpaper_sample.jpg


http://www.ribeiros.co.uk/img/ohio.jpg


I just don't know where to lower her to 42ft when surfaced. To get the water over that "spike" at bow and add foam on that "spike" (I'm sorry don't know what it is nor more appropriate word for it).

Cheers

file:///d:/DOCUME%7E1/HELLER%7E1.DGA/LOCALS%7E1/Temp/moz-screenshot.jpgtry fiddling with the draught value in the .sim ?

keltos

Bartolomeus
03-15-09, 02:19 PM
The Ohio is a amazing addon! Thx for the great work.

Marko

UrPeaceKeeper
03-15-09, 04:54 PM
I too noticed an issue with the submerging to deep deep depths at low speeds. I was at periscope depth just outside of a harbor (dont ask :P) in one of the not so shallow zones I stopped myself then promptly found myself at the bottom of the ocean rubbing up against the bottom. I dont know why, but it did happen once. It hasent happened since.

Another issue I'm having, if I click in the control room on one of my officers I get the "Camera Out of Range" error, occasionally it will flip to a green screen. A minor annoyance to be honest.

I'm in love with the Anti Ship Missile! That thing is so fun to watch. It just needs some homing love though!

I'm testing this guy into the ground for you as I find it way too entertaining to pass up :) Some new interriors and a few graphics things and I think this will be an outstanding mod!

:arrgh!:

EDIT: Assuming using the "Ideal" target position (almost 90 degrees to the path) I have determined that the following adjusted "target lead" with the Anti Ship Missile are as follows for the following speeds:

9 knots enemy ship speed, you stopped: 1.5 degree lead
7 knots enemy ship speed, you stopped: 1 degree lead

Both of those yeilded a smack dab in the center shot. I will continue to test to adjust for the time it takes the missile to reach speed, no luck with faster ships yet, it's about a 3-5 degree lead to hit a ship moving at about 18 knots ish. I'll keep testing :)

EDIT 2: 17 knots enemy ship speed, 13ish knots you forward: 4.5 degree lead

thyro
03-15-09, 05:35 PM
Just for reference... a bunch of ext/int pictures

http://www.fas.org/nuke/guide/usa/slbm/ssbn-726_i.htm

Cheers
(http://www.subsim.com/radioroom/www.fas.org/nuke/guide/usa/slbm/ssbn-726_i.htm)

The_Pharoah
03-15-09, 05:56 PM
absolutely LOVE the sub but I can't figure out how to make the tomahawks work! I know I've missed it...can someone pls explain?

also, is it possible to make this sub not have any issues with CO2/batteries without us changing the realism ingame?

UrPeaceKeeper
03-15-09, 06:01 PM
absolutely LOVE the sub but I can't figure out how to make the tomahawks work! I know I've missed it...can someone pls explain?

also, is it possible to make this sub not have any issues with CO2/batteries without us changing the realism ingame?

Make sure you have them on board first and that the tubes are loaded ( by default 2 are loaded in tubes 3 and 4 ) Line up the shot, adjust the lead on the target and set the depth as close to 0 as it will let you go, then let er rip. They are not guided as far as I can tell. Getting the lead down is cruicial.

I carry 6 total on a patrol and usually end up sinking about 3 ships with them. Had to use 2 to finish off some of the heavier cargo ships.

That kinda leads into my next question, is there a way that we can dictate that these only fit in tubes 3 and 4 so the AI doesnt autoload all four tubes with an unguided missile? :P

:arrgh!:

The_Pharoah
03-15-09, 08:34 PM
cool, thanks for that. I"m assuming that the tomahawks are just standard ADCAPs right? in the torp loading menu, I only have 3 types of torps (incl the ADCAP) which I think is the Mk 10 and 21...which one wd be the tomahawk?

*edit* man...now if we could only figure out how to 'mod' this tomahawk to a destroyer or frigate ingame.....mmmmmmmmmm

UrPeaceKeeper
03-15-09, 10:41 PM
cool, thanks for that. I"m assuming that the tomahawks are just standard ADCAPs right? in the torp loading menu, I only have 3 types of torps (incl the ADCAP) which I think is the Mk 10 and 21...which one wd be the tomahawk?

*edit* man...now if we could only figure out how to 'mod' this tomahawk to a destroyer or frigate ingame.....mmmmmmmmmm

Do you have the latest version of the mod? If not I'd suggest it. My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile. I'll take some pics later tonight for you. What other mods are you running? I'm only running PE4.0 and the SSBN and nothing else. The SSBN is the last on the JSGME list.

Just did a successfull Cruise Missile attack on a Japanese Task force... took out 4 carriers with four ADCAPs and most of the rest of the Task Force with the remaining 20 or so Torps I had. I really am loving the nuke, although I wouldnt mind some dummy torps sometimes! :P

:arrgh!:

tomagabriel
03-16-09, 03:00 AM
Some answers to some of the questions:

a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.

b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order).

c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ).

e) Anyone else reporting the model/texture problem UrPeaceKeeper reported?
"My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile."

f) The_Pharoah, what is the third torpedo you have in the loadout screen besides the ADCAP and Tomahawk? Or, are you using other mods?

Pvt. Public
03-16-09, 03:48 AM
this is great, im really enjoying this so far. have you increased the range on the sonar at all? i currently am downloading the newest version and look forward to some cruise missile action.

i just had a thought though, would it be possible to add in some vertical torpedo tubes for the missiles? *and i didnt see this right above my post, its getting late....


a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.


try making a new entry in the weapons.upc, a new tube with only the missile as available ammo or perhaps reuse the "TorpedoTube21inOldUS". also have you found out if its possible to edit the guidance logic itself?

tomagabriel
03-16-09, 04:53 AM
@Pvt. Public

No. Sadly no success with the guidance logic so far.

keltos01
03-16-09, 05:28 AM
@Pvt. Public

No. Sadly no success with the guidance logic so far.

I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :

http://img8.imageshack.us/img8/294/xxh9.gif (http://img8.imageshack.us/my.php?image=xxh9.gif)


USS Halibut :

http://img14.imageshack.us/img14/7296/xxh10.gif (http://img14.imageshack.us/my.php?image=xxh10.gif)


http://www.regulus-missile.com/RegulusModels.html

German rockets :

http://img21.imageshack.us/img21/4636/onboard.jpg (http://img21.imageshack.us/my.php?image=onboard.jpg)
http://www.prinzeugen.com/V2.htm

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293

thyro
03-16-09, 05:31 AM
@Pvt. Public

No. Sadly no success with the guidance logic so far.
I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :

http://img8.imageshack.us/img8/294/xxh9.gif (http://img8.imageshack.us/my.php?image=xxh9.gif)


http://www.regulus-missile.com/RegulusModels.html

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293
:hmmm:

I had the impression that was the way around ... the launcher was at bow not at aft... ok time to google for pictures ;)

thyro
03-16-09, 05:42 AM
not sure if is bow or aft on these pictures... but the tower seem to point at bow...

http://www.gibstuff.net/warships/ships/growl1.jpg

http://www.gibstuff.net/warships/ships/growl2.jpg

http://www.richard-seaman.com/Aircraft/Museums/UssIntrepid/UssGrowler/Growler2oClock.jpg

thyro
03-16-09, 05:44 AM
@tomagabriel

hey mate ... look how Ohio can deal with SH4 AA or to shoot survivers! :haha:

btw any chance of adding that small screen? ;)

http://cache.daylife.com/imageserve/08eS4GjbAL8HD/610x.jpg

thyro
03-16-09, 06:00 AM
@Pvt. Public

No. Sadly no success with the guidance logic so far.
I think the game engine can't compute guidance for high speeds.

This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible.

We could mod the early types of missiles this way.

USS Cusk, the Navy's first missile-firing (diesel) submarine.

picture of a sub firing a modified v-1 :

http://img8.imageshack.us/img8/294/xxh9.gif (http://img8.imageshack.us/my.php?image=xxh9.gif)


http://www.regulus-missile.com/RegulusModels.html

what do you think ?

keltos

early german air to ground missiles :
http://en.wikipedia.org/wiki/Fritz_X
http://en.wikipedia.org/wiki/Henschel_Hs_293
:hmmm:

I had the impression that was the way around ... the launcher was at bow not at aft... ok time to google for pictures ;)
Ok I found the cusk sub (1948)... but the experience went in a good bang... check the link... move back/forward on the year (htm pages) and you get more pictures and stuff

http://www.usscusk.com/1948.htm

tomagabriel
03-16-09, 07:21 AM
@tomagabriel

hey mate ... look how Ohio can deal with SH4 AA or to shoot survivers! :haha:

btw any chance of adding that small screen? ;)

http://cache.daylife.com/imageserve/08eS4GjbAL8HD/610x.jpg

Nice pic! Where is it from? It is too damn hard to find detailed photos of this sub!!

What screen are you talking about? The small glass screen? I was thinking of adding one, possibly with water drops on it :) It would look good if it could be done.

tomagabriel
03-16-09, 07:23 AM
@Keltos

I was thinking too to go at lower speeds, but I did not know early missiles were that slow. Anyway, I will test these speeds. If the missiles are successful at 150 Knots, that is still something. I will post progress.

keltos01
03-16-09, 07:41 AM
@Keltos

I was thinking too to go at lower speeds, but I did not know early missiles were that slow. Anyway, I will test these speeds. If the missiles are successful at 150 Knots, that is still something. I will post progress.

Was a bit wrong on the speed... :oops:

V1s were shot down by Spitfires here is why :

Engine Argus As 014 (http://en.wikipedia.org/wiki/Argus_As_014)pulse jet engine (http://en.wikipedia.org/wiki/Pulse_jet_engine)
Operational
range 250 km (150 miles)
Speed 640 km/h (393 mph)
flying between 600 to 900 m (2,000 to 3,000 feet)
Guidance system gyrocompass (http://en.wikipedia.org/wiki/Gyrocompass) based autopilot (http://en.wikipedia.org/wiki/Autopilot)
http://en.wikipedia.org/wiki/V-1_flying_bomb

thyro
03-16-09, 08:33 AM
Nice pic! Where is it from? It is too damn hard to find detailed photos of this sub!!

What screen are you talking about? The small glass screen? I was thinking of adding one, possibly with water drops on it :) It would look good if it could be done.
Was looking for pictures of Keltos's Cusk when I come across that Reuters picture on this website: http://www.daylife.com/photo/08eS4GjbAL8HD but you won't find more in there.

But if you type "missile submarine pictures" on google and select 1st option it will list "tons" of pictures extracted from site pages then can go through their sites.

yeah was mentioning that glass window ;)

cheers

UrPeaceKeeper
03-16-09, 09:30 AM
Some answers to some of the questions:

a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that.

b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order).

c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ).

e) Anyone else reporting the model/texture problem UrPeaceKeeper reported?
"My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile."


a.) That'd be amazing, it's very frustrating going against task forces with 4 Tommy's loaded and 2 more in the ammo storage and have to dump all four and pray they hit and then two more before you can engage the escort :(

b.) Mkay, I guess I got a bit confused as to what torpedo's where what (in my post the ADCAP was refering to the missile, now I've straightened myself out and realize that is the torpedo :P <Duhr!>

c.) Changing the weight of the realism is always an option. I cant imagine doing manual targeting with a nuke sub with targeting computers hence why I run at 27% realism :D

d.) Shame we cant get the Tommy guided. I'll keep building my Tommy lead table so people can get some serious accuracy with them. Bigger shame is how Ubi wont release the SDK :(

e.) I'm taking some pictures to show what I mean, thats what I'm doing right now, so expect an edit or another post with pics of the screen. The ADCAP's (the homing torpedo's) are green in the torpedo screen in both the harbor and on patrol, but when launched into the world they are black with bright yellow props.

Anyway I found an additional error while shooting at stationary targets. The Tommy wont make more than a 90 degree bend to hit a target. After it comes out of the water and splashes down it makes an imediate 90 degree but nothing more. So shots that are not within the 180 degree frontal arc are always off. I dont know if this was intentional or not but being as the real missile is guided I'd imagine shots like that would not be too hard.

Occasionally the Tommy's dont stay on the surface. I've manually set the depth as high as it will go (even though it's already pre set there) and sometimes they fall back under the water. Not a HUGE deal, but kinda uninteresitng but I suppose thats probably the limits of the game amirite? :)

I'll keep testing :D My only other suggestion would be maybe for some higher resolution skins but thats minor at this point!

:arrgh!:

EDIT: Alrighty, following pics are self explanatory, bright green in torp loading screen, not so green in the world :D
http://img.photobucket.com/albums/v141/whiskey_11/torpone.jpg

http://img.photobucket.com/albums/v141/whiskey_11/torp.jpg

EDIT 2:
Found another graphical glitch. This one occurs when you are at periscope depth. If you raise the periscope up you get these large splashes (which are a bit over the top, I personally liked the stock ones but ok) but once you lower the periscope they stay! Oi! Pic...
http://img.photobucket.com/albums/v141/whiskey_11/periscopedepth.jpg

Just a minor graphics thing! Trying to get em all so they can be worked out :)

tomagabriel
03-17-09, 02:33 AM
Thanks for the detailed feedback UrPeaceKeeper (http://www.subsim.com/radioroom/member.php?u=217449). Will look into it.

Missile falling back into water is due to engine limitations. As you said, an SDK would probably add more modding options. The maximum 90 degree turn of missiles is intentional. I thought it would look weird during launch to make it flip back towards some target. With the black torpedo I am out of ideas for the moment. Are you using the english version of SH4+U-Boot missions? Are you using other MODs? Did you install with JSGME over a clean SH4? It should definitely be green (ok, textures are a bit in a hurry, because other aspects needed to be solved). The water splash above the tower I know and will be addressed.

UrPeaceKeeper
03-17-09, 11:09 AM
Thanks for the detailed feedback UrPeaceKeeper (http://www.subsim.com/radioroom/member.php?u=217449). Will look into it.

Missile falling back into water is due to engine limitations. As you said, an SDK would probably add more modding options. The maximum 90 degree turn of missiles is intentional. I thought it would look weird during launch to make it flip back towards some target. With the black torpedo I am out of ideas for the moment. Are you using the english version of SH4+U-Boot missions? Are you using other MODs? Did you install with JSGME over a clean SH4? It should definitely be green (ok, textures are a bit in a hurry, because other aspects needed to be solved). The water splash above the tower I know and will be addressed.

Ahh good point about the missile. I was a bit miffed by that at first but it makes sense since it basically makes the uber turn angle :P We really need an SDK for this game or some very clever hacker to hack it or something!

I'm currently using PE4 +SH4 v1.5 (With U-boot missions) in English. I wonder if PE4 is the cause of the torpedo being almost black. I will disable PE4. Yes I did install JSGME over a clean SH4 install. The textures look fine to be honest, it's just very very 4 tone on the submarine and there isnt a whole lot of detail to them (probably because we dont have a whole lot of detail in pictures). Did you happen to find out the cause of hte Camera Out of Range problems when clicking on crew members? It's like the animation for them moving their head is causing the issue?

I'm no expert with S3D (I dont even have the latest version, GASP!) but how would I go about changing the splash for the periscope back to the stock one?

:arrgh!:

EDIT: Yahr, it was PE4 that makes them almost black, it's really a dark green. After disabeling PE4 it's still fairly dark but it is green. Perchance lighten it up? Still no other bugs to report though. I did have an Anti-Ship missile go circle route on me. That was funny, a destroyer that came for me later found it very appetizing and took it hook line and sinker to the bottom of the Pacific lol.

gimpy117
03-17-09, 11:17 AM
crazy awesome :up:

I still want my GUPPY....or maybe a Regulus missle boat...

thyro
03-18-09, 04:41 AM
http://www.ribeiros.co.uk/img/ohio_4.jpg

http://www.ribeiros.co.uk/img/ohio_3.jpg

W_clear
03-18-09, 07:59 AM
Very nice work on the submarines new wake ! :up:

BTW can you allso do this to the US submarines or german ones? :)

keep up the good work!


I can make this work.--------------->do this to the US submarines or german .

Screen shot is only adjust the shipwake .Also need to increase the bubble:)http://i44.tinypic.com/fxqxaw.jpg

thyro
03-18-09, 08:06 AM
I can make this work.--------------->do this to the US submarines or german .

Screen shot is only adjust the shipwake .Also need to increase the bubble:)http://i44.tinypic.com/fxqxaw.jpg


Nice work W_clear :up:

The tricky bit isn't adding the long wake but to make it also to work when the sub moves backwards and on the turns ;)

tomagabriel
03-18-09, 08:21 AM
Dear Submariners,

Thyro here has done some interesting changes to the wake effects accompanying the Ohio in terms of (among other) extending the length of the wake and also making it work nice when in reverse . Those of you wanting to test this effect please find the modified files here:

http://www.ribeiros.co.uk/subs/

Remove the Ohio MOD.
Put these files in your submarine folder, replacing the old ones. (backup first)
Install the mod with JSGME.
Send feedback (very important).

Regards!

W_clear
03-18-09, 09:06 AM
Dear Submariners,

Thyro here has done some interesting changes to the wake effects accompanying the Ohio in terms of (among other) extending the length of the wake and also making it work nice when in reverse . Those of you wanting to test this effect please find the modified files here:

http://www.ribeiros.co.uk/subs/

Remove the Ohio MOD.
Put these files in your submarine folder, replacing the old ones. (backup first)
Install the mod with JSGME.
Send feedback (very important).

Regards!
Hi.

I tested the. Have some questions, please look screen shot:
http://i43.tinypic.com/2upb9y0.jpg

http://i42.tinypic.com/2co61ow.jpg

thyro
03-18-09, 10:36 AM
Hi,

It is still WIP but the wake layers defined seem working ok (less white than original printscreens) but they work moving forward/back and turns.

There are still things to look at and W_clean was spot on pointing to some of them. BTW that turn isn't complete one, when you start turning the wake doesn't turn imediatly unless the "long" wake is too short.

on page 4 I've posted couple 1st print screens with long wakes... nice to the eyes until the moment that I hit back emergency...and wakes were wrong.

For example current Ohio moving backwards... that geowave is giving me headaches now
http://www.ribeiros.co.uk/img/ohio_backwards1.jpg

Ohio current wake layers (red - "bottom" layer, green - "middle" layer and yellow - "top" layer to simulate the white foam on the water)

correction... actually the rear 2 wakes are longer than my drawings... you could see with the differences in "white"... are longer because in backward move both need to reach the middle section of the sub.

http://www.ribeiros.co.uk/img/ohio_wakelayers.jpg

Probably exist more elegant solutions that work well on forward/backward movements. but this one is what I could think of...

feedback is more than welcome to get Ohio's look as "real" as possible :) within limitations of the game or knowhow ;)

BTW just uploaded the latest files. Cheers

thyro
03-19-09, 12:21 PM
- Major foam rework:


- reduced the number of foam to get better FPS
- repositioning at front and rear (over propeller)
- front foam a bit more discrete in case of sub moving backward

(it is a pity that foam on SH4 isn't directional depending on subs direction - or I don't know how to make it directional!).

- "Geowave" reworked to tone it down a bit (however still doesn't look good on backward movement.)

Latest files in the usual place.



please keep the feedback coming. Cheers



http://www.ribeiros.co.uk/img/ohio_5.jpg

thyro
03-19-09, 01:11 PM
more tower details for Ohio... vents on the top and kind of "door" on the plane?

and SEAL pigback "box" :)


http://img.photobucket.com/albums/v101/He219/photobucket/new/080225-N-8534H-003.jpg

tower details of other ohio

http://www.naval-technology.com/projects/ohio/images/ohio1.jpg


SEAL delivery vehicle pigback on Ohio...

"..Navy divers and special operators attached to SEAL Delivery Team 2, perform SDV operations with the Ohio-Class nuclear-powered guided-missile submarine USS Florida (SSGN 728) for material certification. Material certification allows operators to perform real-world operations anytime, anywhere..."

http://www.blackfive.net/photos/uncategorized/2007/12/08/67686.jpg


http://www.blackfive.net/photos/uncategorized/2007/12/08/67263.jpg

keltos01
03-20-09, 06:47 AM
beautiful pictures, are those taken in a pool ? such clear water !

keltos

thyro
03-20-09, 10:56 AM
beautiful pictures, are those taken in a pool ? such clear water !

keltos

I'm not sure but I believe be either Ohio or some other sub on 2nd one since seem darker "platform" under the SEAL's "box".

If you notice on the bottom right side of that "box" the visibility starts to drop, if the position is of the box and its door is the same like is shown on 1st picture then the sub's tower is behind the box but not visible...

But if is not a real sub but a pool then they replicated too well the a training environment

remarkable pictures indeed...

gimpy117
03-20-09, 04:36 PM
- Major foam rework:


- reduced the number of foam to get better FPS
- repositioning at front and rear (over propeller)
- front foam a bit more discrete in case of sub moving backward

(it is a pity that foam on SH4 isn't directional depending on subs direction - or I don't know how to make it directional!).

- "Geowave" reworked to tone it down a bit (however still doesn't look good on backward movement.)

Latest files in the usual place.



please keep the feedback coming. Cheers



http://www.ribeiros.co.uk/img/ohio_5.jpg

229 FPS!! :o what are you running!!! I've got a 4850 with an iffy proc and I only get 75.... :damn:

thyro
03-20-09, 08:36 PM
229 FPS!! :o what are you running!!! I've got a 4850 with an iffy proc and I only get 75.... :damn:

Just a single NVIDIA GeForce 8800 GTX 768Mb but atm exist faster cards than this one

the cpu is Intel Quad core Q6600 with just 2Gb of RAM with crapy XPpro-64bit windows (I which that I knew that not all drivers were available when I bought the OS)

Isn't much top gear PC but budget one and enough to crunch at high resolution any game currently on the market. Cheers

thyro
03-21-09, 07:01 AM
http://www.ribeiros.co.uk/img/ohio_surfacing.jpg

gimpy117
03-21-09, 09:41 AM
Just a single NVIDIA GeForce 8800 GTX 768Mb but atm exist faster cards than this one

the cpu is Intel Quad core Q6600 with just 2Gb of RAM with crapy XPpro-64bit windows (I which that I knew that not all drivers were available when I bought the OS)

Isn't much top gear PC but budget one and enough to crunch at high resolution any game currently on the market. Cheers

It's gotta be my dinky dual core then...on paper my card is at least as good or better...1GB 4850...

tomagabriel
03-21-09, 12:48 PM
nice shot thyro!!

your water is so blue...:|\\

thyro
03-21-09, 06:34 PM
SEALs mini-sub and "picnic box"

http://www.globalsecurity.org/military/systems/ship/images/ssgn-003.jpg


more "picnic boxes"

http://4.bp.blogspot.com/_AxAS8qkXvUU/SPlVAyDRjLI/AAAAAAAAAd0/vZbr0htJ-Xg/s1600/ohio%2Byokosuka.jpg

http://media.kitsapsun.com/bsun/content/img/photos/2007/10/13/20071013-161820-pic-514936428_t600.jpg

@tomagabriel

4 holes on each side not 3 ;) cheers

http://www.globalsecurity.org/wmd/systems/images/ohio-dvic114.jpg

thyro
03-23-09, 01:55 PM
http://www.ribeiros.co.uk/img/ohio_reflection.jpg

nice desktop pic ;)

Demon777
03-26-09, 07:26 AM
This mod is only for v1.5, or it is also compatible with 1.4?

neosnk35
03-26-09, 08:04 AM
yeh will this work on 1.4?

tomagabriel
03-26-09, 11:43 AM
only 1.5
i have never tested it on 1.4, but beta 2 is based on elements of u-boat missions.
i will release a 1.4 compatible version.

wh1skea
03-26-09, 04:11 PM
Thyro was inquiring about missile containers and launchers on earlier subs (guided missile subs)

USS Tunny (SSG-282)
Both on stern with Guppy type tower
http://www.navsource.org/archives/08/08282b.htm

USS Barbero (SSG-317)
Both on stern with WW2 style tower
http://www.navsource.org/archives/08/08317.htm

USS Cusk (SSG-348)
Both on stern with WW2 style tower
http://www.navsource.org/archives/08/0834821.jpg

USS Grayback (SSG-574)/USS Growler (SSG-577)
Both on bow
[/URL]http://www.navsource.org/archives/08/08574b.htm (http://www.navsource.org/archives/08/08574b.htm)

USS Halibut (SSGN-587)
Both on bow
[URL]http://www.navsource.org/archives/08/08587b.htm

gimpy117
03-26-09, 04:20 PM
Thyro was inquiring about missile containers and launchers on earlier subs (guided missile subs)

USS Cusk (SSG-348)
Both on stern with WW2 style tower
http://www.navsource.org/archives/08/0834821.jpg

wait...that's a V-1 on board.... :o

thyro
03-26-09, 05:46 PM
wait...that's a V-1 on board.... :o

why surprised?

US gathered some of German technology but more important their cientists in 1945... The rockets that went to the moon in the 60's were based on V develpment... the "dad" was the same person - "Von Braun" ;)

Read this link
http://www.astronautix.com/lvfam/vonbraun.htm

http://www.astronautix.com/sites/peeuende.htm

gimpy117
03-26-09, 06:58 PM
why surprised?

US gathered some of German technology but more important their cientists in 1945... The rockets that went to the moon in the 60's were based on V develpment... the "dad" was the same person - "Von Braun" ;)

Read this link
http://www.astronautix.com/lvfam/vonbraun.htm

http://www.astronautix.com/sites/peeuende.htm

oh I knew we used german tech...I just didn't know it was deployed in this manner...

tomagabriel
03-27-09, 05:58 AM
Soon to come in a harbor near you.

(observe screen-shots and derived art-works)

http://img440.imageshack.us/img440/8879/sh4img20080707052741859.th.png (http://img440.imageshack.us/my.php?image=sh4img20080707052741859.png)http://img257.imageshack.us/img257/3429/sh4img20080707052741859.th.jpg (http://img257.imageshack.us/my.php?image=sh4img20080707052741859.jpg)
http://img519.imageshack.us/img519/1047/sh4img20080707052846968.th.png (http://img519.imageshack.us/my.php?image=sh4img20080707052846968.png)http://img124.imageshack.us/img124/7015/sh4img20080707052846968.th.jpg (http://img124.imageshack.us/my.php?image=sh4img20080707052846968.jpg)
http://img124.imageshack.us/img124/8611/sh4img20080707052856281.th.png (http://img124.imageshack.us/my.php?image=sh4img20080707052856281.png)http://img208.imageshack.us/img208/3199/sh4img20080707052856281.th.jpg (http://img208.imageshack.us/my.php?image=sh4img20080707052856281.jpg)

Edit: Damn! Wrong thread! S*** happens!

wh1skea
03-27-09, 06:04 AM
Technically, that's a Loon missile, based on the V-1

thyro
03-27-09, 06:27 AM
On Ohio...

Can anyone pin-point where the vents from ballasts tanks are positioned?

I would like to try adding a spray on them but got no clue, neither pictures that show where they are... Thanks


edit: OK! found one :D

http://www.heiszwolf.com/subs/tech/blowing.jpg

wh1skea
03-27-09, 09:16 AM
Try this pic:
http://www.navsource.org/archives/08/0873312.jpg

Also, check out the movie Crimson Tide with Gene Hackman and Denzel Washington. It shows the sub diving in one scene.

thyro
03-27-09, 10:25 AM
Try this pic:
http://www.navsource.org/archives/08/0873312.jpg

Also, check out the movie Crimson Tide with Gene Hackman and Denzel Washington. It shows the sub diving in one scene.

Great picture!! :salute: many thanks :yeah:

That gives a clear idea where to put the "spray" lets see if I can make it working on the dive.

thyro
03-27-09, 03:27 PM
http://www.navsource.org/archives/08/0873312.jpg

:hmmm: a bit more complex that I initially thought... but lets see what happens

http://www.ribeiros.co.uk/img/ohio_venting.jpg

tomagabriel
03-27-09, 04:22 PM
looks promising!:)

Kaye T. Bai
03-27-09, 09:21 PM
Looking great!

:)

Hopefully there will be sound effects.

Maybe in the next update, water shoot out of the submarine fore and aft before it submerges.

Keep up the good work!

thyro
03-28-09, 04:28 AM
additions

- new tower splash (under tests atm)
- lateral holes with few pints of water
- reflection of tower, forward planes, rudder (I don't know how to add reflection on scopes - I tried but nothing)
- rework of wakes on the forward move for smooth curves
- added more foamwaves at bow for better sensation of the movement "breaking the waves" - good look from the tower
- added extra foam at bow almost under the sub for emergency surface effect

still to look into:

- bubbles on the hull (none of default ones work)
- the default water on fw planes needing better placement and tone down a bit
- wake curve on back movement needing a small tweak
- vents (not sure if it will be possible at all - SH4 doesn't seem to have a control to define when the sub is surfacing/diving. Without such indication makes difficult to have the vent spray just when it dives - but havent give up yet)
- underwater "spray" at bow to give a bit of water turbulence look on the forward movement
- dynamic shadows of tower and planes are in place but don't seem to work on SH4 (reached a point of giving up on shadows)


The new files with above additions would be released today/tomorrow.

Ohio with new splash on a "windy" day...

http://www.ribeiros.co.uk/img/ohio_splash.jpg

http://www.ribeiros.co.uk/img/ohio_splash2.jpg

propilot45
03-29-09, 04:42 AM
Hi everyone , i'm new , and just downloaded the ohio mod , which is great .THen one thing is important :IT WORKS ON SH4 1.0!!! still , you can only fire US torpedoes from your tubes (4 of them ) just got a question , can you fire the missile , because ive tried with tubes 3 and 4 : result , only torpedoes .....could anyone help me ? :cry:

Greetings from France !!!!!!! sh4 rules :salute:

Demon777
03-29-09, 08:50 AM
if it works with 1.0, it may also work with 1.4 :)
but that's quite strange, because tomagabriel said this mod is for 1.5 only...

thyro
03-29-09, 09:25 AM
@tomagabriel

details of the tower

http://www.navsource.org/archives/08/0873718.jpg

http://www.navsource.org/archives/08/0873519.jpg

http://www.navsource.org/archives/08/0873507.jpg

it also has AA capabilities to take on SH4's "jap planes" check this one :haha:

http://www.navsource.org/archives/08/0874101.jpg


Cheers

Sledgehammer427
03-29-09, 10:54 AM
very nice pics thyro!

in that second picture down, the bridge pic, the guy on the left is the lookout and the guy on the right is the Junior OOD (from 6 guys to 2 in just 40 years) because the OOd is BELOWDECKS in the Control Room.
EDIT: but then, with a bald spot like that on the JOOD, he might be the OOD, no offense to balding ppl, of course

note the flashlight on the holster on the windscreen, used when one can't see the compass in the dark, and the sticky antenna, used only (and still with a lot of caution) on the surface. The windscreen is hinged and folded up and taken below when its time to dive, and i think its against regulations for the lookout to sit in the bridge, like the photographer is also doing :D

propilot45
03-29-09, 01:33 PM
@Demon777 so do you know how to fire the tomahawk in 1.0 ??? because torpedoes are fun but i guess that the missile is better ....:hmmm::cry: help....

Demon777
03-30-09, 01:56 AM
@Demon777 so do you know how to fire the tomahawk in 1.0 ??? because torpedoes are fun but i guess that the missile is better ....:hmmm::cry: help....

Frankly speaking, I didn't use v1.0 for a very long time, so I never tested Ohio for launching missiles. But I'll try to do it when 1.4 compatible version is released... OR just install this mod right now :)

tomagabriel
03-30-09, 01:58 AM
@propilot45

The missile is based also on a German torpedo (that is why you can not use it.). That was not a must, but I did it. I will release a version of Ohio which works also for v. <1.5. They will have missiles too, but the ADCAP will not be that smart.

@Thyro

Nice progress !!

Edit: Also thanks for the pictures! Needed!!

thyro
03-30-09, 04:48 AM
Cheers Tomagabriel :salute:

Here is the LINK (http://www.ribeiros.co.uk/subs)to the latest files... (go for rar file with latest date)

Please note that you need to have the mod installed before apply the files.

Sensor 4 was removed but will be re-add on next release

http://www.ribeiros.co.uk/img/ohio5.jpg

thyro
03-30-09, 05:35 PM
next ...

The crew deserves a safe rest on their few hours sleep :)

http://www.ribeiros.co.uk/img/ohio_crew.jpg


http://www.ribeiros.co.uk/img/ohio_equip.jpg

Kaye T. Bai
03-31-09, 01:35 AM
The water effects look amazing, Thyro!

Just one problem, after installing your update, the submarine no longer has an interior.

thyro
03-31-09, 06:53 AM
Hi,

I'm glad you like it and also I'm sorry to hear about that problem.

:hmmm: it might be the NSS_OhioSSBN.cfg file pointing at wrong interior... (I use 2 different interiors one that Tomagabriel released and the other that is one that I'm working on to approximate more to a modern sub look) I probably issued the file not pointing to Tomagabriel's default interior but to a new interior. :damn:

I'm sorry for the pain, but please check the cfg file on Tomagabriel's mod and replace the path for the "Interior" variable on that file. I'll release a new version later today with correct cfg and few other things added. Thanks

Cheers

tomagabriel
04-01-09, 02:17 AM
Hi!

For those of you not having the U-Boot missions, (SHIV v. 1.4 or less) please check the updated first post in this thread. In the downloads section you will find links for a modified version beta 0.2 that should work in SHIV v. 1.0 - 1.4. I did not test it on this version of SHIV but it should work. Please confirm that it does.

Have fun!

thyro
04-01-09, 07:37 PM
Ohio feature file updated here... LINK (http://www.ribeiros.co.uk/subs)

I've removed the faulty cfg pointing at wrong interior (not sure why I've added it in 1st place. Since all the setings are identical to Tomagabriel's release, with exception of the interior).

I've retested in a fresh new SH4 and it works with the default interior.

I'll be releasing soon a new FX bundle, once some issues with bubbles are sorted. The new version not only have the bubbles working, but also have the hatch texture fixed (Thanks to tomagabriel :D ), a tweak to tower splash, re-added the TBU but hidden from the view, and few other things.

Thanks

Kaye T. Bai
04-02-09, 04:24 PM
Thanks, thyro.

The fix works fine in the SH4 expansion pack without any problems.

thyro
04-04-09, 04:20 AM
New FX files released (20090404) ... LINK (http://www.ribeiros.co.uk/subs)

The new compartments would be released in the next couple days but seperated from the FX bundle. The reason is simple... the current saved games won't be compatible with changes on the sub's compartments so would be an optional addon.

Cheers

http://www.ribeiros.co.uk/img/ohio8.jpg

el cheguevara
04-04-09, 05:50 AM
Really good job on this guys, just finished watching a military channel special on the Virginia class sub and the Ohio gets honorable mention in it for the first real kick-butt sub lol. Can't wait till this is finished so maybe you can start on another modern sub...maybe. :yeah::yeah::yeah:

Kaye T. Bai
04-04-09, 07:01 AM
The new compartments would be released in the next couple days but seperated from the FX bundle. The reason is simple... the current saved games won't be compatible with changes on the sub's compartments so would be an optional addon.

Can't wait for the new compartments! :)

Roger_Becker
04-04-09, 10:53 PM
Here is the first video of the USS Skipjack Class

Thanks to the Constructor Tomagabiel :salute::yeah::yeah:

Video Link http://www.youtube.com/watch?v=E_g5eOEv4B0


Gruß Roger Becker (Ryan)

thyro
04-05-09, 09:47 AM
errr I wasn't referring to 3D compartments at this estage (but to the crew/repair pages)

3D compartments it would take some time to get one that looks similar to the following picture.

http://pro.corbis.com/images/RR016626.jpg?size=67&uid=%7B30951826-63EE-43CB-A593-EC26ADF8664B%7D


But there are initial steps on that way (nothing nice to be seen nor similar to above yet)...So nothing like that yet but soon once become less ugly... I'll post a couple previews ;)

ETR3(SS)
04-07-09, 08:38 PM
Having served on an Ohio, recently too I might add, let me know if you have any questions. I've made it to page 4 of the thread already and will probably read the rest tomorrow. I've noticed a few things that I might be able to help you with already. I'm gonna download it and check it out tonight and hopefully have some feedback by tomorrow.

Kaye T. Bai
04-07-09, 09:00 PM
Having served on an Ohio, recently too I might add, let me know if you have any questions. I've made it to page 4 of the thread already and will probably read the rest tomorrow. I've noticed a few things that I might be able to help you with already. I'm gonna download it and check it out tonight and hopefully have some feedback by tomorrow.

Very nice. Welcome to the mod.

I'm pretty sure that Thyro and Tomagabriel would be glad to use your help.

Just out of curiosity, what's with the one-year absence?

tomagabriel
04-08-09, 02:04 AM
Hi ETR3(SS),

We would be very happy to hear comments and suggestions from you. I have to say that the SH4 engine is quite limited in terms of simulating a modern missile submarine, and we are doing this job mostly for fun, trying to achieve as much as possible with the tools at hand. Bottom line is that what can be done will be done in order to create some nice feeling for people sailing with the Ohio (and other boats too).

Regards!

thyro
04-08-09, 02:56 AM
I'm with Tomagabriel :up: there are several frustrating limitations but lets get the best out of SH4 on what is possible :)

On my side atm I'm most interested to gather details of its interior. I'm trying to recreate Ohio's 3D compartments based on pictures available on the net... I'm keen to get my hands on more detailed pictures of instruments.

won't be 100% reproduction but trying to approximate the "make believe" factor ;) instead of using the current WWII sub interiors.

ETR3(SS)
04-08-09, 08:35 PM
1. Ohio is silent as it should be, DDs can't detect me running flank under them. But I can't hear them any better than a WWII sub-any chance of extending this to more realistic ranges (I doubt any civilian knows the real range of the ohio though)

I can sorta answer this. Detection range depends upon several factors, the ocean environment, and the contact are the main ones. Its therefore possible to gain a contact at a range of 100 NM.

@tomagabriel
damage:

It is a bit hard to get some equipment damage, my ohio has been hit by countless depth charges while at periscope depth and no internal/hull damage. Only when I surfaced right in the middle of two BBs got a few blasts on each side and "voila" 14% hull damage and several holes on each side ;)

Cheers

I must have been the unlucky one then, a good string dropped on me at PD did me in. :wah:

Hi,

Bow foam... this one seem a bit out of context, specially when the sub is idle. Cheers

http://www.ribeiros.co.uk/img/ohio_foam.jpg

In the open ocean at All Stop, you can still get foam like in the pic.

0.2 is great! Blew up a task force with Tomahawks. They're fun to use :D The intro is awesome too.

But I don't seem to be able to get the ADCAPS right. It always just turns to the left 180 degrees and heads back behind me, like the FaT I LuT I think it's called, instead of homing in on anything. Anyone else have that problem?

I can confirm this. My first one I launched did this to me. Might have something to do with range to target. I'll look more into this.

Thanks for the insight... I had a look at that file but I don't understand it :hmmm:

b) the submarine dives uncontrollably (when stationary undrwater) until it exceeds maximum depth and is destroyed.

I've not seen it happening while stationary. But diving Ohio at high speed, the sub is unable to get into the desired depth and tend to go further down... I guess that is because its displacement.

Same happen if in high speed (full/flank) lets say if the sub is at 350ft then issue a periscope depth... it does surface entirely 1 or 2 times until it stabilizes at periscope depth.

Sounds like you need better planesmen.:O: In reality though driving the ship at high speeds is very difficult and only the more experienced planesmen are allowed to do it.

Some answers to some of the questions:

c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

I believe I've come across where to edit this before, I'll have to search for it again and get back to you.

more tower details for Ohio... vents on the top and kind of "door" on the plane?


http://img.photobucket.com/albums/v101/He219/photobucket/new/080225-N-8534H-003.jpg



The door is just an access panel to the inside of the sail. The vents you see is called the Exhaust Plenum. That where the diesel exhaust or air from the LP Blower exits the boat from when ventilating.



@tomagabriel

4 holes on each side not 3 ;) cheers

http://www.globalsecurity.org/wmd/systems/images/ohio-dvic114.jpg

This gets tricky. Not all of the boats have those holes there. What those specific ones are are the 5" countermeasures. You see them more on the east coast boats than the west. The west coast ones have been upgraded to the 6" countermeasures.

On Ohio...

Can anyone pin-point where the vents from ballasts tanks are positioned?

I would like to try adding a spray on them but got no clue, neither pictures that show where they are... Thanks


edit: OK! found one :D

http://www.heiszwolf.com/subs/tech/blowing.jpg

Try this pic:
http://www.navsource.org/archives/08/0873312.jpg

Also, check out the movie Crimson Tide with Gene Hackman and Denzel Washington. It shows the sub diving in one scene.

Both are good sources to a point. The pic you have there is only of the forward group venting. And as for Crimson Tide, some of the scenes actually show a 688, not a Ohio.

@tomagabriel

details of the tower

http://www.navsource.org/archives/08/0873718.jpg

http://www.navsource.org/archives/08/0873519.jpg

http://www.navsource.org/archives/08/0873507.jpg

it also has AA capabilities to take on SH4's "jap planes" check this one :haha:

http://www.navsource.org/archives/08/0874101.jpg


Cheers

That first one is a good pic. Believe I might have another for reference as well. And as for the "AA capabilities" I wouldn't rely on it too much. :haha:

very nice pics thyro!

in that second picture down, the bridge pic, the guy on the left is the lookout and the guy on the right is the Junior OOD (from 6 guys to 2 in just 40 years) because the OOd is BELOWDECKS in the Control Room.
EDIT: but then, with a bald spot like that on the JOOD, he might be the OOD, no offense to balding ppl, of course

note the flashlight on the holster on the windscreen, used when one can't see the compass in the dark, and the sticky antenna, used only (and still with a lot of caution) on the surface. The windscreen is hinged and folded up and taken below when its time to dive, and i think its against regulations for the lookout to sit in the bridge, like the photographer is also doing :D

You're right about the guy on the left. The one on the right IS the OOD. In the submarine world we don't have a JOOD, that's a skimmer thing. As for the antenna, if it's what I think it is, it's the antenna for the ships cell phone. The windshield is actually three seperate pieces, a center, left, and right piece. And it's only against regulations if you get caught by someone that cares. :D

ETR3(SS)
04-08-09, 08:40 PM
Very nice. Welcome to the mod.

I'm pretty sure that Thyro and Tomagabriel would be glad to use your help.

Just out of curiosity, what's with the one-year absence?

If you're refering to my join date to my last post date than I can answer that. I started my journey in Washington, drove down to LA and stayed a week, drove to SW Utah to a place called St. George and stayed there about a month. Then I flew back to Washington got in my car and drove back home to Wisconsin. So I've had a busy year and not a lot of time for my computer. But on the plus side, I've now been to 26 of the 50 states including Alaska and Hawaii. :DL

tomagabriel
04-09-09, 01:43 AM
ETR3(SS),

Thanks! I'm sure more things will cross my mind to ask you. :D

thyro
04-09-09, 02:03 AM
Excellent info ETR3(SS)

looks like I'll need to release new FX files do correct the placement of the countermeasures launcher ;)

The venting matter revealed a bit complicated to be applied on SH4... because the game doesn't provide info if the sub is diving or surfacing... Defining a certain depth for vents to work won't be ideal scenario because vents would eventually work on both occasions which isn't correct I think.

ETR3(SS)
04-09-09, 02:08 PM
Ok have some initial feedback for now. Tested this under 1.4 and it works fine with one exception I noticed on the torpedo screen.

http://yfrog.com/43sh4img20090409113823906p

The best way to describe this I think is...funky. Is there an ideal resolution I should be using to prevent this, or could this be a v1.4 compatibility issue?

Next thing I noticed were the periscopes.


http://img177.imageshack.us/img177/8717/sh4img20090409113718984.png (http://img177.imageshack.us/my.php?image=sh4img20090409113718984.png)

The scope fairings look good, but the scope itself is extending too far beyond the fairing. The black part at the top of the scope should be at the top of the fairing (kinda how I'm pointing with the arrow). Also the observation scope, would it be possible to put it next to the attack scope and make it the same height?

ETR3(SS)
04-09-09, 02:17 PM
c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment.

Found it, the path is...

C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\Cfg\GameplaySettings.cfg

Open it in wordpad or notepad. Go all the way to the bottom and you can edit the realism percentage values.

Edit: The file lists it as O2 not as CO2, just took a look at it. Not that it matters, same result in the end.

tomagabriel
04-09-09, 03:34 PM
Ok have some initial feedback for now. Tested this under 1.4 and it works fine with one exception I noticed on the torpedo screen.

http://yfrog.com/43sh4img20090409113823906p



Could you go in the un-modded version of SH4 v. 1.4
\Silent Hunter 4 Wolves of the Pacific\Data\Menu\Gui\Layout
folder and send me the file US_torpedoes512.dds (or make a screenshot from it)? I want to see how it looks. Perhaps the file in v. 1.4 has a different layout than the one in v. 1.5 (it might be smaller and therefore if I put a taller image it would cut some part from it and compress it vertically thus giving this effect).

The file in v. 1.5 that I've used looks like this:
http://img21.imageshack.us/img21/1849/ustorpedos15.th.png (http://img21.imageshack.us/my.php?image=ustorpedos15.png)
If your file (the v .1.4 file) looks like this:
http://img246.imageshack.us/img246/8928/ustorpedos.th.png (http://img246.imageshack.us/my.php?image=ustorpedos.png)
then I know where the problem is :)

Edit:
About the periscopes(I forgot to add), it can be done as you suggested (I'll send some screen for you to see that I've got it right).

ETR3(SS)
04-09-09, 07:19 PM
http://img140.imageshack.us/img140/9608/ustorpedoes512.th.png (http://img140.imageshack.us/my.php?image=ustorpedoes512.png)

Think this answers the question. :)

Deep_Nukem
04-09-09, 10:29 PM
May I make a suggestion/wish?

SHIV has the eye candy.........while Dangerous Waters has the platforms and weapons doctrines, etc..........right?

Instead of trying to put modern subs and systems from (sorta) a modern era sim like dangerous waters into SHIV..........

Seems to me a much easier thing to do would be to simply replace dangerous waters "water/ocean" with SHIV's water/ocean.

Then you have the eye candy of SHIV water in DW.

I know, I'm nuts. I don't know much about it, but I do know that if Falcon 4 can go from direct x 5 to direct x 7 thru modding.......that in theory, it should be possible to do the same to DW.

I have spoken, that is all, carry on.

Kaye T. Bai
04-09-09, 10:34 PM
Legal issues aside, is it possible to use code, script, etc from Dangerous Waters in Silent Hunter 4?

tomagabriel
04-10-09, 02:14 AM
May I make a suggestion/wish?

SHIV has the eye candy.........while Dangerous Waters has the platforms and weapons doctrines, etc..........right?

Instead of trying to put modern subs and systems from (sorta) a modern era sim like dangerous waters into SHIV..........

Seems to me a much easier thing to do would be to simply replace dangerous waters "water/ocean" with SHIV's water/ocean.

Then you have the eye candy of SHIV water in DW.

I know, I'm nuts. I don't know much about it, but I do know that if Falcon 4 can go from direct x 5 to direct x 7 thru modding.......that in theory, it should be possible to do the same to DW.

I have spoken, that is all, carry on.

Legal issues aside, is it possible to use code, script, etc from Dangerous Waters in Silent Hunter 4?

Even if mixing code would be allowed I think it would be an insane amount of work to make it "fly". I myself am a beginner in coding. Only did some play-work in some C++ based graphic engines like Iirlicht or Ogre3D. Maybe we should start from scratch and do a sim-engine!?:O:

For DW one is not allowed to add playable platforms (at least this was the policy when I first checked). So what is doable is to increase the quality of existing ones. Perhaps there is no restriction in improving the visuals, but I do not have very rich experience with DW.

Edit:
ETR3(SS) - noted! :)

Kaye T. Bai
04-10-09, 03:09 AM
Thanks for the info.

Pvt. Public
04-10-09, 03:54 AM
For DW one is not allowed to add playable platforms

hold on, can you explain this? i find it hard to believe that the creators of a game would try and suppress a modding community (unless its EA) can you point to any official statement on that?

and yes it would likely be impossible to take SH4 materials and import it into DW, it would likely require the source code for both. the chances of that are about as good as the moon deciding it no longer likes a stable orbit and giving the earth a kiss.

and for a minor derail i have a question, how is DW? is it pretty moddable? and whats this about 64x max TC?

tomagabriel
04-10-09, 04:32 AM
Well, to go off topic a bit. On subsim/Dangerous Waters forums there are discussions about mods that add playable platforms (RA mod is one of them - if I understand correctly - I did not test it .. yet).

http://www.youtube.com/watch?v=j6o2qVyUHIo

There are long debates there about EULAs 'n stuff and why some mods are legal or not so legal. Somewhere in such a thread I've seen some quotation by some official saying that they reserve the right to add playable platforms to the sim. I am not 100% sure of what i say, but I've seen such discussions several times. Problem is... this sim seems to be dead in the water from further development point of view.:dead: Anyway, mods like RA seem very tempting to both contribute to and also play.

Roger_Becker
04-11-09, 03:16 PM
Hi guys, I need your help!

I take a movie of the Typhoon, but I do not like the texture of it. Could one of you help me an make an other texture for the Typhoon for me/us? :salute:

http://allwoodships.com/Submarines/R...41,Typhoon.htm (http://allwoodships.com/Submarines/Russia/Project-941,Typhoon.htm)

ETR3(SS)
04-12-09, 04:19 PM
How are the changes coming? Got more for ya whenever you are ready. :DL

tomagabriel
04-12-09, 04:47 PM
People with SH4 v. 1.4 playing the Ohio mod and experiencing weird torpedo loading screens (see one of the above posts of ETR3(SS) ) , download this file and place it in your Ohio mod folder in
\MODS\OhioSSBN\Data\Menu\gui\Layout

The file here:
http://rapidshare.com/files/220590333/US_torpedoes512.dds

P.S. Backup the original file first! (I did not test the file because I would have to reinstall my SH4 in an un-pached state and I didn't have time for that so far).

ETR3(SS)
04-12-09, 07:07 PM
People with SH4 v. 1.4 playing the Ohio mod and experiencing weird torpedo loading screens (see one of the above posts of ETR3(SS) ) , download this file and place it in your Ohio mod folder in
\MODS\OhioSSBN\Data\Menu\gui\Layout

The file here:
http://rapidshare.com/files/220590333/US_torpedoes512.dds

P.S. Backup the original file first! (I did not test the file because I would have to reinstall my SH4 in an un-pached state and I didn't have time for that so far).

That did it. Works beautifully. :D

ETR3(SS)
04-14-09, 04:47 PM
tomagabriel, sent you a PM when ya get around to it.

Kaye T. Bai
04-15-09, 03:22 AM
I found a basic, 3D interior for a Los Angeles-class submarine.

http://forums.bistudio.com/showthread.php?t=70431

It is from another game though.

I'm assuming that it could be used for SH4.

tomagabriel
04-15-09, 03:33 AM
Interesting...:hmmm:

ETR3(SS)
04-15-09, 04:35 PM
Notes on v. beta 0.2:

- weapons are free, but start your career with some money, otherwise you can not re-equip with new weapons after removing some (bug!?);

I'm not sure if what I found refers to this or is a new bug. It seems that once you return from your first patrol (having expended all torpedoes) when you go to load up for the next patrol, it loads the MK 14 by default. There's a limited number of the MK 48's and the TASM's to load but not enough to fill the torpedo room. If you leave empty racks, it will load MK 14's in there. I think a temporary fix would be to reduce the number of torpedoes that you can load.

Edit: I'm starting to get to the bottom of this, but I think I've just scratched the surface.

Edit, Edit: Never Mind, seems to be a stock issue.

el cheguevara
04-15-09, 06:30 PM
Just tried this along with RSRDC and so far so good, you actually get RSRDC missions so really cool. Just wanted to ask, it would be really nice to get this sub in the campaign starting at pearl. Any plans for that?

ETR3(SS)
04-17-09, 03:47 PM
Okay I think I've got this 1.4 compatible now. I just have to compile my changes and I'll find a way to submit it to you tomagabriel. Most of the changes look like they'll be the same for Skipjack as well so expect that soon as well. :salute:

runningdeer
04-23-09, 07:34 AM
Hello tomgabriel...terrific sub you put together. I first tried the sub as you suggested, with a clean unmodded version of 1.5 and it worked well. I have also tried it with: TMO 1.7 - real environment - lite fog mods in that order and it seems to perform just as well.

I have a question about the subs periscope depth. When I use it it sits at about 70ft. and seems to bottom out in the shallow areas where normally you can navigate in a WWII sub. I realize it is a bigger sub of course, but I have also used "Le Terrible" which has a periscope depth of 60ft.

I prefer this sub, but need to be able to navigate the shallows, as I use the shallows for sneaking or sometimes to explore the environment where it gets shallow.

My question is: Can I change the periscope depth of this, "Ohio SSBN" to that of the "Le Terrible"...while remaining undetected? I wondered if it was a simple as changing the periscope depth needle.

Thank you for your time and the sub mods you have created, awesome fun and it makes the game interesting again, in some ways.

:yep:

ETR3(SS)
04-23-09, 09:51 AM
Go into the NSS_OhioSSBN.cfg file and input the new periscope depth value. Stock it's set to 25 meters or about 82 ft. Actual periscope depth for a Ohio is 78 ft, thats what I changed mine to. If you change it to 60 ft than your sail will be sticking up out of the water, I believe this is seen by enemy lookouts. But try it out for yourself and let us know the results.

runningdeer
04-23-09, 10:45 AM
Go into the NSS_OhioSSBN.cfg file and input the new periscope depth value. Stock it's set to 25 meters or about 82 ft. Actual periscope depth for a Ohio is 78 ft, thats what I changed mine to. If you change it to 60 ft than your sail will be sticking up out of the water, I believe this is seen by enemy lookouts. But try it out for yourself and let us know the results.
ETR3...thanx for the reply. When submerged to 60ft. my sail indeed sticks out of the water a bit, like 5ft or something. So I suppose theres nothing that can be done outside of making the shallows in the game about that much deeper...bummer, for me.

The "Le Terrible" has the perfect periscope depth for my needs. I just wish it had the same fire power & look as this "Ohio SSBN".

Other related subs that I really like but have the same problem with in the shallows is the "Skipjack" and "Red October".

Thank you for your time and help.

Sophont
05-15-09, 09:17 PM
Heya,

I'm not sure if it's already been asked or anything, but how do you make custom ships like this playable for the other campaign, i.e. the German one?

I thought it would be interesting to use a mod like this as part of the German campaign is all, and couldn't figure out whether it would be possible to mod it thusly.

Rockin Robbins
05-16-09, 07:43 AM
Please supply the link for Subsim v. beta 0.2 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1022&act=down) in your first post so people don't have to search.

Sophont
05-16-09, 08:39 AM
Please supply the link for Subsim v. beta 0.2 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1022&act=down) in your first post so people don't have to search.

Edit: Oh yeah. I see what you mean now. They forgot to put the download link from this website in their list.

Highbury
05-17-09, 05:05 PM
I love these mods (this and the Skipjack) I just can't decide which to use first!!!

There are people far more knowledgeable then me giving you pointers so I won't bother with that, but I do have one question. In both of these modern sub mods the ships are named NSS Ohio and NSS Skipjack.. why not USS? I am probably missing something.... :P

Thanks a ton and I look forward to more updates.

nali_m
05-17-09, 11:50 PM
I am looking for a " typhoon"mod,i think the " typhoon" is more beautiful~~:wah:

tomagabriel
05-18-09, 02:26 AM
Please supply the link for Subsim v. beta 0.2 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1022&act=down) in your first post so people don't have to search.

Done! Thanks for the heads-up!

@nali_m

There is a Typhoon available for play. Look into the Cold War Mod thread for it. It is done by Xpetit (there are in fact two similar subs - Typhoon and Red October).
Try here for example:
http://pagesperso-orange.fr/xavier.petit/

Highbury
05-18-09, 02:43 AM
There is a Typhoon available for play. Look into the Cold War Mod thread for it. It is done by Xpetit (there are in fact two similar subs - Typhoon and Red October).
Try here for example:
http://pagesperso-orange.fr/xavier.petit/

That link actually has a Triomphant and Red October, but TYVM.. I will look into the Cold War thread

Hotmanandre
06-14-09, 11:54 AM
Done! Thanks for the heads-up!

@nali_m

There is a Typhoon available for play. Look into the Cold War Mod thread for it. It is done by Xpetit (there are in fact two similar subs - Typhoon and Red October).
Try here for example:
http://pagesperso-orange.fr/xavier.petit/

Yes but it left unfinished I has inserted a rocket a torpedo of Shkvall. It is necessary to complete it graphically. And to clean 2-va a torpedo tube.

Webster
06-20-09, 03:10 PM
bump

Capt.Warner
08-07-09, 01:41 PM
Im looking forward to the nuclear subs hehe:o

Bruklin
08-18-09, 01:11 PM
How can I fire a rocket?

ETR3(SS)
08-18-09, 02:13 PM
You can fire a Tomahawk from one of the tubes if you load them on-board. But no rockets or SLBMs on her.

stijnvranken
09-13-09, 02:52 PM
hello
ive come across a problem.
i installed the mod correctly (using jgsme) but i can't select the ohio neither in career or quick mission.
I know i use jgsme correctly as i use other mods
i have SH IV 1.5
any suggestions?

greetz

Kromus
09-13-09, 03:08 PM
You`ve done something wrong because this mod works perfectly (no problems in campaign either).
Installing tru jsgme doesn`t mean you did it right. Look once more if you didn`t accidentaly repacked it twice in same folder like --ohiossbnbeta0.2/ohiossbnbeta0.2/data etc.-- under mod folder

I`ve made about 8 missions in campaign from dec 41 to beginning of 43 (changing ports also works from Manilla to Subaraya and later Fremantle).

Also look which flotilla are you trying to play with, Ohio is under "5/71something" don`t remember exactly.

stijnvranken
09-13-09, 03:45 PM
you were spot on
thnx . i extracted it into a new folder

ElephantMemory
04-06-10, 06:59 PM
I just have to say that this is one of the best add on subs I have seen. You did a great job on this. I LOVE how it takes a long time to dive the sub. Most subs in this game dive WAY to fast to even look realistic. I wish more people would take these things into account. Also, how it takes a LONG time to start moving and stop once you make a power change. This is great, way to many times I have been disappointed when I can go from a full stop, to about 17knots in under 5 seconds on some other subs. These are big heavy machines and need a little time to get moving. It just makes it look and feel right. OH ya, and AWESOME job on the cruise missile! I wish It tracked. But that is just great! bravo.

Again, great job and I hope to see more in the future :)

Good Hunting!

Marka Ragnos
04-07-10, 12:21 PM
I just have to say that this is one of the best add on subs I have seen. You did a great job on this. I LOVE how it takes a long time to dive the sub. Most subs in this game dive WAY to fast to even look realistic. I wish more people would take these things into account. Also, how it takes a LONG time to start moving and stop once you make a power change. This is great, way to many times I have been disappointed when I can go from a full stop, to about 17knots in under 5 seconds on some other subs. These are big heavy machines and need a little time to get moving. It just makes it look and feel right. OH ya, and AWESOME job on the cruise missile! I wish It tracked. But that is just great! bravo.

Again, great job and I hope to see more in the future :)

Good Hunting!


i agree^^

also i have noticed someone changed a few things to make it work for 1.4 users changes include a better campaign because the original mod has a loop and the colour of hull is completely black no red.

Since i have 1.5 i just took the files i needed.

The ohio class is my favorite sub :) irl and ingame

Oh and i changed the torpedo storage aswell, i have around 100 torpedo's.
Not that unrealistic since an SSGN can carry 150 tomahawks :D

And you can launch a torpedo at 200 feet :up::up:

sub01
05-30-10, 10:34 AM
when i start the quick mission with the ohio it has no torpedos

also how do i use the missle that only uses radar no scope

snyperAL
07-17-10, 03:46 AM
100 tomohawks? very tidy!

I have the repeat mission bug in campaign.. start out manilla and keept having to go back to the luzon straight, any ideas how i can rectify this? ( i was trying ot peruse this thread last night got got struck down half way through)

Should i put RSRD campaign in and use that instead?

I really love these nuc beauties, the 688 and ohio are my personal favourites, If the 688 had the same benefits as the ohio i would be using that instead. Great work and props to the guys who shoe horned them into the game.

Is it me or do the crew go like billy ho when in battlestations? they seem to load torps really quickly and it seems to crash dive a lot quicker..

ETR3(SS)
07-17-10, 11:02 AM
100 tomohawks? very tidy!

I have the repeat mission bug in campaign.. start out manilla and keept having to go back to the luzon straight, any ideas how i can rectify this? ( i was trying ot peruse this thread last night got got struck down half way through)

Should i put RSRD campaign in and use that instead?

I really love these nuc beauties, the 688 and ohio are my personal favourites, If the 688 had the same benefits as the ohio i would be using that instead. Great work and props to the guys who shoe horned them into the game.

Is it me or do the crew go like billy ho when in battlestations? they seem to load torps really quickly and it seems to crash dive a lot quicker..Haven't heard about the repeat mission bug in a while. If I remember correctly it's caused by running the mod with a stock install. Try using RSRDC and see if that fixes it. As for the 688, what benefits does it not have over the Ohio?

snyperAL
07-17-10, 11:14 AM
well the obs scope lets me hunt a little deeper and ive been caught a few times with those homing torps. being deeper ive had a few of them chase me, but not dive to get me, so ive just led them into a destroyer or whatever. (I'm still getting the hang of submerged shooting, Those tomohawks are damn beautiful)

It also has the radar mast, and the quick torp loading crew.


Minor detials i know lol but it just seems a litlte more polished.

TabbyHunter
07-17-10, 12:01 PM
I only had a minute to test Ohio lastnight, but it seems that the Los Angles class is more manuverable, witch an attack sub should be. And faster, but i cannot confirm that. Other than that, they seem the same.

ETR3(SS)
07-17-10, 12:02 PM
well the obs scope lets me hunt a little deeper and ive been caught a few times with those homing torps. being deeper ive had a few of them chase me, but not dive to get me, so ive just led them into a destroyer or whatever. (I'm still getting the hang of submerged shooting, Those tomohawks are damn beautiful)

It also has the radar mast, and the quick torp loading crew.


Minor detials i know lol but it just seems a litlte more polished.Well my goal with the 688i was on realism based off of knowledge from the internet, and a very small amount from being on an Ohio (the scopes on an Ohio IRL are the same height, and it isn't the taller one). The torpedoes coming back after you is a problem with the homing torpedoes from stock. After reading all of this makes me wonder what version of 688i you have.:hmmm:

TabbyHunter
07-17-10, 12:40 PM
Well i just gave the Ohio her Sea Trials, and i still prefer the Los Angles class/688i. But that is based off two factors. One, she has a shallower draft, thus, harbor attacks. Second, I had this problem with 688i, but it somehow remidied itself. My Ohio is just a bloody Black hull. It looks...wrong. A turd in the water.

snyperAL
07-18-10, 03:02 AM
Well my goal with the 688i was on realism based off of knowledge from the internet, and a very small amount from being on an Ohio (the scopes on an Ohio IRL are the same height, and it isn't the taller one). The torpedoes coming back after you is a problem with the homing torpedoes from stock. After reading all of this makes me wonder what version of 688i you have.:hmmm:

I've been using or trying to use the Los Angeles mod V 4.2 which i think is the newest? Hd a lot of problems with crashing and instability when trying to use either sub mods with RSRDC (to avoid the mission repeat) and a HUD MOD for 1.5 I guess ther must be a conflict in amongst them somewhere, next time i will try and merge the conflicting files i guess?

I guess with the torps i should either launch from using sonar, or fire them and dive? Got to love the 688 for its speed and manouverability! I'll have to revisit it and see if i can get it working well. Maybe the cold war mod will fix my problem there?

great work though :yeah::up:

Marka Ragnos
07-18-10, 07:59 AM
Well i just gave the Ohio her Sea Trials, and i still prefer the Los Angles class/688i. But that is based off two factors. One, she has a shallower draft, thus, harbor attacks. Second, I had this problem with 688i, but it somehow remidied itself. My Ohio is just a bloody Black hull. It looks...wrong. A turd in the water.



That's weird it should have the black/red hull only the 1.4 version has the black hull

snyperAL
07-19-10, 12:10 PM
Haha! ah yeah feel pretty silly now i found the RFB / RSRDC version.. I only really want to the RSRDC + 688 4.2 with maybe the shiny overlay of that hud mod on there at the minute while i get to grips with this sub. ( I dont have ms word so i have no idea what is in the readme lol. If someone could copy / paste or priv msg me the read me that would be mghty fine.)

I revisited the 688 with RFB and RSRDC installed and had a bit of a giggle, damn it was fun.. :up:

ETR3(SS)
07-19-10, 04:57 PM
Try using Word Pad to read it, that's what I used to write it and I don't have MS Word.

johnd4020
08-27-10, 12:30 AM
I downloaded the file extracted DatabaseOhio from Zip Ohio and placed it into the MODS folder created by JSGME and then proceeded to place MODS folder into the SH4 program files then enabled the DatabaseOhio MOD in JSGME, I also checked and made sure I did not double place it. I just can not seem to get it to work. I can not select it from any of the sub selections in either quick missions or career. If someone could please help me out.

Thanks
Joe

ETR3(SS)
08-27-10, 09:43 AM
I downloaded the file extracted DatabaseOhio from Zip Ohio and placed it into the MODS folder created by JSGME and then proceeded to place MODS folder into the SH4 program filesWhere do you have JSGME installed at? You shouldn't have to move JSGME's MODS folder anywhere.

LightFeather
11-29-10, 10:57 PM
wow noones posted on this in about 4 months... any ways, lo all im new here... i did have silent hunter 4 but then my comp got wiped before i get get mods for it, this thing sounds sweet... do any of you think there is possibly a way to make this work 4 SH5? And if not, do any of you know of any sub mods for SH 5 that are actually sub mods not just color or outside of the sub?

light

Marka Ragnos
11-30-10, 06:35 AM
wow noones posted on this in about 4 months... any ways, lo all im new here... i did have silent hunter 4 but then my comp got wiped before i get get mods for it, this thing sounds sweet... do any of you think there is possibly a way to make this work 4 SH5? And if not, do any of you know of any sub mods for SH 5 that are actually sub mods not just color or outside of the sub?

light


Yes that would be great but i don't think it's possible :(

With the interior linked to the sub and all, i hope i'm wrong

ETR3(SS)
11-30-10, 01:14 PM
wow noones posted on this in about 4 months... any ways, lo all im new here... i did have silent hunter 4 but then my comp got wiped before i get get mods for it, this thing sounds sweet... do any of you think there is possibly a way to make this work 4 SH5? And if not, do any of you know of any sub mods for SH 5 that are actually sub mods not just color or outside of the sub?

light

Yes that would be great but i don't think it's possible :(

With the interior linked to the sub and all, i hope i'm wrongNot possible at all. Like Marka said you need to model an interior for it to work in SH5. That being said there are no other playable ships/subs/aircraft/icebergs etc. for SH5 due to the interior model being needed as well.As for gameplay videos, nothing much has changed so the videos you found are valid examples.

Personal Opinion: I have SH1-4 and will not be adding 5 to my collection for various reasons. Chiefly the DRM and perceived general lack of care for the game on Ubi's part.

Marka Ragnos
11-30-10, 03:14 PM
Not possible at all. Like Marka said you need to model an interior for it to work in SH5. That being said there are no other playable ships/subs/aircraft/icebergs etc. for SH5 due to the interior model being needed as well.As for gameplay videos, nothing much has changed so the videos you found are valid examples.

Personal Opinion: I have SH1-4 and will not be adding 5 to my collection for various reasons. Chiefly the DRM and perceived general lack of care for the game on Ubi's part.


ETR3(SS) you served on the Kentucky?


i have silent hunter 5 and i'm gonna be honest here i played it for about 30 minutes and switched back to SH4. I've been playing with the ohio mod for over a year now :). Now i'm trying the russian boomers and man with the mission editor this game will never get old.

ETR3(SS)
11-30-10, 04:05 PM
ETR3(SS) you served on the Kentucky?Yes I did. Best experience of my life to date.

Marka Ragnos
11-30-10, 05:50 PM
Yes I did. Best experience of my life to date.

Respect!


It's a dream of mine since i was a child and the ohio is my favorite class!

If only i was an american!!! I would join the navy.

Do you have facebook? There is a page called USS Kentucky SSBN 737
Looooaaadddsssss of pictures and people that served on the kentucky.

ETR3(SS)
12-01-10, 11:20 AM
Respect!


It's a dream of mine since i was a child and the ohio is my favorite class!

If only i was an american!!! I would join the navy.

Do you have facebook? There is a page called USS Kentucky SSBN 737
Looooaaadddsssss of pictures and people that served on the kentucky.I have a MySpace but no Facebook. Haven't seen a reason to get one, but I have seen the Facebook page for the KY. Some of the guys on there I know, but a lot I don't.

Marka Ragnos
12-15-10, 05:07 AM
Mister Kentucky ;)


Is it possible to have a beta 3? ;)

I have a couple of ideas:

Make it an SSGN it's capable of carrying 154 tomahawk missiles.
And if we use permission we can maybe use the rockets from the Delta IV class.

Vertical launch and it search for it's targets, the current TASM go in a straight line.

We could use the aft torpedo tubes for these rockets? I changed some settings and i have 150 torpedo/tasm storage for my ohio.

And an animation of the tubes opening is not possible with the current model? It would be nice tho :)

ETR3(SS)
12-15-10, 11:17 PM
Mister Kentucky ;)


Is it possible to have a beta 3? ;)

I have a couple of ideas:

Make it an SSGN it's capable of carrying 154 tomahawk missiles.
And if we use permission we can maybe use the rockets from the Delta IV class.

Vertical launch and it search for it's targets, the current TASM go in a straight line.

We could use the aft torpedo tubes for these rockets? I changed some settings and i have 150 torpedo/tasm storage for my ohio.

And an animation of the tubes opening is not possible with the current model? It would be nice tho :)I made a missile firing SSBN based off of Silverwolfs gun method but deleted it. Made the TASM guided but it looks quite funny. There is a lot of work I want to do to the Ohio but I'm not sure yet if I'll do a single release, or put it in with the Cold War mod, or both.

LightFeather
12-28-10, 07:49 AM
merry x-mas all... that sucks you deleted it that would be awsome.... getting that missile guided would increase effectiveness buy alot. Hmmmmmm... about all i have to say for now, peace :D

light

dkellie
02-01-11, 01:59 AM
just wondering why after a few missions they replace my sub with another kind?? they say mine is too damaged??? wtf"" ?

ETR3(SS)
02-01-11, 09:37 AM
just wondering why after a few missions they replace my sub with another kind?? they say mine is too damaged??? wtf"" ?If you come back from patrol with too much hull damage they scrap the boat instead of trying to fix it and give you a new boat.

Krauter
02-01-11, 09:45 AM
Why would a SSBN be close enough to the surface to get that much damage in the first place :hmmm:

When I was using this Mod I was engaging convoys from out to 5~7nm with tomahawks and ADCAPs...

chrysanthos
02-12-11, 07:30 AM
same here ohio deck guns and aa are not active... i try quick mision and career but nothing so far

Marka Ragnos
02-12-11, 07:56 AM
same here ohio deck guns and aa are not active... i try quick mision and career but nothing so far


Euhm since when does an ohio class have aa and deck guns? :s:s

ETR3(SS)
02-13-11, 12:31 PM
same here ohio deck guns and aa are not active... i try quick mision and career but nothing so far That is because the Ohio does not come with a deck gun and AA guns. It is a modern nuclear submarine, you basically stay submerged and fire homing torpedoes.

bruko1156
03-09-11, 05:46 AM
You can fire a Tomahawk from one of the tubes if you load them on-board. But no rockets or SLBMs on her.

im very new to the whole mod thing so apologies on my lack of knowledge/ know how. how do you get the tomahawks in the first place? im hoping the tomahawks work for the Red October?

bruko1156
03-09-11, 05:58 AM
Mister Kentucky ;)


Is it possible to have a beta 3? ;)

I have a couple of ideas:

Make it an SSGN it's capable of carrying 154 tomahawk missiles.
And if we use permission we can maybe use the rockets from the Delta IV class.

Vertical launch and it search for it's targets, the current TASM go in a straight line.

We could use the aft torpedo tubes for these rockets? I changed some settings and i have 150 torpedo/tasm storage for my ohio.

And an animation of the tubes opening is not possible with the current model? It would be nice tho :)

could you tell me what files i would have to modify in order to increase the torp storage for the red october? and how do i get the ADCAPs?

sithlordmaligant
04-02-11, 11:04 PM
i am excited about the typhoon mod for sh4 but how do i apply it to the game??? i downloaded it but can not get it to work i have windows 7 and a toshiba computer i have both sh4 and u boat missions and would love to have the typhoon class sub to use if possible i see the person put videos on youtube can someone help me

raoul01
05-19-11, 09:05 AM
i did use that but there are still some problems with it.

gaul92
08-13-11, 04:37 PM
This would be my first time modding so how do add the mod to game?

caesura
09-03-11, 04:47 PM
I love the mod for the most part. The boat is beautiful. You did a great job on the graphics and design of it. Thank you so much.

I'm running a clean install 1.5 gold edition with no other mods but this one.

I had a couple of issues, one that I fixed and one that I can't figure out how to resolve.

1. When I was running the boat at periscope depth with all periscopes down a wake was appearing above the boat. I fixed this by changing the periscope depth in the NSS_OhioSSBN.cfg file from 25m to 26m. Now it runs with no wake.

2. I have noticed that when returning to periscope depth from a dive below 200ft that the boat passes above the set periscope depth and pops out of the water, and at high speed will bob up and out a couple of times before it settles to the proper depth.:down:

Is there a way to fix this? It also happens on diving. It will dip pretty far below the desired depth and then rise and fall a couple of times before evening out.

I would like a smoother transition to the desired depth. Is there a way I can fix this? or do I just fire my pilot :D

Thanks for making such a beautiful boat, and I hope you can give me some insight into how to resolve this issue.

Marka Ragnos
09-04-11, 08:29 AM
this is a problem with most boats going faster then 13 knots.

The only way too avoid this is lowering your speed to 5 about 5 knots.

You don't want your nose sticking out when you are tracking a task group :p

caesura
09-04-11, 11:15 PM
Ok, Cool I guess I can manage the ascent rates by only going up to 100 ft and then going to periscope depth from there when at high speeds.

I thought I saw someone asking about this before, but I didn't recall seeing a reply... Is there any plan on getting the ICBM's to work on the Ohio class like they did on the Typhoon class?

http://www.subsim.com/radioroom/showthread.php?t=184167&page=4

I would love my Ohio even more if this was possible.

Oh, and any idea what files I could edit to make the torp storage capacity the same as the typhoon?

Thanks for your guidance.

Marka Ragnos
09-05-11, 07:31 AM
Ok, Cool I guess I can manage the ascent rates by only going up to 100 ft and then going to periscope depth from there when at high speeds.

I thought I saw someone asking about this before, but I didn't recall seeing a reply... Is there any plan on getting the ICBM's to work on the Ohio class like they did on the Typhoon class?

http://www.subsim.com/radioroom/showthread.php?t=184167&page=4

I would love my Ohio even more if this was possible.

Oh, and any idea what files I could edit to make the torp storage capacity the same as the typhoon?

Thanks for your guidance.

i have 120 slots on my ohio :)
you need to edit the ohio upc file and the sim file with silent 3ditor

make sure the values are the same

caesura
09-07-11, 01:36 PM
Cool, I upgraded my number of slots, but is there any way to make it so the modern torpedos load when I refit for a mission? When I dock I always get the old game standard ones and have to manually reload the newer ones.

caesura
09-07-11, 10:21 PM
I updated those two files, and all is well. If you want to update a career you also have to update the latest saved game file ActivePlayerUnits.upc file.


Now the only question is how to get it to load the torpedoes that I want when I refit, and not just put on the lame old ones. Adding in huge numbers of torps is tedious. :)

Marka Ragnos
09-08-11, 10:07 AM
I updated those two files, and all is well. If you want to update a career you also have to update the latest saved game file ActivePlayerUnits.upc file.


Now the only question is how to get it to load the torpedoes that I want when I refit, and not just put on the lame old ones. Adding in huge numbers of torps is tedious. :)


that is very possible; go back to the subs upc file where you changed the number of torpedo's.

An example

[UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=80
IDLinkAmmunitionIntervalDefault1= NULL, NULL, T7Torpedo, 40, T11Torpedo, 40

That would give you 40 torpedoes and 40 rockets :)

change the amount to your desire

pip12345
12-21-11, 09:53 AM
Is there any way to use this with TMO 2.2?
Because I want to use this sub really badly. :wah:

Doming0
02-23-12, 06:11 PM
I have edited the NSS_OhioSSBN UPC file to look like the following

[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=80
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 80

I have also edited the .sim file to state wpn_SubTordedoSys

Rooms

Fore

Storage (80)

(0) = MK27TorpUS

etc
etc
etc

BUT it still only gives me 28 torpedo's at the start of the game.

What am I doing wrong? Thanks =)

Marka Ragnos
02-24-12, 08:58 AM
when you change these settings did you disable and then re-enable the mod?