PDA

View Full Version : [WIP] Los Angeles 688i mod 4th fix


Pages : [1] 2

ETR3(SS)
05-28-09, 01:54 PM
Los Angeles Mod for stock SH4 V1.5 (mod version 4.2)
by ETR3(SS)

Description

This is a mod for SH4 V1.5 that adds the Los Angeles Improved class submarine to the game as a playable unit for campaign, single missions, and single patrols.

Installation

1. Extract to MODS folder
2. Install using JSGME
3. Run game

Compatibility

This mod overwrites many files. It is recommended to only use this version on a Stock SH4 V1.5 game only. If there is a particular mod you like that doesn't overwrite anything in this mod you should be fine to run both.

Changelog

Version 4.2 XXJUL09

New Radar system, Periscopes, Sonar, ESM, etc. implemented for mod independence. (What you find on the 688i is ONLY on the 688i)

Implemented ESM to both scopes

Added an Anechoic and Radar Absorbant Coating to the boat

Remodeled the Sail (Removed ladder steps on both sides)

Boat colors changed. Screw is now a bronzeish color. Boat above the drip line is a darker black including the sail. Below the drip line is a darker red.

Bow planes moved down a little.

The MK48 and TASM in the US_Torpedoes512.dds file replace German Torpedoes only now.

Further extended range of Sonar to 50mi

"Trimmed the fat" from the mod by getting rid of unused files


Version 4.1 20JUN09

Fixed an issue with Gato class boats not having their conning towers.


Version 4.0 18JUN09

Russian to English translations in files completed.

Fixed a problem with the torpedo tube doors opening opposite.

Moved periscopes to correct postion in the sail.

Replaced stock scopes with Tomagabriels attack scope from Ohio

Removed SD Radar and replaced with SJ1 SS radar.

Changed SJ1 radar head. Put the rotating hydrophone head on instead to give it more of a authentic 688i radar look.

Moved the radar to forward of the bridge cockpit. Currently the radar head sweeps through the bridge cockpit. :(

Implemented Anvarts Raising/Lowering SD Radar Mast for the SJ1 Radar.

Removed the TBT by lowering it into the sail.

Tweaked the propulsion system to 688i specs.

Changed location of propeller sound in the dat file.

Increased subs HP, it is a welded HY-80 hull after all :)

Fixed that Diesel/Electric sound issue with a sound clip from Tomagabriels Ohio mod.

Tomagabriels Mk48 ADCAP's added, no more Mk 14's!

Crush depth was corrected to a more realistic value.

Successfully implemented the Walther turbine system for emulating the steam turbine propulsion.

Boat available for all single missions and single patrols.

Crew loadout changed to reflect more acurate manning.

Boat is now single shaft.

Moved Hydrophone head to the "Sonar Dome"

Renamed and moved equipment and functional systems in boat.

Extended range of hydrophone to ~30mi.

Periscope zoom levels changed. Attack now has 1X,2X,6X,12X,24X Obs is now 1X,2X,6X,12X

Free Camera adjusted (this is WEBSTERS Free Camera Fix)

Made changes to the menu.txt file for the walther system and radar mast.

Tweaked the MK-48 to home in on the targets engines vice the screws, also increased warhead strength.


Issues

Main Engines (aka walther turbines)don't seem to take any damage, not that it matters because they never truly get destroyed even in stock.
Radar mast head sweeps through the bridge cockpit when lowered.

Feedback

Send your feedback to ETR3(SS) either on the subsim.com/radioroom forums or via a PM

Credits

Dagon for the 3D model
Sledgehammer427 for the original editing of version 3
Anvart for his rising/lowering SD radar mod
Tomagabriel for the ADCAPs, sound clip, and periscope model
WEBSTER for his Free Camera and scope Fix mod.
Bartolomeus for the new sub colors.
ETR3(SS)for bringing this up to a version 4.

Disclaimer

Commercial use and or(re)selling of this package is strictly prohibited. Anyone may modify the contents of this mod for personal use. If you wish to make any changes to this mod for public use please obtain permission from myself and or those listed in the credits.

References
All real life info reguarding this submarine was taken from the following:

Submarine: A Guided Tour Inside a Nuclear Warship by Tom Clancy
The Complete Idiot's Guide to Submarines by Michael DiMercurio
Jane's Fighting Ships 1991-92 Edited by Captain Richard Sharp RN
The Illustrated Directory of Submarines of the World by David Miller
The Bluejacket's Manual by Thomas J. Cutler
http://www.fas.org/programs/ssp/man/uswpns/navy/submarines/ssn688_la.html


Download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1134


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

Los Angeles Mod for stock SH4 V1.4
by ETR3(SS)

Description

This is a mod for SH4 V1.4 that adds the Los Angeles Improved class submarine to the game as a playable unit for campaign, single missions, and single patrols.

Installation

1. Extract to MODS folder
2. Install using JSGME
3. Run game

Compatibility

This mod overwrites many files. It is recommended to only use this version on a Stock SH4 V1.4 game only. If there is a particular mod you like that doesn't overwrite anything in this mod you should be fine to run both.

Changelog

Flight II 688 included now.

New sounds in mod from Payoff and Vickers03

Made change to Gameplaysettings.cfg. Turning on Limited Batteries and O2 does not increase the overall realism percentage. However you can still have 100% without them on.

Changed ship wake to look more appropriate.

Radar Mast is now always up. It will disappear when submerged instead.

New Radar system, Periscopes, Sonar, ESM, etc. implemented for mod independence. (What you find on the 688i is ONLY on the 688i)

Implemented ESM to both scopes

Remodeled the Sail

Boat colors changed. Screw is now a bronzeish color. Boat above the drip line is a darker black including the sail. Below the drip line is a darker red.

Bow planes moved down a little.

Further extended range of Sonar to 50mi

"Trimmed the fat" from the mod by getting rid of unused file

Russian to English translations in files completed.

Fixed a problem with the torpedo tube doors opening opposite.

Moved periscopes to correct postion in the sail.

Replaced stock scopes with Tomagabriels attack scope from Ohio

Removed SD Radar and replaced with SJ1 SS radar.

Changed SJ1 radar head. Put the rotating hydrophone head on instead to give it more of a authentic 688i radar look.

Moved the radar to forward of the bridge cockpit.

Removed the TBT by lowering it into the sail.

Tweaked the propulsion system to 688i specs.

Changed location of propeller sound in the dat file.

Increased subs HP, it is a welded HY-80 hull after all :)

Fixed that Diesel/Electric sound issue with a sound clip from Tomagabriels Ohio mod.

Tomagabriels Mk48 ADCAP's added, no more Mk 14's!

Crush depth was corrected to a more realistic value.

Boat available for all single missions and single patrols.

Crew loadout changed to reflect more acurate manning.

Boat is now single shaft.

Moved Hydrophone head to the "Sonar Dome"

Renamed and moved equipment and functional systems in boat.

Periscope zoom levels changed. Attack now has 1X,2X,6X,12X,24X Obs is now 1X,2X,6X,12X

Free Camera adjusted (this is WEBSTERS Free Camera Fix)

Tweaked the MK-48 to home in on the targets engines vice the screws, also increased warhead strength.


Issues

Radar mast visable above the water while boat submerged. (hardcoded issue)

Feedback

Send your feedback to ETR3(SS) either on the subsim.com/radioroom forums or via a PM

Credits

Dagon for the 3D model
Sledgehammer427 for the original editing of version 3
Tomagabriel for the ADCAPs, sound clip, and periscope model
WEBSTER for his Free Camera and scope Fix mod.
Bartolomeus for the new sub colors.
Payoff for the Ahead 2/3 sound fix
Vickers03 for the Speech Overhaul mod
ETR3(SS)for bringing this up to a version 4.

Disclaimer

Commercial use and or(re)selling of this package is strictly prohibited. Anyone may modify the contents of this mod for personal use. If you wish to make any changes to this mod for public use please obtain permission from myself and or those listed in the credits.

References
All real life info reguarding this submarine was taken from the following:

Submarine: A Guided Tour Inside a Nuclear Warship by Tom Clancy
The Complete Idiot's Guide to Submarines by Michael DiMercurio
Jane's Fighting Ships 1991-92 Edited by Captain Richard Sharp RN
The Illustrated Directory of Submarines of the World by David Miller
The Bluejacket's Manual by Thomas J. Cutler
http://www.fas.org/programs/ssp/man/uswpns/navy/submarines/ssn688_la.html

Download link for 1.4 version:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1463

Highbury
05-28-09, 11:02 PM
Thanks again for the work you are putting into these Nuke boats. It's good having someone who served on them doing it, the commitment to detail will be there ;)

Sledgehammer427
05-28-09, 11:51 PM
Amen to that, its good to see a guy in the navy fixing all the stuff i forgot! :D :woot:

ETR3(SS)
05-29-09, 11:01 AM
Thanks again for the work you are putting into these Nuke boats. It's good having someone who served on them doing it, the commitment to detail will be there ;)

Believe me the commitment to detail is definitely there. The only thing is though is that I have to limit myself. I was taught the Los Angeles class inside/out at sub school then learned my boat the same way but in more detail. And most of those details are classified. So basically I have to research it like I was one of you guys. :damn: Oh the joys of a Non-Disclosure Agreement...

Sledgehammer427
05-29-09, 09:26 PM
lmao its okay, we all know that the 688i is capable of light travel

U-46 Commander
05-30-09, 01:10 PM
i recently bought the SH4 gold pack and downloaded the los angeles mod 3rd fix. do i have to download the original or what? because when i ran the game, it was missing the conning tower. Great looking mod by the way!

ETR3(SS)
05-30-09, 06:33 PM
That's the full mod you downloaded, just version 3. You shouldn't have any problems with it. Are you running any other mods with it? If so what ones?

Sledgehammer427
05-30-09, 10:33 PM
typically, if the tower is missing its in the
Data\upcdata\equipment.upc folder, if you are running a supermod, that might cause a problem, because i rigged the 688i to run with RFB and RSRDC, so there might be a little bit of a tiff if youre running something different, please list the mods you are running

U-46 Commander
05-30-09, 11:52 PM
just a custom skin from the Kill Flags mod.

ETR3(SS)
05-31-09, 09:50 AM
Try running 688i without the custom skin in place from KFM. Lets see what that does.

U-46 Commander
05-31-09, 04:48 PM
It works! except for one thing. What is the crush depthfor this sub? i dove to 400 feet and then was destroyed. Made it to the surface though. But what is it in real life?

Highbury
05-31-09, 06:40 PM
It works! except for one thing. What is the crush depthfor this sub? i dove to 400 feet and then was destroyed. Made it to the surface though. But what is it in real life?

He could tell you... but then he would have to kill you... ;)

I was taught the Los Angeles class inside/out at sub school then learned my boat the same way but in more detail. And most of those details are classified. So basically I have to research it like I was one of you guys. :damn: Oh the joys of a Non-Disclosure Agreement...

Seriously though, that has come up before on (I think) the Ohio as well .. so it will get fixed up I am sure :)

ETR3(SS)
05-31-09, 07:15 PM
Yeah the 3rd version bases itself heavily off of the S-18. And Ohio was based off of this so its a good possibility that it had the same problem. Version 4 will see a Test Depth of ~1000ft with a crush depth of around 1300ft.

Sophont
05-31-09, 07:44 PM
It works! except for one thing. What is the crush depthfor this sub? i dove to 400 feet and then was destroyed. Made it to the surface though. But what is it in real life?

Woo. I had the same problem. It's good to know that I wasn't being silly.

Sledgehammer427
05-31-09, 10:51 PM
i tried adjusting the crush depth and i had one problem...i couldnt find it

its too bad my HD is in a (currently) dead PC, ill figure out when i can get my HD mounted in my new PC and ill see where i gotta go to jimmy the Crush depth a little deeper

ETR3(SS)
06-01-09, 08:22 AM
I can save ya the trouble. Crush depth is located in the zon file under node 24 ColisionableObject. Crush depth is listed as CrashDepth and is measured in meters (go figure :down:).

Highbury
06-01-09, 12:45 PM
I can save ya the trouble. Crush depth is located in the zon file under node 24 ColisionableObject. Crush depth is listed as CrashDepth and is measured in meters (go figure :down:).

I would actually expect it to be in meters. We often forget in the US that the units of measure used for just about anything here (distance, speed, temperature, etc.) are only standard here. AFAIK the US Marines are the only US service branch to adopt the metric system.. they may have gotten tired of converting ;)

Also, this is the same base code as SH3, written for U-Boats which are all in metric.

ETR3(SS)
06-01-09, 12:47 PM
Here's a couple of teaser pics for those interested in the mod.

Damage Control/ Systems page

http://img37.imageshack.us/img37/1627/sh4img20090601123135366.th.png (http://img37.imageshack.us/my.php?image=sh4img20090601123135366.png)

Exterior 3/4 View Surfaced

http://img193.imageshack.us/img193/4111/sh4img20090601123331569.th.png (http://img193.imageshack.us/my.php?image=sh4img20090601123331569.png)

Sledgehammer427
06-03-09, 09:05 PM
thats a pretty picture.
i wonder how hard it would be to put the diving planes on the sail?
ill have to check that out

Highbury
06-03-09, 11:37 PM
thats a pretty picture.
i wonder how hard it would be to put the diving planes on the sail?
ill have to check that out

That would be awesome. Thanks for looking into it. And thank you for the updates ETR3.

ETR3(SS)
06-04-09, 09:48 AM
A Flight II boat shouldn't be a problem. I was considering doing a Flight I as well, maybe for the next release. I wanted to do some editing of the 3D model so I think that would be good for the next installment.

treblesum81
06-04-09, 09:58 PM
Hi,

I'm really excited to see this new update... Do you have any sort of timeframe for the release? I'm also curious of you have any plans to update the armament with the ADCAPs and TASMs used on the Ohio? Its kinda odd running around in modern military hardware, but have to shoot 70 year old torpedoes. I'd also like to know if you have any plans to make it compatible with TMO... While is fun to just go knocking around in a nuke on a mission or patrol, it would be a great change of pace (for me at least) to conduct the campaign in one.

Thanks,
Greg

ETR3(SS)
06-04-09, 10:19 PM
I'm hoping to release version 4 by the end of the month at the latest. I have more plans for a version 5/4.X, possibly involving some editing of the 3d model. ADCAPs and TASMs will be included in this release with ADCAPs being the default loadout. As for mod compatibility, currently it's being made compatible with RFB+RSRDC and stock SH4. I do have plans to hopefully make this further compatible with other mods, but to do so will take more time ovbiously.

treblesum81
06-05-09, 12:11 AM
Does it take a lot to insert one of these into the campaign? I admit I have no idea how SH4 does it, but I remember that for SH3 all you had to do was insert a few entries into the flotillas.cfg file to get a sub to be part od the campaign. Is the SH4 process more complicated and in what ways if it is? I'm also curious, based on your comments, and those by Sledgehammer, if this sub is already out of the box compatible with RFB, and does this also apply to the Ohio and Skipjack models out there?

ETR3(SS)
06-05-09, 07:35 AM
Does it take a lot to insert one of these into the campaign? I admit I have no idea how SH4 does it, but I remember that for SH3 all you had to do was insert a few entries into the flotillas.cfg file to get a sub to be part od the campaign. Is the SH4 process more complicated and in what ways if it is? I'm also curious, based on your comments, and those by Sledgehammer, if this sub is already out of the box compatible with RFB, and does this also apply to the Ohio and Skipjack models out there?

Inserting a new boat into the campaign is easy. As you said in SH3, it was as simple as adding it into the flotilla.upc. Same concept with SH4 except you have to edit the careerstart.upc as well. Now to make it compatible with other mods requires a deeper look into the files, namely any that this mod would overwrite, and mergeing the two together. And in regards to your question about Skipjack and Ohio, the answer would be yes I believe so as the flotillia and careerstart files are in the RFB format.

treblesum81
06-05-09, 03:40 PM
I'll have to look into that then, as I've been thinking about trying to make all three into one "nuke" mod, and then maybe later on adding the other advanced subs out there by Dagon, whether its just for me or for everyone, I would like to be able to choose between the lot of them without having to exit the game, re-apply a mod, and then start up again...

Also, I've noticed that the problem of CO2 buildup has not been addressed yet. Has this just not been worked on yet, or is it not possible yet to make a nuke that can last for extended periods underwater like the real deal?

treblesum81
06-05-09, 03:46 PM
nevermind my last post... I just realized you can just turn off the air supply limitations... sometimes, only sometimes, I'm really stupid... :O:

Karle94
06-05-09, 03:54 PM
Actually I have already merged the 688i, skipjack and Ohio into one mod

treblesum81
06-05-09, 04:32 PM
Please point me to it, as I've not been able to find anything of the sort... that being said, its hard to find anything these days because there are no up to date mod lists and no real naming convention for mods other than "[REL]" which not everyone even uses (all of these are [WIP], so far as I can tell... unless there are some full releases buried somewhere in the forums...)

Also, should I assume that any nuke placed here needs to be run with infinite O2 and Battery to work correctly??

Highbury
06-05-09, 04:34 PM
nevermind my last post... I just realized you can just turn off the air supply limitations... sometimes, only sometimes, I'm really stupid... :O:

I do the same with fuel, batteries etc. On the Skipjack, batteries were dying far too quickly. A nuclear reactor, in relation to the time frames we are using in patrols before our torps are expended, would be next to unlimited.

And as I said before, if you are driving a 688i in 1941.. what do you need the extra renown of higher realism setting for... upgrades? heh

treblesum81
06-05-09, 04:38 PM
LoL, that makes sense :p

ETR3(SS)
06-09-09, 10:37 AM
Updated changes list in original post. Also it's looking like this will be released for stock SH4 initially and then made compatible for RFB & RSRDC later. I'm running into some conflict issues, shouldn't be much of a problem but it will consume a little more of my time. So I think for right now I'm going to release this for stock in the next couple of days.

ETR3(SS)
06-14-09, 07:08 PM
Bad news I'm afraid guys. The release date is delayed for a week at least, a month at most. I just lost my job Thursday and since I lived at work I've been busy moving. Thought I'd post an update on the situation for those awaiting release. I'll try to get this out asap still.

Highbury
06-14-09, 07:45 PM
NP at all man, sorry to hear about your job (if you are sorry that is lol) and hope it all works out well for ya.

treblesum81
06-15-09, 02:28 AM
Yeah, definitely worry about your job before messing around with this stuff... it might seem like a job sometimes, but I've never met a modder who made a living from it...

ETR3(SS)
06-18-09, 03:59 PM
Finally released! Go ahead and download and let the feedback roll in. I'm open to all criticism so don't be afraid. Oh and thanks for the comments guys.

USSDorado
06-19-09, 12:10 AM
Thanks so much for all your hard work on this. I am really enjoying this mod while taking a break from the realism. I of course added my own personal touch. http://img401.imageshack.us/img401/2804/sh4img20090619005627875.png


Thanks again and keep up the great work! :salute:

caymanlee
06-19-09, 03:40 AM
ETR3, thanks million! what a surprise, LA in sh4,:up:

Highbury
06-19-09, 04:19 AM
Very nice ETR3, thanks! :yeah:

caymanlee
06-19-09, 05:50 AM
the maximum speed I can get from the 688 is only 4 knot

Double checked the installation. no file being let off.

any suggestion?

ETR3(SS)
06-19-09, 09:46 AM
Nice lookin emblem there Dorado. :up:

the maximum speed I can get from the 688 is only 4 knot

Double checked the installation. no file being let off.

any suggestion?

Engage the walther turbines. By default the game uses the diesels on the surface and the electrics submerged.

@forum moderators, mind changing my [WIP] to [REL]?

caymanlee
06-19-09, 02:27 PM
Nice lookin emblem there Dorado. :up:



Engage the walther turbines. By default the game uses the diesels on the surface and the electrics submerged.

@forum moderators, mind changing my [WIP] to [REL]?


problem solved, thank you! engine shifting, a very interesting design


However, another thing come up , Bridge of "Gato" class model is missing, therefore, "F5" station can't be activated


I would like to confirm whether it is my own problem or the mod bug?

Cheers!

ETR3(SS)
06-19-09, 06:46 PM
problem solved, thank you! engine shifting, a very interesting design


However, another thing come up , Bridge of "Gato" class model is missing, therefore, "F5" station can't be activated


I would like to confirm whether it is my own problem or the mod bug?

Cheers!

I'll have to look into that. I had the problem but thought it was just a fluke as the conning tower is based off of the Tambor conning tower. So I guess the workaround for now is to disable the mod if you wish to use the Gato class.

The idea for the propulsion shifting came from my "references." The Walther Turbines(aka Main Engines) are the steam turbines, the EPM is the electric motor, and the Diesel Generator would provide electrical power for the EPM instead of drawing off the battery.

keltos01
06-20-09, 03:12 AM
you can call your tower 688_tower_1 f.i. and once you have remapped the ids of the tower, you open the 688.upc file and change the link from

[UserPlayerUnit 1.UnitPartSlot 1]
ID=BalaoConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=GatoConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1944-04-01, BalaoConningMs9
IDLinkUnitPartIntervalDefault2= 1944-04-02, NULL, BalaoConningMs32
ExternalNodeName3D= Z01

to

[UserPlayerUnit 1.UnitPartSlot 1]
ID=BalaoConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=GatoConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1944-04-01, 688_tower_1
IDLinkUnitPartIntervalDefault2= 1944-04-02, NULL, 688_tower_1
ExternalNodeName3D= Z01


but didn't you clone the sub and the tower using Mikhayl's excellent tutorial in the first place ?

well here it is :

http://www.subsim.com/radioroom/showthread.php?t=134575



keltos

ETR3(SS)
06-20-09, 10:06 AM
Problem solved! It was as simple as changing a file name. The conflict was in UnitParts1Gato.upc and UnitParts10688i.upc. By changing the 10 to an 8 the problem was erased and the Gato boats can have their conning towers back. Uploading the fix soon.

EDIT: Fix is up, renamed V 4.1

treblesum81
06-21-09, 12:08 AM
I keep getting CTD whenever I click on the quick mission and american career in the main main. I've not tried the rest, but I'm pretty sure they will be the same. This might be a result of some of the meddling I've done trying to work out the VLS system, but thats not active right now, so I'm left wondering if maybe this is not compatable with 1.5 just yet? Or is there something else I might be doing wrong?

Thanks,
Greg

ETR3(SS)
06-21-09, 10:01 AM
Are you running RFB and/or RSRDC? So far I've only made this compatible for stock SH4 V 1.5. What, if any, other mods are you running with this mod?

caymanlee
06-21-09, 04:26 PM
Problem solved! It was as simple as changing a file name. The conflict was in UnitParts1Gato.upc and UnitParts10688i.upc. By changing the 10 to an 8 the problem was erased and the Gato boats can have their conning towers back. Uploading the fix soon.

EDIT: Fix is up, renamed V 4.1

All righ, now it's working good. thanks:yeah:

ETR3(SS)
06-21-09, 08:33 PM
Good to hear! Keep the feedback coming guys.

treblesum81
06-22-09, 05:51 PM
Are you running RFB and/or RSRDC? So far I've only made this compatible for stock SH4 V 1.5. What, if any, other mods are you running with this mod?

I am running both... I'll give it a try without either in place when I get home tonight to see if thats the problem.

Thanks,
Greg

ETR3(SS)
06-24-09, 01:39 PM
I've started work on my RFB+RSRDC compatibility. Step 1 disable the RUIM mod in RFB. That thing is a resource hog! I've also got the list of files I need to make changes to so hopefully I'll have this out in a couple of weeks. :up:

Capt Jack Harkness
06-27-09, 03:28 AM
Great mod so far! One small problem, though: the propeller's rotation/pitch looks backward relative to the skew of the blades and the pitch seems a bit steep... Here are a couple pics of model Los Angeles props I found. The ringed version is supposedly the 688i version, perhaps to guard against ice damage?



http://www.ralphratcliffemodels.com/images/submarine/prop_688_ringed_lg.jpg

http://www.ralphratcliffemodels.com/images/submarine/prop_688_lg.jpg

Oh, and would it be possible to combine the radar warning antenna into the obs scope, in lieu of an actual ESM system?

ETR3(SS)
06-27-09, 08:12 AM
Yeah I noticed that as well. I haven't made any attempts to change it because

1. I have yet to enter the world of 3D modeling, and
2. Given my background I'm not so sure I should be the one making the model.

As for the ESM bit though, I've already thought about that but haven't gotten around to playing with it to see if it will work.

balmerical
06-27-09, 09:43 AM
Hi all.

Im truley a noob.

I dont know how I can change the steam engines to the "normal" 688i engine.

Can I do it ingame or is it a config file somwhere? No clue how to do it.:wah:

ETR3(SS)
06-27-09, 12:29 PM
Hi all.

Im truley a noob.

I dont know how I can change the steam engines to the "normal" 688i engine.

Can I do it ingame or is it a config file somwhere? No clue how to do it.:wah:

You can do it ingame. Just to the left of the Telegraph and above the CO2 button is the button to switch back and forth between the Main Engines and Diesel/Electric.

Capt Jack Harkness
06-27-09, 10:09 PM
Alright then, modeling issues aside, I've noticed a couple playability problems.

First off, the sonar seems strangely worthless on the couple patrols I've done so far. On more than one occasion I've made visual contact with a moving target with no word from sonar and when I tell him to report contacts he says he's got nothing. On other occasions, however, the sonar works fine and I end up with dozens of contacts out to the advertised ~30 nm radius.

Secondly, acceleration seems a bit sluggish for a boat with 35,000 hp. I know the game engine has a different interpretation of engine power than the rest of us and that might be part of the problem...

Keep up the good work!

PS: Anyone willing to start on a proper control room???

Sledgehammer427
06-28-09, 02:45 AM
jack!
when did you decide to join us again?

balmerical
06-28-09, 03:50 AM
ok, I admit it ...Im not worthy!:wah:

I still cant seem to find the "change to main engine" button.

Could anyone post a small screenshot for me so I can finaly put this master piece of a sub to work?:cry:

Capt Jack Harkness
06-28-09, 04:44 AM
jack!
when did you decide to join us again?

Lol, just recently. Been busy with work the past couple months. Glad to see progress towards a cold war mod continued in my absence, though. :up:

Balmerical, the button to switch propulsion looks like a little red light alongside the red bar labeled "H202" right above the fuel, battery, co2 indicator bar. In other words, immediately left of the telegraph.

Sledgehammer427
06-28-09, 05:03 AM
Right now, its still just a bunch of playable nukes :D
but since I started making them campaignable, there was a big bang of SH4 nuke subs, hence, my sig :D

ETR3(SS)
06-28-09, 04:27 PM
Alright then, modeling issues aside, I've noticed a couple playability problems.

First off, the sonar seems strangely worthless on the couple patrols I've done so far. On more than one occasion I've made visual contact with a moving target with no word from sonar and when I tell him to report contacts he says he's got nothing. On other occasions, however, the sonar works fine and I end up with dozens of contacts out to the advertised ~30 nm radius.

Secondly, acceleration seems a bit sluggish for a boat with 35,000 hp. I know the game engine has a different interpretation of engine power than the rest of us and that might be part of the problem...

Keep up the good work!

PS: Anyone willing to start on a proper control room???

I guess I'll start with the modeling issues first. If someone wants to model the screw after the picture you found I am ok with that and will include and give due credit for it. The fact is, that I personally and legally, am limited in what I put in the mod. Hence I use public sources for references.

Second, the sonar issues. I don't know if its Operator Error (i.e the sonarman on the stack) or if it's the setup that I have for the sonar. So I am looking into that, if you want to look into it as well that's fine just let me know so I can make the correction(s).

Third, boat acceleration. Honestly I feel quite content with the way the boat accelerates. A decently fast increase from 0kts and then gradually getting up to the full 35kts. Trust me on this one. :03:

ok, I admit it ...Im not worthy!:wah:

I still cant seem to find the "change to main engine" button.

Could anyone post a small screenshot for me so I can finaly put this master piece of a sub to work?:cry:

http://img150.imageshack.us/img150/7120/sh4img20090628160539234.th.png (http://img150.imageshack.us/i/sh4img20090628160539234.png/)

Here ya go!

Right now, its still just a bunch of playable nukes :D
but since I started making them campaignable, there was a big bang of SH4 nuke subs, hence, my sig :D

I got a new name for you then...RICKOVER!

Sledgehammer427
06-28-09, 06:49 PM
:D:rotfl:

Capt Jack Harkness
06-29-09, 03:24 AM
Alright I'll take your word for it. :) And I think the sonar issue is operator related. When sitting at the console I can hear contacts miles away, then when I send bearings to the TDC they finally get reported.

balmerical
06-29-09, 05:11 AM
Thank you for the screenshot.:salute:

I now see my error - I guess this mod needs the "german sub expansion" (dont remmember the name lol) to get that engine changer.....


well...off to get the expension then:88)

Sophont
06-29-09, 06:19 AM
I asked this about the Ohio, and I'm wondering about it for this too... would it be possible to get it working for the German campaign?
I really would like to get the additional extras from the German campaign, like being promoted and being able to call for support from battlegroups, with one of the nuclear submarines.

Sledgehammer427
06-29-09, 01:24 PM
Personally, and maybe ETR3 can add his input, but from what I know submarines are supposed to be independent of the battlegroups, they can pop up and shoot out an intel message about convoy movements, but other than that I think they are supposed to just not be there

Sophont
06-29-09, 01:38 PM
Personally, and maybe ETR3 can add his input, but from what I know submarines are supposed to be independent of the battlegroups, they can pop up and shoot out an intel message about convoy movements, but other than that I think they are supposed to just not be there

And? =p

I'm not looking for realism, otherwise I wouldn't want a nuclear submarine.

ETR3(SS)
06-29-09, 04:01 PM
Well in RL a fast boat would be attached to a Carrier Battle Group as an ASW screen. But for the game, that's something I could look into. Hopefully it would be a simple fix, if not I guess I could build it from the ground up off of a Type 18.

Sophont
06-29-09, 05:31 PM
Well in RL a fast boat would be attached to a Carrier Battle Group as an ASW screen. But for the game, that's something I could look into. Hopefully it would be a simple fix, if not I guess I could build it from the ground up off of a Type 18.

That would be awesome!

Capt Jack Harkness
06-30-09, 01:23 AM
Found a publicly available photo of a real 688 prop on the bottom of this page:

http://http://americanhistory.si.edu/subs/anglesdangles/taming6.html#

http://americanhistory.si.edu/subs/anglesdangles/images/friedman_prop_full.jpg

On a separate note, how did you add the Walter turbine to the boat? I'd like to throw it on my Skipjack to get it to play a bit more like a real nuke boat.

And does anyone know a way to get better depth control with the fast boats? It's a pain oscillating up and down as the helmsman tries to hit the ordered depth and keeps overshooting.

ETR3(SS)
06-30-09, 08:40 AM
Nice picture, someone's got a sore ass over that one I'm sure!:haha: So with the pictures you've provided we just need someone to make the model. As for adding the Walther Turbines it's not to hard.

1. Open up the boats .sim file

2. Go down to the unit_submarine node.

3. Add new child chunk unit_submarine. This new chunk should have the info for the Walther Turbine included in it.

4. Alter speeds and shp as you want. (note: The top speed of the Walther is directly connected to the top speed of the electric motors. They dont have to be the same number, for example on 688i Walther is set at 35kts and electric at 7kts.)

5. Now go over to the German equipment.upc file and copy the Walther Turbine out of there and paste it in the American equipment file. Give it a new equipment number and you're set.

6. Now you can go into the boat.upc and add the new Turbine in whatever compartment you want.

Now a little more info on the Walther. I did a test to see if it could be damaged and destryoed. On 688i I received no damage what so ever. So I tried the Type18 under a stock game, I did receive damage and they where destroyed but I could still use them at full power. So with a stock game not really destroying them anyways I stopped my attempts at putting them in the damage model.

About high speed depth control, this could be another issue of operator experience. But who has the time under battle conditions for your planesmen to finally learn how to drive the boat? The best you can do in the mean time is order up Ahead Flank, get your speed up and either go to All Stop or Ahead 1/3. This way when your planesmen finally pull out of the dive or rise, speed bleeds off and you have a more stable platform.

Capt Jack Harkness
06-30-09, 10:35 PM
Alright I got all that set now, but for some reason I don't get the H202 fuel gauge and activator button on my hud, so I can't test if it works...

ETR3(SS)
07-02-09, 10:30 AM
I'm having the same problem with RFB. Try mousing over the area where it should be and see if your mouse pointer reacts like the buttons there.

ensign bob
07-02-09, 09:05 PM
dict.tu-chemntiz.de (http://dict.tu-chemnitz.de/)De <> EnDe >> EnEn >> DeEnglishDeutschProverbs (En)Sprueche (De)


Thank you for your efforts, that should open the eyes of those little nippers

Capt Jack Harkness
07-05-09, 07:22 AM
I'm having the same problem with RFB. Try mousing over the area where it should be and see if your mouse pointer reacts like the buttons there.

I just tried it and it does, and the turbine works, too. The panel is just invisible. I'm now running RFB myself, now that I think of it, and I have a feeling RFB might just be lacking that panel in their custom HUD files... If that's the case you could make a new panel with a gauge reading U-235 while still leaving the H202 gauge for the U-boats. :yeah:

On a side note, do you think you could add in the anechoic tiles to a future release, using the german anti-sonar coating? It shouldn't be quite so easy for japanese destroyers to zero in on a modern nuke boat with their antiquated active sonar...

Oh, and does the 688i have any sort of surface search radar that can be deployed at PD? I was under the impression that the mast in front of the bridge was for navigational purposes while running on the surface (thus the short, non-faired mast).

ETR3(SS)
07-05-09, 10:39 AM
Yeah I had to do a copy and paste job on the DDS along with its Alpha Channel to get it to work right ingame. I never thought about changing H2O2 to U-235 though, I'll have to look into that. As for the sonar coating that shouldn't be a problem as there's no model for it so if I have to import it into the US Sub Senzors file I could. About the SS Radar at PD, there isn't one. Just the BPS-15 for surface navigation only, although it could technically be deployed at "radar depth" thus negating the need for a fairing.

Capt Jack Harkness
07-05-09, 04:42 PM
Ah, I see. Makes sense I suppose, seeing as anyone you'd be looking for is gonna be looking for you, with radar that can be picked up passively by the ESM system.

Edit: So now that I've got my turbine running, I've got new performance problems with my Skipjack... When set for 15,000 shp and a top speed of 30 kts my boat can only do 15 kts at ahead flank!

ETR3(SS)
07-08-09, 04:24 PM
Sorry it's taken me so long to respond. Hmm, that's a tough one. Maybe more details on the situation might help shed some light on this problem. On a positive note though I'm getting closer to putting the German sonar coatings on the boat. In the spirit of mod independence, what I would like to do is import the coatings from the German Sub Sensors file to the American one. However something doesn't seem to be working correctly. I know there's a tutorial for adding new units into the game but what about new sensors? Periscopes, anti-sonar coatings, radar, etc.

peabody
07-08-09, 10:20 PM
Sorry it's taken me so long to respond. Hmm, that's a tough one. Maybe more details on the situation might help shed some light on this problem. On a positive note though I'm getting closer to putting the German sonar coatings on the boat. In the spirit of mod independence, what I would like to do is import the coatings from the German Sub Sensors file to the American one. However something doesn't seem to be working correctly. I know there's a tutorial for adding new units into the game but what about new sensors? Periscopes, anti-sonar coatings, radar, etc.

I am not sure about going from the German side to the US side with stuff. But what I did with the Japanese subs (which are German) is make a new Senzori.dat, .sim etc for the stuff we added such as snorkel, radars and scope and put it into the library/Gersubparts. The game loaded the new files with no problem.

Don't forget the stuff in the sensor files is also in the UPCDATA. (Upgradepacks.upc, Equipment.upc) and of course also in the subs upc files. (you knew that).
And once you have them in the Equipment.upc, there is a line to link them the sensor.dat file. ExternalLinkName3D=
So to create new sensors and radars you just need a new name and new IDs and link the .dat,.sim etc and add to necessary .upc files.

Peabody

ETR3(SS)
07-09-09, 07:05 PM
I am not sure about going from the German side to the US side with stuff. But what I did with the Japanese subs (which are German) is make a new Senzori.dat, .sim etc for the stuff we added such as snorkel, radars and scope and put it into the library/Gersubparts. The game loaded the new files with no problem.

Don't forget the stuff in the sensor files is also in the UPCDATA. (Upgradepacks.upc, Equipment.upc) and of course also in the subs upc files. (you knew that).
And once you have them in the Equipment.upc, there is a line to link them the sensor.dat file. ExternalLinkName3D=
So to create new sensors and radars you just need a new name and new IDs and link the .dat,.sim etc and add to necessary .upc files.

PeabodyThanks for the response! I got the new periscopes added but I'm having trouble looking through them now. Whenever I try to start a mission I get the following message "Camera Manager: When Loading Dummy_Cam_Periscope a camera of type 2 already exists." and the same for "Dummy_Cam_Obs_Periscope of type 27". I added 2 extra entries for my 2 new scopes in the Sensors_Sub_US.cam thinking that would fix the problem. I checked and double checked ID's and everything should be lined up correctly. Any ideas?

EDIT: I figured it all out now. Instead of trying to use only one Sub_Sensors_US file I took a page from the gun_radars book and added a _02 to the end of the file name. This preserves the original sub_sensors file and still allows for me to add my periscopes. :rock:

Franklin Van Valkenburg
07-11-09, 09:36 AM
Ahoy mates! I'm using the following mods on my SH4 (v1.4):
Real Fleet Boat v1-4031408
RFB zones file-dont use with NSM or ROW
RFB_V1-4_TorpedoFix_081108

I downloaded the latest fixed version of the Los Angeles 688i mod, installed it with the GME, and can't find the LA688i as a playable submarine in any situation or option setup. Is the 4th fix compatable with the mod combo listed above?

I'm also having a sudden issue with the con towers with the LeTerrible, OhioSSBN, and Foxtrot+November mods... they've simply disappeared. They used to show up with these mods installed, but now I'm getting nothing.

ETR3(SS)
07-11-09, 10:52 AM
Currently the 688i mod is for stock only. I'm still working on getting it RFB+RSRDC compatible(polishing the cannonball actually). I would still expect the disappearing sail issues though. It seems the game only lets you have 9 different conning towers for the American side. :damn:

Franklin Van Valkenburg
07-11-09, 11:01 AM
I just downloaded the 1.4 compatible Skipjack and OhioSSBN and got the same issue. I'n not installing them all at once, just one at a time when I choose to use a certain sub.
I'll try unloading the RFB mod... though its a downright shame - I've become used to its features and have a hard time playing stock.
Funny thing is that my RedOctober con still shows, which is why I didn't immediately suspect the 9 con limit.

ETR3(SS)
07-11-09, 12:06 PM
OK, my mistake. I completely missed the fact that you're running SH4 V1.4, the mod is built for 1.5 atm. When I'm done with the RFB version I intend to go back and update my stock version and release a 1.4 version as well.

ETR3(SS)
07-17-09, 10:08 PM
Ladies and Gentlemen, boys and girls...at 2157 CDT ESM was successfully implemented into the Los Angeles 688i mod.

http://www.subsim.com/radioroom/picture.php?albumid=63&pictureid=318

d@rk51d3
07-18-09, 07:34 AM
Running 1.5 stock, the 688i shows in the museum - minus the sail, and is not showing/selectable when starting a campaign.
It is available in a War patrol, but has no torps.

Any ideas.:hmmm:


Looks like a fantastic mod though. Congratulations, and well done. :yeah:

ETR3(SS)
07-18-09, 09:47 AM
Wow, thats a interesting one. Are you using the latest version of the mod? The sail not showing up in the museum is common and not something I've been concerned with. Not selectable for campaign, and no torpedoes? Are you using JSGME to enable the mod?

Karle94
07-18-09, 10:28 AM
I am having trouble with this one in OP. Whenever I start a mission it goes to the loading screen and crashes after a few seconds of loading. Any thoughts?

Karle94
07-18-09, 10:35 AM
Did I write OP. I mean OM

Highbury
07-18-09, 12:16 PM
I am a little confused Karle94.. OM is a German side mod, this is an American sub... Why were you trying to run this in OM?

Karle94
07-18-09, 12:37 PM
Becouse I wanted the Bismarck for om. I just found out that it wasn`t om it was the 4.0 fix it self

Karle94
07-18-09, 12:38 PM
and I wasn`t trying this one in german campaign

ETR3(SS)
07-18-09, 03:05 PM
Karle, what version of SH4 are you running? What mods do you have enabled if any?

d@rk51d3
07-18-09, 05:31 PM
Wow, thats a interesting one. Are you using the latest version of the mod? The sail not showing up in the museum is common and not something I've been concerned with. Not selectable for campaign, and no torpedoes? Are you using JSGME to enable the mod?


Yep, just downloaded 4.1 last night.

Enabled with JSGME.

Strange.:hmmm:

ETR3(SS)
07-18-09, 05:43 PM
Check to see that the mod is enabling correctly. I know the way I zipped up the file there's a Los Angeles folder inside a Los Angeles folder.

d@rk51d3
07-18-09, 06:07 PM
Yep, used the 2nd folder, and left out the jpg and txt files.

May have to re-download and try again.

Thanks anyway.

ETR3(SS)
07-18-09, 06:53 PM
Im not giving up on this one. This one really has me wondering. :hmmm:

Karle94
07-19-09, 04:47 AM
I am using 1.5 and had the unofficial patch 1.6, OM, RE, most of Webster`s mods and some other small mods.

ETR3(SS)
07-19-09, 10:06 AM
This mod will only work with stock Karle, you can try playing with all those mods but you would have to enable the 688i mod last.

Karle94
07-19-09, 11:29 AM
Actually it was not the mods, it was the 4.0 version of the ship. I tried it in stock and it crashed. The I tried Version 4.1 and it worked

ETR3(SS)
07-19-09, 12:35 PM
OK. The only thing that is different between 4.0 and 4.1 was that fact the I renamed UnitParts10688i.upc to UnitParts8688i.upc. That negated a conflict between the Gato conning and the 688i Sail. Hadn't heard of it causing a crash before but that doesn't mean it wouldn't I guess. But glad to hear it's working for you now! :D

ETR3(SS)
07-19-09, 04:46 PM
Version 4.2 released! RFB+ RSRDC version to follow soon!:yeah:

Sledgehammer427
07-19-09, 07:56 PM
ETR3. all you need is to change back the unitparts from 8 to 10, and put the flotillas and campaign files I had in there when you got it from me. it should be good to go :D

ETR3(SS)
07-19-09, 09:33 PM
ETR3. all you need is to change back the unitparts from 8 to 10, and put the flotillas and campaign files I had in there when you got it from me. it should be good to go :D It seems that on the American side you are limited to only 9 conning towers. If you name a conning tower file UnitParts10 it will overwrite the Gato conning tower. That's why I changed the file name initially. There doesn't seem to be any correlation between the UnitParts files and the Flotillas and CareerStart files that I've been able to find.

Sledgehammer427
07-19-09, 10:01 PM
RSRDC adds the NArwhal, which is #9, thats why it was number 10 XD

but that version worked fine for me, and I built it on RFB and RSRDC :D

ETR3(SS)
07-19-09, 10:16 PM
Right, they changed Narwhal to #8 then with the newest version. I could change it to 10 but then Gato wouldn't have a conning tower. That reminds me, I forgot to put that in the RFB versions readme, no Narwhal tower with 688i activated.

Capt Jack Harkness
07-20-09, 12:39 AM
Version 4.2 is looking pretty sweet. :up:

I've got a couple constructive points, however, if anyone with 3d skills wants to lend ETR3 a hand; there's a few visual details that need some attention.

The wake when running surfaced should be a lot more visible and the prop splash needs to be behind the rudder. If we could increase periscope wake and add a splash to the front of it (when running faster than a couple knots) that'd be super sweet as well, but if I remember correctly the periscope uses the torpedo wake, so maybe not...

The sail still needs some work too, the top needs to be a bit more curved as seen in the below pic (of course it would be awesome if someone could texture the diesel exhaust duct and get it to vent fumes when not running the reactor :yeah: but that'd just be icing on the cake):

http://easyweb.easynet.co.uk/~ianboys/subphot.gif

The anechoic tiles should be part of the texture as referenced (subtly) below:

http://www.navy.mil/navydata/ships/subs/losangeles/la-sing.jpg

Also seen in the above pic, the TB-16 shroud is not a half-pipe stuck on the side (as in the current model) but a much flatter bulge running down the deck.

Lastly, unlike Soviet submarines, modern USN subs have all-flying rudders so when the wheel is turned the entire fin moves, not just a flap on the back.

One other thing that occured to me: Did anyone notice that in the latest version of RFB the AA guns are only visible when they're above the water? If that could be applied to the mooring cleats it would simulate them retracting.

Oh and does anyone know who made those awesome four-bladed props and whether they'd be willing to make a seven-blader for our beloved 688i?

PS: Try not to read this as whining or complaining, I just have a (bad) habit of nitpicking in the pursuit of perfection. Oh, and ETR3, nice job putting U-235 on the reactor fuel gauge, serves as a constant little reminder of the vessel's potency. :up:

ETR3(SS)
07-20-09, 07:38 AM
Thank you for your feedback Capt Jack! I looked into the ship wake and periscope wake a little before releasing v4.2. I think you are correct in assuming that the periscope wake is a torpedo wake. The prop splash I did move further aft but then my ADD took over, didn't help I was drinking while working on this the past week either. :haha:

As far as 3d modeling and texturing goes I'm just getting my feet wet. I really want to do more but am pacing myself and playing around with the program. The TB-16 shroud in particular I had edited at one time, guess I didn't save it. I had also planned on using Bartolomeus' USS Miami skin from VS, but when I applied the skin it stretched it out in some places and it didn't look right. Having been on the boats and qualified as helm, you woulda thought the light bulb woulda went off about the rudder lol. That shouldn't be hard to fix. But about the cleats, the game doesn't provide us with the joys of tying up a boat to the pier so that's why I took the forward ones out altogether. I left the aft ones there as they are not retractable cleats. And don't worry about nitpicking, you're being constructive about it. I may have released my 3rd version of this mod now but it's always a WIP. :D

One more thing, anbody have a answer to this question. Concerning the 3D model and the texture for said model, how can I rearange what goes where? For example, the screw is set to get its color from the upper left corner. What if I want to move that to the lower left?

Sledgehammer427
07-20-09, 02:07 PM
Easy pie, I can look at the texture coords and see what I can do.

Basicaly, since the texture is just a wrapping over a model, all you have to do is select the right faces and move the faces into a different open spot on the texture

ETR3(SS)
07-20-09, 03:58 PM
About 5 minutes after I posted that I figured it out lol.:haha: Thanks anyways though.

d@rk51d3
07-20-09, 04:30 PM
Is 4.2 a patch for 4.1, or a complete version?


The reason I ask is, I now have 4 torps....:yeah:

no reserves....:down:
no scopes....:down:
still no campaign....:down:


Just isn't my day. :haha:

ETR3(SS)
07-20-09, 06:20 PM
Oh man. :doh: 4.2 is a complete version. I usually give the same advice of "this is for stock only" but you know that. I'm tempted to say try it on a clean install just to see if that helps, but that's a lot of work too. What troubleshooting have you done so far so I can figure what to tell ya from there?

Madox58
07-20-09, 07:48 PM
I have the propeller you may be able to use.
But it is in SolidWorks format.
I have nothing to convert that format to one you could use.

ETR3(SS)
07-20-09, 08:17 PM
Would this help Privateer?

http://www.filetransit.com/view.php?id=20534

Madox58
07-20-09, 08:36 PM
I don't have SolidWorks.
I have a viewer to see the SolidWorks files.
But I can not save it to another format.

My version of PolyTrans will not open the file
as it's a newer version of SolidWorks the file is saved in.

d@rk51d3
07-21-09, 07:14 AM
Oh man. :doh: 4.2 is a complete version. I usually give the same advice of "this is for stock only" but you know that. I'm tempted to say try it on a clean install just to see if that helps, but that's a lot of work too. What troubleshooting have you done so far so I can figure what to tell ya from there?


Not much. The landlord rang on Friday, to let us know that new carpet was being laid on Monday. Therefore the whole house has been crammed into about 2 rooms, right up to the ceiling........... Gaming rig included.

I'll try a fresh install............ It can't hurt.

Cheers.

ETR3(SS)
07-21-09, 08:20 AM
@ privateer: I'll take the file and see what I can do with it.

@ d@rk51d3: Let me know when when your house returns to normal and we'll keep going on this.

Karle94
07-21-09, 09:56 AM
How do I move the diveplanes from the hull to the sail?

ETR3(SS)
07-21-09, 11:04 AM
You would have to to move the appropriate node to a position where they would line up on the sail. Now that I'm just starting to get the hang of this 3D modeling thing I'm going to try to make all three Flights of the 688. So expect Fairwater Planes in a release soon!

Karle94
07-21-09, 12:27 PM
I can`t wait. Soon the pacific will be filled with over 60 Los Angeles submarines.

Karle94
08-02-09, 02:07 PM
I have solved the problem for the 688.
Used the Le Terrible for positioning and the planes from the Skipjack.

ETR3(SS)
08-02-09, 02:34 PM
I tinkered with the Ohio sail and fairwater planes a couple of weeks ago but havent had much time to do a from scratch solution. But as a bit of news for all modders, you can place the forward dive planes node under the dat file for the conning tower. Makes lining up the planes much MUCH easier!:yeah:

Terror_666
08-03-09, 04:49 AM
I am having a problem with this sub in the campaign mode, namely that you start out with no crew.:wah:
Which makes it rather difficult to control the boat. If anyone has a fix for this I would be grateful.

ETR3(SS)
08-03-09, 11:33 AM
What version of this mod are you using?

Terror_666
08-03-09, 12:26 PM
I am using ver. 4.2 the newest one in the download section.
the other mods currently in use are RSRDC_v355 + patch 7 and US medals fix 2 stock and version 1.5 of the game.

ETR3(SS)
08-03-09, 01:37 PM
Try using the RFB+RSRDC version. The 4.2 version is for stock only.

Mustang24
08-04-09, 04:14 PM
Hello,

question. The TASM is it not guided??

Thanks for answer.

ps: realy good work. thanks

ETR3(SS)
08-04-09, 11:57 PM
Hello,

question. The TASM is it not guided??

Thanks for answer.

ps: realy good work. thanks

The TASM is not guided and is very tricky to target and score a hit. Personally I load out my boat with MK48's only, but I leave the option for TASM's there for the player to choose.

Mustang24
08-05-09, 10:22 AM
The TASM is not guided and is very tricky to target and score a hit. Personally I load out my boat with MK48's only, but I leave the option for TASM's there for the player to choose.

Is it not possible or because it will be too easy...?

ETR3(SS)
08-30-09, 12:25 PM
The next work for this project is being planned! I'm looking at editing the zones and making all three flights of the boat. Expect some model changes as well! I've been off for a while still job hunting and getting into my old school console games.

treblesum81
09-14-09, 04:32 AM
I've noticed a couple of things that might need your attention if you're planning on making changes to the 3D model of the boat.

1: The bow is, from what I've found in my research, way too pointy. Though its not a simple circle, it definitely doesn't look like a hayabusa.

2: The radar mast only comes out of the top of the sail by a few feet, forcing the radar depth to be so shallow that the top few feet of the sail have to be out of the water to make it work. I have no idea if this is the way things really are, but I somehow doubt it.

3: The bow planes don't seem to be attached properly. Instead of pivoting in line with the leading edge of the plane as in almost every image I've been able to find, they pivot in the middle.

One other thing I've noticed, and I'm not sure if this is a result of the 688 mod, but it only happens when I've got this mod installed (not the other two nukes), is that the game crashes when I exit straight from the game to the desktop. I don't know if anyone else has this happen to them, but it can be a little annoying, though its not severe problem, as it doesn't happen while playing or menuing, just when exiting.

Thanks,
Greg

ETR3(SS)
09-14-09, 09:10 AM
1: The bow is, from what I've found in my research, way too pointy. Though its not a simple circle, it definitely doesn't look like a hayabusa.Yes this has bothered me a lot too. So I'm going to try to fix it for this next release.

2: The radar mast only comes out of the top of the sail by a few feet, forcing the radar depth to be so shallow that the top few feet of the sail have to be out of the water to make it work. I have no idea if this is the way things really are, but I somehow doubt it. Gone are the days of using radar submerged for the US Navy. The BPS-15 Radar is used for surface navigation and contact management more than finding contacts. That's what sonar is for.

3: The bow planes don't seem to be attached properly. Instead of pivoting in line with the leading edge of the plane as in almost every image I've been able to find, they pivot in the middle. I've looked at these as well and have determined that they aren't the correct shape. So the new planes will hopefully pivot closer to the leading edge than the middle.

One other thing I've noticed, and I'm not sure if this is a result of the 688 mod, but it only happens when I've got this mod installed (not the other two nukes), is that the game crashes when I exit straight from the game to the desktop. I don't know if anyone else has this happen to them, but it can be a little annoying, though its not severe problem, as it doesn't happen while playing or menuing, just when exiting. An interesting problem. :hmmm: What other mods are you running with this?

treblesum81
09-14-09, 03:30 PM
RFB_v1.52
RSRDC_RFBv15_V421
OpsMonsun_V705
OMv705_Patch1
#1 Real Environment mod install
#2 Submarine splash and roll pitch mod with new sound for stock sh4
#3 Carotio camera fixes bugs for the uboats hydrophone for stock sh4
#4 Warships retextured
RCM Imperial
SonarTargetFix2_RFB
Los Angeles RFB+RSRDC

Though I may be wrong, I think if its anything its either the RCM mod or the sonar fix, but I'll have to look into whether removing them stops the problem or not when I get home tonight.

ETR3(SS)
09-14-09, 04:32 PM
Got the same problem with the stock version as well. A little on the annoying side but it does only do it when you exit the game so it's not that big of an impact. I'll still look into it though. Gotta be something I changed somewhere.:hmmm:

treblesum81
10-31-09, 01:12 PM
Any word on the next update? Its been some time now and I was just curious...

ETR3(SS)
10-31-09, 06:13 PM
I was working on it a while ago but had to put the project on hold for a bit. What I changed for the next release so far is all the control surfaces. New correct rudder and stern planes. Also added fairwater planes to the sail. I think that's all that's been changed so far. I'm thinking about changing the texture to an all black hull as well.

Karle94
11-01-09, 06:28 AM
Black\Red hull is much prettier than all black. Please don`t change to all black

Marka Ragnos
11-01-09, 06:35 AM
Or we can choose both? :p

ETR3(SS)
11-01-09, 10:55 AM
Leaving it optional wouldn't be a bad idea. I'm trying to find out when a boat would get the red paint painted over to black. I know that a newly commissioned boat has red on the bottom but gets painted all black at a later date.

treblesum81
11-07-09, 03:19 AM
I agree that optional would be the best option, as some of us do like the red bottom, but that being said, its your baby, so you get to choose. Speaking of, any chance of getting some screens of the new control surfaces?

ETR3(SS)
11-07-09, 01:33 PM
I'll try this afternoon. Just got rid of a nasty rouge antivirus program and wanna make sure its gone first.

ETR3(SS)
11-08-09, 12:02 PM
Here's a few screenies of the new control surfaces and sail.

First the new sail model.

http://www.subsim.com/radioroom/picture.php?albumid=133&pictureid=830

Fairwater Planes

http://www.subsim.com/radioroom/picture.php?albumid=133&pictureid=829

Stern Planes on Dive

http://www.subsim.com/radioroom/picture.php?albumid=133&pictureid=828

New Rudder and Stern Planes models

http://www.subsim.com/radioroom/picture.php?albumid=133&pictureid=827
http://www.subsim.com/radioroom/album.php?albumid=133&pictureid=830

treblesum81
11-09-09, 11:24 PM
I have to commend you on some really good work... those fixes / changes really start to bring the boat together with what I've always thought a Los Angeles should look like. :yeah:

Karle94
11-10-09, 01:36 AM
ETR3(SS) are you gonna fix the pointy bow in this next release?

ETR3(SS)
11-10-09, 11:25 AM
I've rounded the sonar dome off a little. It's no where near as pointy as it used to be.:up:

Admiral Von Gerlach
11-22-09, 02:33 AM
I am arriving late to this fantastic project. I hope to demo it to a visiting ex 688 skipper tomorrow, it will be his first look at SH .... and my first look at this excellent project. Is there a chance of getting the sail with the planes on it?

I believe the waterline yard red was left on for trials but generally gone before commissioning.

Thank you so much for bringing the modern sub navy to this remarkable sim. I will test out the 4.2 version ...and look forward to continued development.

Marka Ragnos
11-22-09, 05:30 AM
Oh and if you are using this mod with RFB and your only problem is no crew?

This can be fixed just add some crew when there is nothing left to choose from then save the game and load it again and you'll have new crew to choose from keep doing this until your happy with the result :)


I love to play with the ohio class however when the new version of this mod is released ..... ;)

Bartolomeus
11-22-09, 11:42 AM
Looks great! Nice work!

ETR3(SS)
11-22-09, 12:54 PM
I am arriving late to this fantastic project. I hope to demo it to a visiting ex 688 skipper tomorrow, it will be his first look at SH .... and my first look at this excellent project. Is there a chance of getting the sail with the planes on it?

I believe the waterline yard red was left on for trials but generally gone before commissioning.

Thank you so much for bringing the modern sub navy to this remarkable sim. I will test out the 4.2 version ...and look forward to continued development.Version 4.3 will have what you see in the pics above plus a couple of other things. As for the red below the drip line, that one's kinda hard to tell. I don't have a NAVSEA manual in front of me to tell me what the paint schemes were for a 688, Kentucky still had red on her when I was onboard.:06: Anyways let me know what the "old man" thinks of it.;)

Oh and if you are using this mod with RFB and your only problem is no crew?

This can be fixed just add some crew when there is nothing left to choose from then save the game and load it again and you'll have new crew to choose from keep doing this until your happy with the result :)


I love to play with the ohio class however when the new version of this mod is released ..... ;)I actually made a RFB+RSRDC compatible version. That eliminates the problem with the crew not showing up.

Looks great! Nice work!Thanks!:DL

Admiral Von Gerlach
11-23-09, 10:26 AM
Thanks for the reply and will look forward to the next version, I took her out for a trial and sure is nice. Was quite a treat to be topside underway at flank. :)

My buddy the ex skipper had to delay his trial, i am going to give him my set of disks to try out, he was in the old pre nucs and then in nucs so i think he will enjoy seeing things, but will take some time i iimagine to get up to speed. He is a member of my church and a long time friend, but i had not seen him in a while.... and he is recovering from some medical challneges and i thought this might be a nice part of recovery for him.

thanks so much for your hard work on this. Will there be custom control rooms possibly at some future date?

cmdrBartMancuso
11-27-09, 03:45 PM
Hello ETR3,

Your Los Angeles class submarines look awesome!!, I do have a question, I hope you can help me with it.
Will there be a 1.4 version?? I live in the Netherlands and I can't seem to find the silent hunter 4 add-on in stores near my home...:cry:

I really hope you could make your subs 1.4 compatible:)

Cheers, and greetings from Holland

ETR3(SS)
12-07-09, 10:49 PM
First, sorry for the late reply. Second, I'm still debating a 1.4 version for the moment. While I did make the Skipjack and Ohio boats 1.4 compatible, I would say the 688i has a few more goodies to it that relies upon 1.5. Chiefly the double redundancy propulsion system and ESM on both periscopes. I do want to give it a good looking into though so I have an idea of what will be lost in the 1.4 version.

cmdrBartMancuso
12-08-09, 12:32 PM
Hello,

No worries about the late response... it has to stay a hobby.. not a job;).
And thank god I found the add-on for silent hunter 4, so I have upgraded it to 1.5 and have played with the 688i, and I must say... awesome! it's dreadfully fast! really nice:DL.

I'm looking forward to the next upgrade! :)

Greetings from Holland!:up:

Coolhand112
01-05-10, 01:42 AM
I have a problem the boot drive 5 knt this is too slow ???

ETR3(SS)
01-05-10, 12:01 PM
You need to shift propulsion to the Main Engines. there's a little red button to the left of Engine Order Telegraph. There's also a nice red bar next to it and under the bar it should say U-235.

Tomislav
01-16-10, 02:37 AM
Hello. Where is TBT(Target Bearing Transmitter) on Los Angeles sub, i press button on bar or on keyboard "U" for it but nothing hapen. Is something wrong or this sub dont have it?

ETR3(SS)
01-16-10, 11:28 AM
I removed the TBT from the boat because it doesn't have one in reality. I've made it so that you really never need to surface at all, and all attacks should be made submerged.

ETR3(SS)
01-16-10, 11:15 PM
Good news for you 1.4 players! The 1.4 version is almost complete! The only differences between the 1.4 and 1.5 versions will be the triple propulsion system and the sonar/radar coating for the hull.

Hawkins10
01-17-10, 10:32 AM
yipeeee

ETR3(SS)
01-18-10, 01:09 PM
Another update. I'm having an issue with the batteries not recharging. As soon as I can get this worked out I'll release it.

difool2
01-18-10, 01:53 PM
I had an issue last night, where, after successfully airing out the boat (to lower the CO2 level, which I guess is not moddable) several times, I surfaced to do it again-instead it didn't. The seas were rough and the bridge crew didn't show up on the bridge either, if that makes a difference.

ETR3(SS)
01-18-10, 05:24 PM
I had an issue last night, where, after successfully airing out the boat (to lower the CO2 level, which I guess is not moddable) several times, I surfaced to do it again-instead it didn't. The seas were rough and the bridge crew didn't show up on the bridge either, if that makes a difference.Common bug with the game. Pretty easy fix as well. Save your game and then reload it. And you are correct about the CO2 not being modable, I usually turn that option off.

Hawkins10
01-24-10, 01:37 PM
How is this coming? No updates in a week or so.

ETR3(SS)
01-24-10, 11:01 PM
Expect a release in the next day or so. I've made a good amount of progress today and am quite satisfied with the results for the 1.4 version. Also 1.5 players, expect a update in a bit as well. Same goes for RFB users.

ETR3(SS)
01-25-10, 10:38 PM
Newest version for SH4 1.4 now available! See first post for more details!:woot:

Tomislav
01-27-10, 11:59 AM
I removed the TBT from the boat because it doesn't have one in reality. I've made it so that you really never need to surface at all, and all attacks should be made submerged.

1. Thanks for reply.
2. This sub is good job.

Krauter
01-28-10, 11:18 AM
Hey ETR, downloaded the 1.4 compatible 688 and 688i and I love it :D..

My only issues are
1) the radar/sonar? head sticks out of the tower while surfaced.. should this be happening?

2) I"m running TMO w/ RSRDC (yes i know use on stock.. stock would be WAY too easy..) and the only problem i've found is that my menu (ingame ie: all the button functions) are back to stock and not the TMO kind. Though theyr still there, the icon isnt there anymore (for TMO added buttons only).

Other then that, great mod :D

Question. Is the Walter Turbine (diesel/electric & reactor steam motors modded in like 1.5?

Does this boat have an extendable surface search radar like Ohio and SSN class mods?

Any way to get the anechoic covering? It's an option in my homeport but just never comes up in the items list.

Wat is the maximum "quiet" speed this boat can run at?

Thanks for all your hard work

Krauter

Krauter
01-28-10, 11:58 AM
Sorry for double post, but again in 1.4, in realism settings I set limited fuel and battery..

I go to PD, running at ahead slow and within a couple hours my batteries are dead? Did Pearl forget to supply me with my reactor fuel? :rotfl2:

Just wondering how I can keep high realism (well settings anyways..) to this mod.. I'm using her to learn manual firing with the tomahawks :arrgh!:

Cheers

Krauter

ETR3(SS)
01-28-10, 04:18 PM
1) the radar/sonar? head sticks out of the tower while surfaced.. should this be happening? Does this boat have an extendable surface search radar like Ohio and SSN class mods? Yes to the first, no to the second. I changed the radar from being something that you can raise/lower to only being visible on the surface. I had to do this if I want to implement a snorkel in the future.


2) I"m running TMO w/ RSRDC (yes i know use on stock.. stock would be WAY too easy..) and the only problem i've found is that my menu (ingame ie: all the button functions) are back to stock and not the TMO kind. Though theyr still there, the icon isnt there anymore (for TMO added buttons only).
Question. Is the Walter Turbine (diesel/electric & reactor steam motors modded in like 1.5? I took a look at the mod and saw that I still had the 1.5 versions HUD.dds in there. I put that in there to try and get the Walter Turbine to work for 1.4. Unfortunately I wasn't able to get the Walter Turbines working in 1.4 and I forgot to delete that file.


Any way to get the anechoic covering? It's an option in my homeport but just never comes up in the items list. Tried this too and couldn't get it to work. :cry:

Wat is the maximum "quiet" speed this boat can run at?You should be able to run at Ahead Standard and not make too much noise. The key is keeping your shaft rpm below 100.


Sorry for double post, but again in 1.4, in realism settings I set limited fuel and battery..

I go to PD, running at ahead slow and within a couple hours my batteries are dead? Did Pearl forget to supply me with my reactor fuel? Just wondering how I can keep high realism (well settings anyways..) to this mod.. I'm using her to learn manual firing with the tomahawks This was a big issue for me in making a 1.4 version. The battery life is fubar in the game. If you go below 7kts the battery will drain much faster than it's supposed to. Increasing the range only increases battery charge times. I thought about including a snorkel that would extend 1000ft into the air so you could run diesels submerged but it sticks out like a sore thumb to destroyers. The only way I could fix this was by changing the realism value for limited battery life to zero and redistributing its percentage to other options. So turning it on won't add to your overall realism percentage. I did the same with limited O2.

Krauter
01-28-10, 07:33 PM
Thanks for the quick reply ETR,

For the radar antannae that's all good, my only problem is it sticks out in front of the conning station when surfaced (on the 688i) ><

Secondly, about the quiet speeds, I generally try to stay below 50 rpms which is around 7knts so that's perfect :D

3rd, About the anechoic tiling, what does it do (in 1.5 of course)

lastly about the HUD, would you be able to do a quick fix so I'm able to use TMO/RFB huds again with this mod?

Cheers

Krauter

ETR3(SS)
01-28-10, 07:50 PM
Thanks for the quick reply ETR,

For the radar antannae that's all good, my only problem is it sticks out in front of the conning station when surfaced (on the 688i) ><

Secondly, about the quiet speeds, I generally try to stay below 50 rpms which is around 7knts so that's perfect :D

3rd, About the anechoic tiling, what does it do (in 1.5 of course)

lastly about the HUD, would you be able to do a quick fix so I'm able to use TMO/RFB huds again with this mod?

Cheers

KrauterThe tiles reduce your sound signature even further, along with your radar signature. The radar mast on a 688i is right there in the front so it's a problem for them too. :-? I'll work on the hud fix, I should get around to making a TMO version one of these days.:hmmm:

Krauter
01-28-10, 08:38 PM
Ahh haha must be a pain the rear :down: But I guess they're not on the surface much to see it that way >< It's just a pain to con her out of Pearl on the surface lol

Thanks for the info on the anechoic tiling.. I'm still trying to find a place to buy 1.5 at.. I really don't want to make an hour drive to Best Buy to get one :nope:

Krauter

ETR3(SS)
01-28-10, 09:18 PM
Your best bet would be to order it online and have it shipped to you. Best Buy won't have it anymore probably.

Krauter
01-28-10, 09:25 PM
Thanks :) Any suggestions as to where I can order it from?

ETR3(SS)
01-28-10, 09:32 PM
You can order the SH4 Gold edition here from the Subsim store. Costs just as much as the U Boat add-on by itself I think.


Note: I'm only seeing the downloadable version right now.:hmmm:

Krauter
01-28-10, 09:43 PM
Thanks for quick replies :) My only qualm with buying it out of the US is shipping costs:down:

ETR3(SS)
01-28-10, 10:38 PM
Downside of being a canuck. (sp?)

Krauter
01-28-10, 10:46 PM
Haha yeap.. And the ironic thing is i'm an hour from the borde :damn:

Krauter
01-31-10, 03:53 PM
Hey ETR, I'm just toolin along in the Philippines and was wondering what happend to the extendable radar mast. So I went to free cam and looked inside the sail and lo and behold, there is.. something.

So I click on extend radar mast and it just dissapears. So I go above the surface and retry. Suddenly something black just shoots out of the water some 1000ft into the air. This is apparently the radar mast. What is the point of this? to be able to check radar at 1000ft :s?

Is this a bug or is it intended this way.. lol just wondering as I haven't been able to check for a/c when I surface from PD to give contact reports..

Krauter

ETR3(SS)
01-31-10, 03:55 PM
...uh oh:timeout: I'll get back to ya on that.


Edit: Just looked at the file and saw that I left the snorkel in there. Didn't want to do that yet. I'll have a fix up in the next day or so.

Krauter
01-31-10, 04:10 PM
haha it's all good, I'm not nitpicking or anything, just tryin to figure your sub out :D it's an amazing piece of work. What was this file for? I read earlier that 688s posses'd floating radar or something similar to get readings on the surface :s?

ETR3(SS)
01-31-10, 04:13 PM
The 1k ft snorkel mast was an attempt at a workaround for the battery issue. I decided to go another route to fix the problem instead. Enemy ships spotting it and shooting at it was a strong motivator to leave that avenue of thought.:haha:


Oh and enjoy Bangkok!:rotfl2:

Krauter
01-31-10, 04:54 PM
lol true, But I found out a workaround to the co2 problem just poke that thing up every couple days n it works it out same with compressed air :D

-.-' lmao stupid avatar just noticed it now haha it looks like a cross between a transvestite and an ogre :o

Edit: Now I'm in bad need of a shave :D

ETR3(SS)
01-31-10, 05:04 PM
Raising the snorkel mast got rid of the CO2 buildup for you?:06:

Krauter
01-31-10, 05:09 PM
Well for me it said "Compressed air 100%" So I'm assuming it might work for CO2

ETR3(SS)
01-31-10, 05:27 PM
AFAIK it will compress air and recharge batteries, but it won't remove the CO2 build up. I'll look into it some more to find out though.:hmmm:

Krauter
01-31-10, 05:48 PM
Sounds good :) I just figured it would refill the O2 if it filled compressed air..

treblesum81
05-11-10, 05:09 PM
Time to drag this thread up from the depths! :D

I'm back now after an extended break from SH4 and I, of course, immediately looked straight to this thread to see what developments there have been. I'm sad to see that not much has been done, but that can be understandable. That being said, I'm wondering when, if ever 4.3 is going to be released?

ETR3(SS)
05-11-10, 05:33 PM
4.3 will probably be released along with the Modern Subs Project. But never fear more improvements have been made to this mod.:DL

treblesum81
05-12-10, 12:14 AM
:yeah::yeah: *poke* *poke* *nudge* *nudge* You should totally release it now so we all have a new toy to play with while you're finishing the big mod! :yeah::yeah:

Seriously though, I'm really excited about this new mod that you've got yourself working on. If it really comes together, it will be a MAJOR step on the road to a real cold war mod. Interesting times we live in thanks to you guys :D

badaboom
07-08-10, 04:59 PM
Really looking forward to it.

rein1705
07-08-10, 05:39 PM
What about the normal 688? i kinda liked those dive planes on the sail. Guess i'll keep my trusty Ohio. Great mod BTW :yeah:

ETR3(SS)
07-08-10, 10:54 PM
Working on a 688 for Modern Subs Project now. Have the model in game just need to make a better texture.

rein1705
07-09-10, 06:33 AM
Working on a 688 for Modern Subs Project now. Have the model in game just need to make a better texture.



YES!!!!!!!!!!!!!!:rock:

TabbyHunter
07-09-10, 05:59 PM
Excelent mod! After having my most successful war patrol in a silent hunter game, that is, coming from SH3, i sunk about 91k tons. After returning to port, im checking the torpedos, and notice i only have my 2 Mk 48 ADCAPS that i didnt use. Now im stuck with 2 ADCAPS and about 26 Mk 14's. Can i get some help here?

Also, after returning to port, i was awarded the medal of Honor...Can some one either PM me or provide a link to anything that tells the requierment for the diferant Medals? Thanks.

ETR3(SS)
07-09-10, 09:52 PM
If you're still in base you can unload and reload all your torpedoes one by one. Before ending your patrol refit first to restock your torpedoes. Do it once then load your tubes and then do it again to top off.

Also here is a link to a list of US medals with links for each medal giving the award conditions. Note that the award conditions in game are not the same as in real life.

http://en.wikipedia.org/wiki/Awards_and_decorations_of_the_United_States_milita ry

subskipper53
07-10-10, 10:56 PM
There is something i don't understand.
When i loaded the sub into SH4, i found that its top speed, surfaced and submerged, is no better than a U.S. Fleet boat. :hmmm:
Can somebody help?

subskipper53
07-10-10, 11:00 PM
I've noticed a couple of things that might need your attention if you're planning on making changes to the 3D model of the boat.

1: The bow is, from what I've found in my research, way too pointy. Though its not a simple circle, it definitely doesn't look like a hayabusa.

2: The radar mast only comes out of the top of the sail by a few feet, forcing the radar depth to be so shallow that the top few feet of the sail have to be out of the water to make it work. I have no idea if this is the way things really are, but I somehow doubt it.

3: The bow planes don't seem to be attached properly. Instead of pivoting in line with the leading edge of the plane as in almost every image I've been able to find, they pivot in the middle.

One other thing I've noticed, and I'm not sure if this is a result of the 688 mod, but it only happens when I've got this mod installed (not the other two nukes), is that the game crashes when I exit straight from the game to the desktop. I don't know if anyone else has this happen to them, but it can be a little annoying, though its not severe problem, as it doesn't happen while playing or menuing, just when exiting.

Thanks,
Greg



That game crash thing happened to me also!

Karle94
07-11-10, 06:56 AM
There is something i don't understand.
When i loaded the sub into SH4, i found that its top speed, surfaced and submerged, is no better than a U.S. Fleet boat. :hmmm:
Can somebody help?


Activate the Walther turbine. It won`t go faster on the surface but underwater it will go much faster.

ETR3(SS)
07-11-10, 12:50 PM
There is something i don't understand.
When i loaded the sub into SH4, i found that its top speed, surfaced and submerged, is no better than a U.S. Fleet boat. :hmmm:
Can somebody help?

Like Karle94 said, activate the Walther Turbine. With out it your speed is severely limited to represent being on a backup propulsion system.

That game crash thing happened to me also! I've been aware of this crash for some time. I can't figure out what's causing it, and so long as it only happens on quitting to desktop it's not high on my priority list.

TabbyHunter
07-11-10, 04:01 PM
And if they cant find were the Reactor turbine button is, its right above the fuel gauge. I didnt know what it was at first.

subskipper53
07-11-10, 07:39 PM
Aha! There we go! :D

Thanks guys, i was really confused there. But there's one last thing.

I use TMO 1.9, and i have become very accustomed to its SH5-style free-roam camera. But the mod has the stock SH4 camera characteristics. How can i fix this, if it can be fixed?

ETR3(SS)
07-11-10, 09:09 PM
Go into the Data/Library folder of the mod and delete Cameras.dat

subskipper53
07-11-10, 10:35 PM
Aha! :D There we go!

Thanks guys, i was really confused there. But there's one thing i forgot to mention.

I use TMO 1.9, and I've become very accustomed to its SHV-style free-roam camera. But the mod features the stock SHIV camera characteristics. Is there a way i can fix this, for personalization?

Ruse
01-14-11, 12:44 PM
I hate to be a thread necromancer here, but this has bothered me for quite some time and all of my searching has yielded no results.

Is this mod equipped with a radar mast that can be lowered and raised? I'm using the latest version with stock v1.5. I can't figure out if there is a way to raise it. Is it something really obvious, or am I just missing something?

edit; I found the radar mast button finally. The thing is, its so low! It does not work when submerged. Is there a fix for this?

Basss
01-14-11, 12:59 PM
Is any news from developers guys?

ETR3(SS)
01-14-11, 01:06 PM
I hate to be a thread necromancer here, but this has bothered me for quite some time and all of my searching has yielded no results.

Is this mod equipped with a radar mast that can be lowered and raised? I'm using the latest version with stock v1.5. I can't figure out if there is a way to raise it. Is it something really obvious, or am I just missing something?

edit; I found the radar mast button finally. The thing is, its so low! It does not work when submerged. Is there a fix for this?

Alt R will raise and lower the radar mast. I haven't looked at the v4.2 in so long I was shocked at what was different. I'm working on a 4.3 that remodels and retextures some of the boat. The sail and rudder are the biggest changes. Also a 688 will be included in the next release. And thank you for posting your question here instead of the download page.:up: Also the radar mast is not meant to be used while submerged. I adjusted the range on the sonar so that you shouldn't need it.

sarat567
01-31-11, 01:37 PM
Uhhmm, there's no tower on the los angeles sub, only hull.. help please!!??

ETR3(SS)
01-31-11, 02:09 PM
Uhhmm, there's no tower on the los angeles sub, only hull.. help please!!??What other mods are you running?

sarat567
01-31-11, 02:32 PM
What other mods are you running?

Only the ohio mod, but i'm not running them at the same time

ETR3(SS)
01-31-11, 04:42 PM
Only the ohio mod, but i'm not running them at the same timeOk, next question. What version of the Los Angeles are you running?

sarat567
02-03-11, 10:19 AM
Ok, next question. What version of the Los Angeles are you running?

V 4.2

ETR3(SS)
02-03-11, 11:17 AM
V 4.2Well this is interesting.:hmmm: This shouldn't really be happening as I addressed the issue of missing conning towers in 4.1. Have you made any changes to any of the files? Try redownloading the mod and activating it.

sarat567
02-03-11, 01:03 PM
Well this is interesting.:hmmm: This shouldn't really be happening as I addressed the issue of missing conning towers in 4.1. Have you made any changes to any of the files? Try redownloading the mod and activating it.

could it be anything with u-boat missions?
I've tried downloading and reactivating several times now.:cry:

ETR3(SS)
02-03-11, 02:03 PM
could it be anything with u-boat missions?
I've tried downloading and reactivating several times now.:cry:The U-boat missions shouldn't affect anything as this is what the mod was designed to work with. I need to see a picture of your JSGME mods list and probably the UPCUnitsData directory as well.

sarat567
02-03-11, 02:22 PM
The U-boat missions shouldn't affect anything as this is what the mod was designed to work with. I need to see a picture of your JSGME mods list and probably the UPCUnitsData directory as well.

how do I do that

ETR3(SS)
02-03-11, 02:59 PM
Open up JSGME first and make sure it is large enough to see all mods activated and deactivated. Then press Print Screen. Then make a new MS Paint file (right click on desktop go to New then bitmap image). Right click on this and select edit. Once it opens up press ctrl+v and your image will be pasted in. Save as a jpeg file (this keeps the file size down). Next go to your Silent Hunter Wolves of the Pacific\Data\UPCData\UPCUnitsData directory and press print screen again. Follow the previous steps and make sure that you make a new file.

Once you have that done you need to upload it to an image hosting site, either photobucket or imageshack. I prefer imageshack myself. It should be self explanatory from here. A resolution of at least 1024X768 is needed to make it legible on my monitor.

sarat567
02-03-11, 03:04 PM
Open up JSGME first and make sure it is large enough to see all mods activated and deactivated. Then press Print Screen. Then make a new MS Paint file (right click on desktop go to New then bitmap image). Right click on this and select edit. Once it opens up press ctrl+v and your image will be pasted in. Save as a jpeg file (this keeps the file size down). Next go to your Silent Hunter Wolves of the Pacific\Data\UPCData\UPCUnitsData directory and press print screen again. Follow the previous steps and make sure that you make a new file.

Once you have that done you need to upload it to an image hosting site, either photobucket or imageshack. I prefer imageshack myself. It should be self explanatory from here. A resolution of at least 1024X768 is needed to make it legible on my monitor.


I'll do it tomorrow, europe time...

sarat567
02-05-11, 02:50 AM
I'll do it tomorrow, europe time...

JSGME mods list:
http://img33.imageshack.us/img33/4182/jsegme.jpg

UPCdata:
http://img543.imageshack.us/img543/597/upcdata1.jpg

ETR3(SS)
02-05-11, 04:50 AM
JSGME mods list:
http://img33.imageshack.us/img33/4182/jsegme.jpg

UPCdata:
http://img543.imageshack.us/img543/597/upcdata1.jpgOk I think I see the problem here. It looks like you are running Vista or Win 7 and you have SH4 installed to your Program Files folder. The solution is to reinstall SH4 to its own folder on C: drive or another drive if you have one available. My install path for example is D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific. Also once you get the game reinstalled I would recommend updating your JSGME. Here's the website for that http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)

Try that and let me know how it works out.

sarat567
02-05-11, 03:45 PM
Ok I think I see the problem here. It looks like you are running Vista or Win 7 and you have SH4 installed to your Program Files folder. The solution is to reinstall SH4 to its own folder on C: drive or another drive if you have one available. My install path for example is D:\Games\Ubisoft\Silent Hunter Wolves of the Pacific. Also once you get the game reinstalled I would recommend updating your JSGME. Here's the website for that http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)

Try that and let me know how it works out.

No, Didn't work

ETR3(SS)
02-05-11, 05:15 PM
No, Didn't work
What is the new install directory you made?

Edit: Also have you made any changes at all, no matter how insignificant, to any of the files for the mod?

sarat567
02-06-11, 02:40 AM
What is the new install directory you made?

Edit: Also have you made any changes at all, no matter how insignificant, to any of the files for the mod?

C:/Games/Ubisoft/Silent Hunter 4 Wolves of The pacific/

And no, no changes at all

ETR3(SS)
02-06-11, 03:46 AM
C:/Games/Ubisoft/Silent Hunter 4 Wolves of The pacific/

And no, no changes at allOk, install path looks good. Are you having the problem with any of the other playable subs?

sarat567
02-06-11, 12:30 PM
Ok, install path looks good. Are you having the problem with any of the other playable subs?

Only Skipjack, same problem

Scotty
05-03-11, 02:04 AM
Not complaining or anything, but I noticed something that when viewing from outside of sub, the screws are going the wrong way.. the rotation of the screw fins when going forward would be actually make the sub go in reverse, and vice versa.

Fins will always cut in the direction it is going.. same with a plane.

Not a big deal and not going to effect gameplay, but I figured I'd tell you... anyway for us to correct this?

Also wanted to say great mod.. playing with RSRDC and RFB mods and no problems except how do you shut off radio..

keep up the great work
scotty

Dryhtscipe
05-03-11, 05:19 PM
Small problem: when beginning a new patrol, if one changes all the default torpedoes out for ADCAPs, the game crashes when attempting to head out on patrol.

It works fine when reloading from the leaving-port save game after starting up and loading again, though.

Kingfish72
07-09-11, 11:54 PM
This is awesome stuff! Keep it up. =)

LaserSailor
12-11-11, 11:01 PM
If I wanted to try to edit the TASM to make it a BGM-109A by increasing the damage, blast radius, contact influence settings how would I go about doing that?

As the TASM is it's pretty useless (but awesome to launch...), just for fun I'd like to put a W80 warhead in my Cruise Missile.

th3guardianz
04-16-12, 02:57 PM
Awesome mod, keep up the good work :)

Bazinga3D
04-17-12, 06:14 AM
hello new to forum well not really, been on a SH4 hiatus for few years. Installed SH4+ patch 1.4 then installed 1.5 uboats

no other mods

I downloaded 688i mod, unzipped.

installed JSGME in SH4 root directory, and pointed MODS folder to be in there as well. Loaded the 688i mod

strange enough the model is there in game, periscope rises.

but Everything else is vanilla inside the sub, TDC, torpedo load out..etc Well it shows proper sub/torps in crew management.

my game is completely stock with 1.5 Patch

what gives?

thanks for any help:arrgh!:

Bazinga3D
04-17-12, 06:18 AM
also just to note. Since the model was playable (awesome looking btw) I went ahead and played even though all interior functions were stock.

speed and turning are great just like the Ohio should be

took her to 850 feet at 4kts...no crush, no problem

just wonder why i'm having this clitch after installing with nothing but the model and physics installed...

PetersonZF
04-19-12, 03:38 PM
Hey, first of all I'd like to say this is a great mod. First thing I did was call my Captain Bart Mancuso and created the USS Dallas. :)

I have two issues, though. The first problem is that when the game initially loads, there's a minor error in Windows (I have to Alt Tab out of the game to see it) that pops up a few times. But if I just hit OK to each error message, it goes away and then I can Alt Tab back in and play just fine.

However, if I try to load a save game, while using the external view or periscope, the game crashes. But if I switch to the Control Room first, no problem... except when I load the game, I get the error messages again, like above.

The first error says: "Camera Manager: When loading_Dummy_Cam_Watch_Aft a camera of type 30 already exists."

After clicking OK to that, it says: "Camera Manager: When loading_Dummy_Cam_Watch_Opposite a camera of type 32 already exists."

And so on, with another four errors along the same lines.

I can work round it, so it's not a major problem. And with the power of this sub, it's not like I need to reload very often. ;)

(FYI, I'm running the 1.4 version of the game, with the latest download of the mod, for that version. And my system is running Windows 7 32bit.)


The second issue is more of an enquiry. I understand from an earlier post that the Tomahawk missiles are not meant to home in. Is this by design or because of a technical issue? If it's the former, I was hoping you could help me alter them to home in like the Mk48 torps, because without that, they're awesome but impractical. :\

Many thanks.

Char
04-19-12, 06:26 PM
@Bazinga3D: That's because no Control Room Interior has been made,dunno why.Not's thats a big deal as it doesn't hurt gameplay or anything.

@PetersonZF:It's Because of a technical issue.The Tomahawks travel too fast,and adding any In-game Homing mechinisms caused it to wildly Zig-Zag and miss.And Sadly,there's no way to fix it I don't think.

Best Advice I can give is to Lock on to the Target and use the torpedo Spread dial to add a bit of lead to the thing.Once you get it down pat,you'll be one hitting Battleships with your eyes closed!

muddysquid
05-08-12, 05:30 AM
First off, great mod.

Second, what are the .zon files for the MK48 and tomahawks?

Thanks!

A Hidden Soul
08-02-12, 11:08 PM
I've been using the Ohio class more then anything. I'm looking forward to the Cold War mod. Can't wait for all these new modern submarines. Also you lucky man getting on an SSBN. I'm hoping the Navy puts me on one instead of an fast attack. I don't ship out for another year.

Dogma72
09-06-12, 11:55 AM
questions / suggestions.

MK48 torpedos. Maybe its a limitation of the game, but, i have found that they are a little dumber in game than in real life.

- mk48's chase loudest noise - sometimes this is your sub and if you aren't deep enough you will end up getting blown up by your own torpedo.
- mk48's irl are wire guide torpedos. Also, for some reason, though these torpedos do include active homing for bearing, they have no ability to change depth.
- mk48's have two speeds irl.
- mk48's 'forget' their targets - i.e. if i am shooting at a battleship that is 5000 yards away, and a destroyer happens to get within a 500 to 750 yards of the torpedos path, the torpedo will start actively homing in on the destroyer. This would suck less, but, since the torpedo can't change depth, it ends up just uselessly circling.
- reload time on mk48's is waaaaaaay too long - maybe twice or more too much. I'm seeing times over 5 minutes to reload a tube, maybe 10 - lol, i'll try and get an accurate measurement, but, in reality, this should really be closer to a minute. It's not like you have to go down to the storeroom, requisition a new mk48, find it, unpack it, delivery it to the torpedo room, rig it up on the skids and then load it. In reality for a battle situation, you will have your 4 tubes loaded, then (here's where i forget) 2 or 4 on skids ready to slide into the tubes. Yes, i get that you have to close the doors and pump down the tubes, but, that really doesn't take very long.

Tomahawks / harpooons
- why no guidance?

Sensor arrays
- possibility to continue to display/track all targets on attack screen irregardless of depth?
- possibility to choose/track/lock targets whilst submerged?

Technical issues
- i maybe have sunk too many tons with the 688i mod. A couple of things started happening
(1) game save file became corrupt and game crashed when opening it
(2) game would crash periodically
(3) dive control became inoperable - no response for dive, then when it did dive it grossly overshot, same with going to periscope depth. The more tons i sank, the worse it got. Note this is after refits, so damage should not have been an issue (also, sub displayed no damage)

think that's it for now. The mod is really great and I love playing it.

Suggestions - would it be possible to model a new bridge to something that doesn't look like a WWII sub? Same with sonar/radar.

jhapprich
09-06-12, 03:27 PM
LOL

and the winner is...well,you know what i mean...

A Hidden Soul
09-06-12, 09:23 PM
questions / suggestions.

MK48 torpedos. Maybe its a limitation of the game, but, i have found that they are a little dumber in game than in real life.

- mk48's chase loudest noise - sometimes this is your sub and if you aren't deep enough you will end up getting blown up by your own torpedo.
- mk48's irl are wire guide torpedos. Also, for some reason, though these torpedos do include active homing for bearing, they have no ability to change depth.
- mk48's have two speeds irl.
- mk48's 'forget' their targets - i.e. if i am shooting at a battleship that is 5000 yards away, and a destroyer happens to get within a 500 to 750 yards of the torpedos path, the torpedo will start actively homing in on the destroyer. This would suck less, but, since the torpedo can't change depth, it ends up just uselessly circling.
- reload time on mk48's is waaaaaaay too long - maybe twice or more too much. I'm seeing times over 5 minutes to reload a tube, maybe 10 - lol, i'll try and get an accurate measurement, but, in reality, this should really be closer to a minute. It's not like you have to go down to the storeroom, requisition a new mk48, find it, unpack it, delivery it to the torpedo room, rig it up on the skids and then load it. In reality for a battle situation, you will have your 4 tubes loaded, then (here's where i forget) 2 or 4 on skids ready to slide into the tubes. Yes, i get that you have to close the doors and pump down the tubes, but, that really doesn't take very long.

Tomahawks / harpooons
- why no guidance?

Sensor arrays
- possibility to continue to display/track all targets on attack screen irregardless of depth?
- possibility to choose/track/lock targets whilst submerged?

Technical issues
- i maybe have sunk too many tons with the 688i mod. A couple of things started happening
(1) game save file became corrupt and game crashed when opening it
(2) game would crash periodically
(3) dive control became inoperable - no response for dive, then when it did dive it grossly overshot, same with going to periscope depth. The more tons i sank, the worse it got. Note this is after refits, so damage should not have been an issue (also, sub displayed no damage)

think that's it for now. The mod is really great and I love playing it.

Suggestions - would it be possible to model a new bridge to something that doesn't look like a WWII sub? Same with sonar/radar.

I agree with this. Also would be nice if you added the 688 playable for v1.5!!:salute:

Ryanjames170
09-15-12, 09:45 PM
how could one add a depth gage that goses a little deeper? so one can set the depth deeper then 450 feet?

nandu737
10-04-12, 12:42 AM
how could one add a depth gage that goses a little deeper? so one can set the depth deeper then 450 feet?


Use the Dive key to set dive planes down...

ETR3(SS)
12-04-12, 07:50 PM
Just sayin, I'm still alive. Haven't had regular internet for over a year and coming to subsim was low on the priority list. Not sure of my intentions at this time as I have a lot to catch up on it seems. I also have a family now as well. I'll keep everybody posted.

A Hidden Soul
12-16-12, 02:20 PM
Just sayin, I'm still alive. Haven't had regular internet for over a year and coming to subsim was low on the priority list. Not sure of my intentions at this time as I have a lot to catch up on it seems. I also have a family now as well. I'll keep everybody posted.
Welcome back! Thank you again for your mods. I hope you improve them!:)

ETR3(SS)
01-18-13, 04:59 PM
Well it seems I'm not done with this beast yet. As of right now I have a Flight I 688 along with the Flight III for ver 4.3. A lot of you have expressed concerns over the way the control room looks. Given my skill level and time available I don't plan on creating an accurate control room for this mod. I used the S Class control room as a sort of fill in instead. It's layout is similar to a degree and best fits this style of boat.

A lot of the other issues that have been brought up about the TASM and MK 48 are out of my hands due to game limitations. Remember we're trying to make WWII tech emulate modern day tech.

Also I'm looking into making a Tang and Skate class as well.

Yamato_NF
01-18-13, 08:47 PM
Well it seems I'm not done with this beast yet. As of right now I have a Flight I 688 along with the Flight III for ver 4.3. A lot of you have expressed concerns over the way the control room looks. Given my skill level and time available I don't plan on creating an accurate control room for this mod. I used the S Class control room as a sort of fill in instead. It's layout is similar to a degree and best fits this style of boat.

A lot of the other issues that have been brought up about the TASM and MK 48 are out of my hands due to game limitations. Remember we're trying to make WWII tech emulate modern day tech.

Also I'm looking into making a Tang and Skate class as well.

could you make VLS tubes possibly? (on the Flt III) im sure Jhapprich could help you!
(he has had success in this with his Oscar II class sub)

ETR3(SS)
01-20-13, 10:52 AM
could you make VLS tubes possibly? (on the Flt III) im sure Jhapprich could help you!
(he has had success in this with his Oscar II class sub)I'm aware of the how to make the VLS tubes work, but there's other matters to consider about it. First one being the limited torpedo tubes available so you wouldn't get all 12 VLS tubes. Second being the loadout of those tubes. TLAMs would be pointless so you'd have to load TASMs. And with the limited functionality of those weapons I'm tempted to remove them outright.

zach12
01-26-13, 05:27 PM
I have been tying to download it but it keeps trying to download as a rar file and then it wont work can someone tell me what I am doing wrong?

ETR3(SS)
01-26-13, 05:29 PM
Sounds like it's downloading correct, it's supposed to be a rar file. You can open it using 7zip or winrar.

Klaus
01-27-13, 02:25 AM
zach12, what is dimension of file?
if is something like 345 bytes is not good

Yamato_NF
01-28-13, 03:27 PM
I'm aware of the how to make the VLS tubes work, but there's other matters to consider about it. First one being the limited torpedo tubes available so you wouldn't get all 12 VLS tubes. Second being the loadout of those tubes. TLAMs would be pointless so you'd have to load TASMs. And with the limited functionality of those weapons I'm tempted to remove them outright.

Just make 4 VLS tubes + 8 reloads!
hmmm, make the TASMs guided with 85-100kts speed?:06:

sure the speed is slow, but atleast they home properly! :sunny: