View Full Version : [WIP] UltraSubs for SH4
SloppyMk27
04-04-10, 12:18 PM
For those who liked UltraSubs v2.0 mod for SH5, I'm making one for SH4 that is just as detailed and similar performance upgrades for all the US and German subs. The work is almost done, I hope to have a release within the next day or two.
audessy
04-05-10, 02:38 AM
I'm interested. However I'm not familiar with this mod. I like realism as much as a "sci-fi" sort of WWII fantasy. Above all I love content. Give me a whole bunch of toys and it don't matter if they're real or not it's gonna be fun.
What will the upgrades be like? Can you name a few and their functions?
P.S. I'm from Wisconsin too. Dodge county area. Nice to see a fellow Wisconsinite on these forums.
ETR3(SS)
04-05-10, 12:26 PM
Sounds like a good mod. It's nice to just wreck havoc in the Pac every now and again.
Oh and there's quite a few cheese heads in the forum you'll find. :03:
Aramike
04-05-10, 09:33 PM
Sounds like a good mod. It's nice to just wreck havoc in the Pac every now and again.
Oh and there's quite a few cheese heads in the forum you'll find. :03:Indeed. :rock:
SloppyMk27
04-05-10, 10:30 PM
This mod is exactly as ETR3(SS) Adequetly put it, "It's nice to just wreck havoc in the Pac every now and again." If you've been sunk for the last time, or whatever the case may be, and you want to come back to your enemy with a VENGENCE and a Nuclear Submarine:D This should work.
Sub Armorment: 100/100cm
Instant Repairs: All repairs on all items, equipment and weapons on your submarine are repaired in 0.01 hours.
Hitpoint Values have been increased to 1.5mil on all subs, sub parts, equipment, weapons and crew members. Crew member healing speed has also been increased to 0.01 hours. In otherwords your gunman can take a blast from a battleship gun and be all healed up again 30 seconds later. (Well, in theroy that's the way it's intended to work)
Torpedos: The Mk16 torpedo is the American "sister torpedo" to the "Modified" German T7 Torpedo (from UltraSubs v2.0 for SH5)
Test results below:up:
http://subsim.com/radioroom/album.php?albumid=240&pictureid=1664
Submarine speed has been increased to 60 knots on all submarines. Speed ratios have been changed to allow for slower speeds while in port or creeping up behind an enemy;) To accompany this, the horsepower rating on all subs have been increased. Nothing way to extreme, but it'll get up to speed quicker than before.
Sub max depth has been increased to 500 meters. The game seems to crash anything beyond that. (Interesting in SH5 I got a sub down to 1600 meters without problems)
The Weapons for the subs have all been functionally re-worked
Deck gun rate of fire has been increased (not laser gun style) but a comfortable 1 shell every 0.6 seconds.
Issue with the Twin 40mm AA Gun. I've wanted to make that available as a AA Gun and it's made as a deck gun. I've tried everything, but it locks up the game whenever you use it. My problem was I wanted a twin 40mm working AA gun. I modified the twin 20mm AA gun and put the 40mm barrels on it and changed the ammo it uses and it functionaly and graphicly works. - That by itself is my first functional graphics mod. When you equip a Twin Barrel 20mm AA Gun it will have 40mm barrels and use 40mm ammo.
Another Graphical issue changed - on all the US Subs. Topside mounted Hydrophone in the way of the view finder on the deck gun. This has pissed me off multiple times so I moved it to behind the deck gun. So many ships I wanted to blow to pieces looking thru the scope have been behind the view of that damn hydrophone:damn: I had to change it:up:
There is a lot more yet, but I will have all the details listed when the mod is complete for release.
Thank You for your interest and support :salute:
SloppyMk27
04-07-10, 08:40 PM
Untitled DocumentAmerican UltraSubs v4.31 [REL]
Submarines:
Armor all 100/100
Hitpoints=1,500,000 on all Sub Parts, Equipment, and Weapons
Hull Crush Depth 500 Meters
Exposure for Crew, Weapons and Equipment = 0.05
Repair Time 0.05 (For All Submarine Parts, Equipment and Weapons)
Top Speed both Submerged and Surfaced = 60 knots with speed ratios adjusted to allow for slow travel in ports
Max Torpedo launch depth = 300 Meters on all Subs
All Subs are Equipped with their latest Conning Tower at all times of the game.
All Upgrades are available right from the start and are all free.
Torpedo Eject Time = 0.1 Seconds
Torpedo Reload Time 0.01 Minutes
Fore Torpedo Storage Tube Capacities increased to 50 on Tambor, Gato, and Balao; 20 on Smaller Subs
Sensors
Hydrophone Max Range 50km
Visual Sensor Max Range 50km, Precise Range 45km
Late Model Radars have 40km range
Guns and Ammo
20mm Twin AA Machine Gun Modified (Graphically and Functionally)
Given 40mmTwin Barrels and uses 40mm ammo
Ammo Capacity increased
Shell Damage increased
Shell Speed Increased
5.25" Deck Gun
Rate of Fire Increased
Shell Damage increased
Shell Capacity Increased
Shell Speed Increased
4.5" Deck Gun
Rate of Fire Increased
Shell Damage Increased
Shell Capacity Increased
Shell Speed Increased
Torpedos
Mk18
3.2km Blast Radius
22km range
300 knots
20k-22k Damage Effect
50k Impulse
All Dud Chance and Premature Detonation Factors reduced to 0
Mk16
100-115m Blast Radius
15km Range
1800-2000 Damage Effect
20k Impulse
200 knots
All Dud Chance and Premature Detonation Factors reduced to 0
Mk27
100-115m Blast Radius
15km Range
20k Impulse
150knots
1000-1200 Damage Effect
All Dud Chance and Premature Detonation Factors reduced to 0
All Other Torpedos
All Dud Chance and Premature Detonation Factors reduced to 0
Crew
Heal in 0.05 hours
1,500,000 Hitpoints
Efficiency Mod for all Ranks is 1.0
Qualification Skill bonus is 0.9 in all qualifications in all categories.
All Crew member injuries reduce their efficiency by 0.01 instead of their much higher rates
Recovery time for all injuries is 0.05 hours.
Most Skill ranks are 100+/100 on most crew members
Periscopes, UZO, Binoculars, and Gun Scopes
4 Zoom Levels
Max Distance of view Increased
Deck Gun Scope goes down to 100m
Conclusion
This Mod is free and is only to be redistributed for free.
This Mod is not for commercial use of any kind
Credits
I have made this particular mod as a whole but some of the ideas came from existing mods that I applied to this mod.
The idea of extra zoom levels for the deck gun became known to me from Pimp My Ride 2 mod
The idea of dropping the minimum range came from Pimp My Ride 2
Somewhere in the subsim forums I remember someone asking about extra torpedoes on the subs which gave me the idea to add more torpedoes to the subs.
I Thank NEON DEON for the ideas I applied to this mod
I Thank everyone else on subsim for their interest and input on this mod
SloppyMk27
Paulus von Rayburg
04-08-10, 05:21 AM
Sounds very nice Sloppy. I play SH3, would you consider developing this mod for SH3? I think that would appeal to a lot of people, thanks. :yeah:
SloppyMk27
04-08-10, 07:30 AM
I believe I should be able to make that possible. Thankfully with the Silent Hunter game series is the consistency (for the most part) of the development structure. I will look into that and post my findings in the very near future. Thank you for your interest in this mod:salute:
Paulus von Rayburg
04-08-10, 08:41 AM
Thanks Sloppy , I look forward to that :yeah:
SloppyMk27
04-09-10, 07:29 PM
As by request I've started working on the SH3 UltraSubs project. A mod to releive the player of realistic damage and provide additional support to the player such as increased radar range, a deadly deck gun, for when you get stuck and many more features to assure a more successful patrol. The true nature of this mod is to be a safetynet while learning how to go into and get out of battles alive. Once a completed version of this mod is released I intend to make a similar but scaled down version of this mod. This mod is not complete yet. To give an approximation I am about 1/4 of the way done with it. It's been a long time since I've done anything with SH3, but I am intrigued by this challenge. I will post again on this subject when I am closer to completing this mod.
SloppyMk27
04-09-10, 09:14 PM
My mod American UltraSubs v4.31 for SH4 is released and is available:
http://subsim.com/radioroom/downloads.php?do=file&id=1715
A Secondary mod to ajoin this one called German UltraSubs for SH4 is still under construction and has not been released.
Sorry if this thread caused any confusion. The intention is to provide an UltraSub Series consisting of a mod for SH3, SH4, and SH5 that provides unrealistic advantages for the player when playing any and all playable subs in each of the games.
http://standardcommunication.net/images/SloppyMk27.png
Paulus von Rayburg
04-10-10, 05:52 AM
Sounds great Sloppy :yeah:
Thank you 27,I want to look at some of your files..:D
SloppyMk27
04-13-10, 06:03 PM
Hi, I want to apologize for how long this is taking. Life likes to cause inconveniences at times. I do want to let everyone know that German UltraSubs will be done soon. Also SH3 UltraSubs is still in progress.
The link is a display of the efficiency of the "Modified" Deck Gun for German UltraSubs.
http://www.subsim.com/radioroom/album.php?albumid=240&pictureid=1696
I thank everyone for their patients on this.
SloppyMk27
Paulus von Rayburg
04-15-10, 01:53 PM
No need to apologise, you do what you can when you can. Look forward to it :03:
SloppyMk27
04-16-10, 11:26 PM
German UltraSubs v1.0 is now available.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1764
Mod description is in the link. This mod is a Uboat Expansion of American UltraSubs and includes American UltraSubs.
I did that because I thought it would solve the issues of 1 or 2 releases and to maximize compatability.
American UltraSubs was built aiming to be SH4 1.4 compatible.
German UltraSubs is only compatible with SH4 1.5 but you still keep the American UltraSub modifications.:up:
SloppyMk27
04-23-10, 07:01 PM
SH3 UltraSubs is nearing completion. I've started a thread in the SH3 Mods Workshop with all the information for it. It's been an interesting challenge that I have no regrets taking on. All further progress for the SH3 UltraSubs mod will be posted in it's thread below.
http://www.subsim.com/radioroom/showthread.php?p=1371528#post1371528
I thank everyone for their patients with me in the development of this mod.:up:
Paulus von Rayburg
04-24-10, 04:32 AM
Thanks Sloppy, will look there. Great stuff, appreciated :cool:
photographerguy
05-08-10, 08:53 AM
Perhaps i´m to stupid - but this great Mod doesn´t work with OM for SH4 1.5 - or?
SloppyMk27
05-20-10, 10:20 PM
Perhaps i´m to stupid - but this great Mod doesn´t work with OM for SH4 1.5 - or?
Not sure what you mean by OM. There are actually 2 UltraSub mods I have for SH4
1: UltraSubs v4.31 - Designed to be compatible with SH4 v1.4
2: German UltraSubs v1.0 - Includes UltraSubs 4.31 but also adds the same bonuses to the German Playable Submarines and some of the special abilities have been tweaked.
I am actively still playing with these mods (not only for the purpose of employing them, but to find areas of improvements on them) to make and release updates for these mods.
SloppyMk27
SloppyMk27
05-29-10, 05:19 PM
Just to give everyone a heads up, I am working on UltraSubs v5.1.
The biggest change of this mod is how it is provided. All parts of the mod have been individualized for more flexibility.
This Mod Currenly will consist of several individual mods. 5 are listed below. More will follow in time
1. US51_Armor - Changes the Armor Level of the all the playable submarines to 255 from their original value - 15-25 only modifying the zon files of each submarine.
2. US51_BFGs - This will change the ammo capacity and firing rate of all the playable deck guns and AA Guns modifying only the sim files of each of the playable weapons
3. US51_Extremely_Powerful_Ammo - This will change the damage values of the shells fired from the playable weapons modifying only the shells.zon file.
4. US51_Extremely_Powerful_Torpedos - This mod will change the damage values and torpedo speeds of some of the torpedos modifying the torpedos.zon and sim files and the torpedosUS.zon and sim files.
5. US51_Upgrade_Unlocker - this will make all upgrades to all submarines available at all times and all for free.
More additions to this will surface until I feel this mod is complete. I intend to make all these mods for this mod TMO1.9 compatible. For example with the Armor mod, I've included the changes for the additional subs added by TMO1.9
I will keep this updated thread updated as I get closer to finishing this mod.
SloppyMk27
chebonaparte
05-31-10, 02:38 PM
:cool:
many times ive reached targets or mission goals with lack of torpedoes or reload times that seem broken or take forever to reload torpedoe tubes, that with few crashes and invisible reefs can fustrate game so much you leave it be for while.
awesome setup
Q. How do i install them into SH4? so many folders where do i start?
SloppyMk27
05-31-10, 07:10 PM
:cool:
many times ive reached targets or mission goals with lack of torpedoes or reload times that seem broken or take forever to reload torpedoe tubes, that with few crashes and invisible reefs can fustrate game so much you leave it be for while.
awesome setup
Q. How do i install them into SH4? so many folders where do i start?
I understand what you mean completely. I hate running out of torpedoes on the way to my destination where I'm supposed to be sinking ships. and having no torpedoes for the trip back. That and also needing a torpedo while it's loading is also painful.
Anyway As far as how to use these mods, you'll want to do the following:
1. Install JoneSoft Generic Mod Enabler (JSGME)
This can be found here: http://www.users.on.net/~jscones/software/products-jsgme.html
Install this Program into your C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific directory
2. Run JSGME and It will create a MODS directory in your Silent Hunter Wolves of the Pacific directory
3. Extract a downloaded Mod into the new MODS directory.
4. In the JSGME program, click Tasks then Refresh List.
5. Click on the mod you want to apply and hit the > button
JSGME will automatically find the files that are changed by the mod and makes a backup of them. Then copies the modded files into the game data directory structure. When you disable a mod, it copies the original files back to their original location.
Most of the mods on here are JSGME compatible and often come with a readme explaining installation.
I hope this helps explain how to make the most of the mods you choose to make use of:up:
SloppyMk27
chebonaparte
05-31-10, 09:10 PM
aw :cool:
thank you Sloppy! :yeah:
:DL
took me min to figure out how to use set it up but now i have all the mods ive been wanting to try for ages!
:rock:
:arrgh!:
:up:
fairplay
happy sailing /silent running hunting! ;)
cheers!:ping::sunny::ping:
SloppyMk27
05-31-10, 10:52 PM
Glad I could Help:up:
Thank you for your intrest in this mod:up:
SloppyMk27
chebonaparte
05-31-10, 11:59 PM
omg AWESOME!!! LOL :)
:DL:D:D:sunny:
:haha::haha::ping::ping:
So many
brilliant fixes and mods !
i espec. love the green / yellow light buttons!
and the speed boost is nice break away from crawling along seabed lol ;)
its therapeutic to take break away from harsh realistic sims and just have little fun taking on destroyers warships bombers and blasting them down to the titanic! haha
:yeah::yeah:
best mods and mod loader ive ever had on any games!
keep up good work!
<salutes>
SloppyMk27
06-01-10, 02:48 AM
Thank you for your input on this mod.:salute:
I had multiple reasons for making this mod. One was to save time. I have a busy life and I love to play SH4. I don't have all day to cross the Pacific at 9kts to sink a couple ships and hope to make it back to port on fumes. Another reason was out of fun. If I was going to hit something with a torpedo or a deck gun shell, I wanted to be sure I got my target's immediate attention while at the same time, be significantly resistant to their ammunition.:D I am very interested in finishing up the latest edition to this mod which whill have many of the same features, but will be split up into individual mods. One thing I cannot take credit for is the green and yellow buttons. You'll have to thank our friend "jimiadrid" for that one:DL He's made many other excellent mods as well. A lot of the mods I've seen are very good on here. I hope you get as much enjoyment from the mods available on here as many of us had. If you have any further questions or comments, let me know.:up:
SloppyMk27
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