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View Full Version : Need a hint for Goblin


trebby
07-30-11, 09:43 AM
Hi guys,

Just started using the Goblin, for a simple mod allowing deeper diving.

(FYI: Clay Blair in "Hitlers U-boat war" states some instances in wich uboats returned to base after inadvertently reaching deep depths up to about 280 meters!)

Next is the diving times I like to tweak. Fastest for VIIC to peri depth I found was 27 sec. mostly around 30 secs.

Anyway, my question is:
Does anybody know were I can find the location in wich to change this?

Thanks, trebb.

TheDarkWraith
07-30-11, 10:08 AM
the .cfg file and .sim file for each sub

Stormfly
07-30-11, 10:29 AM
stuff for another new little project ?

...injecting code or changing it to have a hull breach dept at a random dept range, this random range is changing after each overhaul and of course if it took damage.

Also, if the hull start loosing hitpoints we need some random sound triggers from a list like you did for the incomming radio messages. :DL

TDW ? :D

trebby
07-30-11, 01:55 PM
@TDW: Ill give it some more looks, just tought that this could be a combination of factors like displacement ect instead of a single changeable value. Better like this...

@Stormfly: great idea but I am not up to that modding level by far...
In fact, today I let one of my sons type in "secretly" the crushdepth from a range which I found realistic (per subtype). A poor mans solution but works for me, still dunno when hull crashes at least...:-?

Sidemark: I read that during WW2 Destroyers often reported explosions after succesfully DCing uboats. They reckoned it was torpedos exploding. After WW2 some interesting experiments were conducted considering crush depth, using surplus surrendered uboats. It turned out that at a certain (crush) depth the (unmanned) boat violently imploded, causing the often reported "torpedo" explosions...

This leads me to belief that failure should hardly be gradual, but suddenly and complete...

Cheers, trebb.

edit: so in game implosion could come without too much warning, no countdown of hull damage but sudden 100% damage at crush depth.
Just a thought...

Stormfly
07-30-11, 08:33 PM
at current, the hull get stress damage till you reach 0% hull streangh, after that the game end with some kind of soul using the cam climbing and rotating up to the sky.

changing that with some kind of implusion effect would be nice, but could maybe hard to do.

easyer or additional could using the hull`s damage percent as some additional sound triggers. problem at current is, that you wont get any sound information sometimes (just the dept cranks which will play also without any hull prolem), that your hull is taking much stress and damage because youre to deep for its current % of strange, and this is not very realistic in my eyes, ithink if a hull is taking much stress and get structural damaged from that, it need fitting scary sounds, documenting that it could maybe breach in the next seconds.

but even more important are ramdom dept`s or better random hull strange without a visual % hull indicator. If this visual hull streange/damage information is gone, you only have the extra scary sound information that something very bad is going on with your hull...:O:

TheDarkWraith
07-30-11, 08:52 PM
but even more important are ramdom dept`s or better random hull strange without a visual % hull indicator. If this visual hull streange/damage information is gone, you only have the extra scary sound information that something very bad is going on with your hull...:O:

That can easily be done using my TDWSound.dll and some scripting :yep:

Stormfly
07-31-11, 01:00 AM
ohh if its easy...

...but that would make the game very scary and much more difficult regarding deep dept`s

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Salivating.gif

how much hull damaga/stress sounds you need and what name format ?

Stormfly
08-01-11, 11:48 AM
That can easily be done using my TDWSound.dll and some scripting :yep:

even for a random hull crush dept / dept range ?

...any free recources for that TDW ?

0rpheus
08-01-11, 04:08 PM
This thread made me check the test depth for the VIIc listed on wikipedia (not the most reliable I know, but a fair starting point) vs in-game.

I won't post the actual depth my sub popped as I'm sure many of you won't want to know, but I was quite disappointed to find out it was lower in-game... maybe 15-20 metres below the wiki listed test depth, not the listed crush depth. Hull damage started a good 40 metres above the listed crush depth.

So if you do mod test & crush depths properly, I for one will be waiting to install it! Though I do like the gradual 'hull damage!'... 'flooding'... 'heavy flooding'... *pop* when the sub is undamaged, but if hull damage is already fairly heavy when you dive, an insta-pop below a certain depth would be fine. :yeah:

trebby
08-02-11, 02:56 PM
Anyway,

as max depth is implemented in game in any mod now I think it is way to conservative.
In the early modding days of SH3 a modder called Timetraveller made an nice tool called sh3inspector. As discussion raged back and forth, any soul could randomly set his own crush depth with a random variation of +/- 5 to 10 % to keep ya guessing...This could be used to sh4, not sh5.
That would be great for sh5.

Another reference partly confirming the above mentioned data from the authorative work of Clay Blair here:

http://www.uboat.net/forums/read.php?20,58866,58868

read the answers regarding U-175 later in the post.
U-175 was an type IXC boat generally regarded as less deeper diving...

Cheers, trebb.:salute: