View Full Version : SHKVAL torpedo?
oscarenwickler
01-25-12, 07:13 PM
I was Wondering If anyone would be interested in creating a Shkval topedo?:hmmm:
the shkval torpedo is a supercavitating torpedo the could go to 200+ knots, mabey even more.
it "flys" in a bubble created by it`s nose cone. I would love one of these.
I`ll gladly answer any questions.
"Specs"
Diameter: 533 MM
length: 8.2 M
weight: 2,700 KG (warhead 210 KG)
speed: Launch=50 Knots, Max=200-250 Knots
range: new version 7-13 KM, old version 2 KM
propulsion: Liquid-fuel rocket engine
Controls: four control fins and a movable tiphttp://upload.wikimedia.org/wikipedia/commons/thumb/a/a8/Shkval.jpg/400px-Shkval.jpg
http://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Shkval_head.jpg/800px-Shkval_head.jpg
http://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Shkval_rear.jpg/800px-Shkval_rear.jpg
these pictures are of 1 the bod 2 the head and 3 the rear.:salute: If anyone is interested please let me know. the fins are the little silver things you can see in pic 3
Michael13
01-25-12, 08:46 PM
This game about WWII german submarines, not Cold War russians :hmmm:
oscarenwickler
01-25-12, 08:49 PM
so? Just look at the mods from SH4. It`s all submarine stuff. :hmmm:
plus I think these torpedos are just plain cool:salute:
0rpheus
01-25-12, 08:57 PM
Nice pics but a re-size wouldn't hurt! :O:
A mod is unlikely, SH5 is just starting to come into its own in terms of WW2 modding let alone cold war subs & weapons. If you want that kind of thing, you'll need Dangerous Waters.
:salute:
oscarenwickler
01-25-12, 08:59 PM
Nice pics but a re-size wouldn't hurt! :O:
A mod is unlikely, SH5 is just starting to come into its own in terms of WW2 modding let alone cold war subs & weapons. If you want that kind of thing, you'll need Dangerous Waters.
:salute:
Oh :cry:
I thought you could just do some speed changes with the torpedo and add a skin. TDW was able to bring ships over from SH4 using this way. I think I`ll ask him and see what he says. if he says it`s not possible than i`ll close the thread.
Hartmann
01-25-12, 09:46 PM
repeated post
Hartmann
01-25-12, 09:48 PM
Replace the deck gun with this in 1945 could be cool and possible because it was a real weapon , the first wire guided missile.
Ruhrstahl X-4
http://2.bp.blogspot.com/_0a67GongyHY/S_Sh3wYUTFI/AAAAAAAABCM/_uk1k4E4y5k/s1600/Ruhrstahl+X4-hhh.jpg
http://www.luft46.com/missile/x4-9.jpg
oscarenwickler
01-25-12, 11:23 PM
Replace the deck gun with this in 1945 could be cool and possible because it was a real weapon , the first wire guided missile.
Ruhrstahl X-4
http://2.bp.blogspot.com/_0a67GongyHY/S_Sh3wYUTFI/AAAAAAAABCM/_uk1k4E4y5k/s1600/Ruhrstahl+X4-hhh.jpg
http://www.luft46.com/missile/x4-9.jpg
COOL:rock::salute:
oscarenwickler
01-26-12, 10:47 AM
If anyone is confused with my description of the control fins on my first post, than look at the third picture. look up the torpedo body until you see a little silver thing that`s retracted into the body. those are the control fins.
cheers! :salute:
http://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Shkval_rear.jpg/800px-Shkval_rear.jpg
Webster
01-26-12, 01:28 PM
i think the main resistance to ideas like this is because the sub simulator crowd is more interested in period specific historical accuracy and realism then just modding general cool stuff that is totally unrealistic so while it could be cool it may not be of interest to many of the modders out there.
that said you will find the members here are very helpfull and will assist you with any info you may need to help you create your own mod for this.
im sure there will be other members who will enjoy this mod as much as you will
0rpheus
01-26-12, 01:39 PM
Oh :cry:
I thought you could just do some speed changes with the torpedo and add a skin. TDW was able to bring ships over from SH4 using this way. I think I`ll ask him and see what he says. if he says it`s not possible than i`ll close the thread.
Can't be sure on the technical details; it's probably possible to modify the speed/damage, but how you'd achieve the supercavitating effect I have no idea.
Please don't think I'm shooting your idea down in flames, just as Webster says, it's more likely that modders will be working on WW2 related things for the foreseeable future. If/when SH5 gets a 'modern subs' mod, I have no doubt someone will mod one of these torps for it. But until that happens, your best bet in terms of finding a game that uses them is Dangerous Waters.
Good hunting either way, and I hope you get your mod one day!:up: :salute:
oscarenwickler
01-26-12, 09:03 PM
All I want is a torpedo that can go really fast, but it would be awsome to have this look to it. as for the WWII historical accuracy I think that a LITTLE future weapons would be neat to have for people who (like me) just want to see what`s possible.:up::ping::salute:
Sailor Steve
01-26-12, 10:52 PM
Maybe you need to start learning how to do this yourself. That's the way all the modders started - figuring out how to do something they wanted.
oscarenwickler
01-27-12, 06:10 PM
Maybe you need to start learning how to do this yourself. That's the way all the modders started - figuring out how to do something they wanted.
Actually that`s a good point. can anyone tell me where to find the torpedo files for SH5?:salute:
oscarenwickler
01-27-12, 06:12 PM
i think the main resistance to ideas like this is because the sub simulator crowd is more interested in period specific historical accuracy and realism then just modding general cool stuff that is totally unrealistic so while it could be cool it may not be of interest to many of the modders out there.
that said you will find the members here are very helpfull and will assist you with any info you may need to help you create your own mod for this.
im sure there will be other members who will enjoy this mod as much as you will
And maybe if I do manage to get this working there would be others willing to refine the idea:hmmm: thanks!:up:
:salute:
oscarenwickler
01-27-12, 06:13 PM
Does anyone know of any torpedo mods? that`s really all I want at the moment.:salute:
andy_311
01-28-12, 06:34 AM
Actually that`s a good point. can anyone tell me where to find the torpedo files?:salute:
The US torpedo files are stored in sh4/data/library
Webster
01-28-12, 03:29 PM
there are a few different files involved so there are the image and rendering files that control the look you see on the torpedo screen as well as what you see in the water as you watch the torpedo after its fired.
there are sim and zon files that control speed range explosive power and the range and depth of the impact zone then the image files are in menu or misc folder (im not sure) but there are a couple of those to change.
none of this is hugely complicated but with a little trial and error you will solve any issues you have.
if you get stuck just ask and there are lots of people glad to help you.
a good place to start is looking at the torpedo mods for sh4 that change the color and apearance of torps then look at my upgraded torpedo mods for sh4 to see the files involved in the torpedo settings.
the modded sh4 files are very close to what you need to do in sh5, the games are not that different for the most part.
oscarenwickler
02-03-12, 12:36 AM
:damn:sorry I took so long to get back. my computer was in the shop for an upgrade. turns out you cannot install a new graphics card in an all-in-one.
also there is something i should say, the only subsim game i have is SH5.
P.S. Tonight Im trying out my 3DS for use on posting updates and such. If the salute thing doesnt work now you know why.:salute:
oscarenwickler
02-03-12, 12:40 AM
BTW I was screwing around in the SH5 files and I came across an application called missioneditor2. is this the fabled mission editor? and where can I find the statistics for the U-boat? I mean like speed and stuff. :salute:
Webster
02-03-12, 07:06 AM
BTW I was screwing around in the SH5 files and I came across an application called missioneditor2. is this the fabled mission editor? and where can I find the statistics for the U-boat? I mean like speed and stuff. :salute:
even if you dont have sh4 you can see the names of the files i modded there and look in those same named files in sh5 and its very likely they will have the same info and control aspects for the sh5 game.
the mission edotor is for creating misdsions for the game and can be found in the main game directory. there are threads out there explaining how to use it, it works the same for sh3 or sh4 or sh5 so any of the creating missions demo threads will help you figure it out.
find the statistics for uboats in the (ubisoft/ silent hunter 5/ data /submarine/ uboat name/ .cfg file)
oscarenwickler
02-04-12, 01:47 AM
even if you dont have sh4 you can see the names of the files i modded there and look in those same named files in sh5 and its very likely they will have the same info and control aspects for the sh5 game.
the mission edotor is for creating misdsions for the game and can be found in the main game directory. there are threads out there explaining how to use it, it works the same for sh3 or sh4 or sh5 so any of the creating missions demo threads will help you figure it out.
find the statistics for uboats in the (ubisoft/ silent hunter 5/ data /submarine/ uboat name/ .cfg file)
Thank you! Now I can screw around and attempt to create the fastest U-boat in history! (evil laugh). And i can test it to :D :salute:
oscarenwickler
02-04-12, 02:00 AM
On an unrelated note, does the game end before the homing torpedos came out? I'd flippin LOVE to get my hands on a few of those :D :salute:
Webster
02-06-12, 07:48 PM
check the equipt files, they dictate when equiptment becomes available
SubHunter88
02-06-12, 09:28 PM
to the OP;
I don't see why you couldn't modify an existing torpedo.. Maybe re-texture and add your own visuals, and just change the behaviors for it.
I'm not really sure to what effect SH5 models fuid dynamics, if any, I think it's mostly individuals behaviors for each model... so it i don't think it would be to hard to do.
(I haven't actually done any modding on the series since SH3 however, so don't quote me on this)
oscarenwickler
02-07-12, 12:52 AM
Truth be told I haven't created any mods yet ether, and the best i can do at the moment is use JSGME to automatically mod SH5. I can't even mod the Mod friendly minecraft :nope:. That is why my first post was called Mod failed. I originaly thought that maybe someone who can actualy mod stuff could make use of this idea. All I've done so far is screw up my game. 5 re-installs, 5!
no tak musíte makat paná***269;ci
oscarenwickler
02-15-12, 11:56 AM
Pardon?:salute:
Webster
02-15-12, 07:36 PM
Truth be told I haven't created any mods yet ether, and the best i can do at the moment is use JSGME to automatically mod SH5. I can't even mod the Mod friendly minecraft :nope:. That is why my first post was called Mod failed. I originaly thought that maybe someone who can actualy mod stuff could make use of this idea. All I've done so far is screw up my game. 5 re-installs, 5!
to mod you only install mods with jsgme so you never mess up the actuial game files.
next with a completely stock unmodded game, copy the entire "data" folder from your game to your desktop, documents folder, or some other location and only use those files as a source for the files you want to mod and i then take a file i wish to mod and copy that to the desktop so i dont mess up my "source" files and i know im modding a copy of the game file so i cant ever mess up my game install.
once you have the files modded you create a mod folder for your mod and make sure you create all the needed folders for it so it reads with the same file path as the location you take to get to the files to find them then place it or a copy of it in jsgme for installing in the game for testing. you can never have enough back up copies when you are modding.
in the event something still gets messed up i delete the main directory games "data" folder then replace it with a copy of that copy you made of the "data" folder, its a lot quicker then reinstalling and is just as effective to fix your game. if you dont trust yourself then burn the copy of the "data" folder to a CD so its always there as a backup to fix your game.
with these safety precautions you are not going to mess up your game anymore.
one last point, never mod your game files itself only copies of the game files and only mod files that are completely stock and no other mods added before you make changes
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