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View Full Version : [REL] Ohio SSBN for SH4 (Overhauled)


ETR3(SS)
11-29-13, 09:48 AM
Ohio SSBN for Silent Hunter 4 v 1.5
Original mod by Toma Gabriel (original readme included)
This version brought to you by ETR3(SS)

Recommendations: Play with Limited Fuel, Batteries, and O2 off. This is a WWII sim, nuc boats wern't around and so they can't be portrayed 100% accurately.


-Combine Sail and Hull files: Data files for the hull and sail were combined into one file set. Doing so eliminates issues with the stock game conning towers not showing up properly.

-Remodel Rudder: Rudder was reshaped to more accurate form.

-Remove cleats from hull: The cleats on an Ohio submarine are retractable, all of them. So got rid of them to give it an at sea look.

-Remove TBT: Removed TBT from bridge. You're a nuclear submarine, make submerged attacks!

-Adjust Radar mast height: Adjusted height of radar mast to a more appropriate height. Radar on an Ohio is primarily used for surface navigation only, not locating targets.

-Move OOD in Bridge: The Officer of the Deck was moved from one of the lookout pookas to the actual bridge cockpit.

-Change manning levels: Added more crew members to better reflect manning levels. I wouldn't plan on seeing a full compliment though.

-Eliminate air search radar: About the only times you should be surfaced is to transit in and out of home port. But of course game limitations may require you to pop the hatch to change out the air.

-Rework compartment layout: Moved equipment around the boat I.E. sonar, radar, radio.

-Change torpedo loadout: A lot less than what you may be used to with only 13 reserves and 4 in the tubes.

-Change and move periscopes: Reworked the periscope models to look more accurate and moved to proper locations.

-Retexture hull and sail: Cancelled/Deferred

-Rework ship wake: Not 100% happy with this but happy enough to release it. The ship wake looks more accurate to waht an Ohio would throw off.

-Damage zones: The damage zones were unchanged from the S Boat this was based on originally. Expect a more realistic collision with other objects and YOU WILL TAKE DAMAGE due to the damage boxes being enlargened.

-Ship characteristics: Displacement, Speed (surfaced and submerged), Test and crush depth, and hit points for the hull increased.

-Move Fairwater Plane data to sail: Originally the data for the fairwater planes was part of the main hull file, with the combination of sail and hull the FW planes were moved under the sail node.

-Adjust torpedo tube pos and animation: The torpedoes always fired from the correct spot, however the animation for the torpedo tube muzzle doors need to be fixed.

-Alter TASM RTE distance: Deferred to later date/release (removed for the time being)

-Roster list and ship naming in files: A full roster of all 18 Ohio boats is included in the format USS Ohio SSBN 726

-Increase Mk 48 explosive power: After exstensive testing it was found that everything short of a BB could be sunk with one Mk 48. Test conditions were 90 AoB Speed 0, keel shot.

-Eliminate gun positions: Probably a transparent change as all I did was remove nodes and entries for the gun posistions.

-Create Bangor Subase and add to career: This took some figuring out but added Bangor Submarine Base. If you start at dock, you'll start at the base itself in the Hood Canal. If you choose outside of dock you start where the Hood Canal and Straights of Juan de Fuca meet.

D/L here: http://www.subsim.com/radioroom/downloads.php?do=file&id=4255

Link to Sonar fix(only if you downloaded mod prior to Feb 5): http://www.subsim.com/radioroom/downloads.php?do=file&id=4313

Marka Ragnos
11-29-13, 09:52 AM
Dude.... you got my hopes up :)

Looking forward to it

ETR3(SS)
11-29-13, 10:02 AM
Uploading the mod now but posted the readme in first post. This release is SSBN only, SSGN will be released once the TASM issues are resolved.

ETR3(SS)
11-29-13, 10:39 AM
D/L link up, see first post.

Marka Ragnos
11-29-13, 05:56 PM
what's the problem with the missiles?
I changed them so they are much faster and kill multiple ships in the area.

However they go in a straight line.

russ663
11-29-13, 06:10 PM
well got the 726 ohio downloaded but dont seem to want to install or such. no green install bar. and goes to the original game 1.5. i tried over the beta.2 but that didnt work either.. for the world to see why am i not getting this? if you hear a popping sound it will be my head.

appreciate all the mod work you did bro, now just gotta get the student to write his name correct. sorry

russ:/\\!!


OK Feelin stupid, after a few deletes, and reinstalls its up and running.. thank you very much! grrrr appreciate it all.. now to sink some ships...

russ

ETR3(SS)
11-29-13, 08:16 PM
what's the problem with the missiles?
I changed them so they are much faster and kill multiple ships in the area.

However they go in a straight line.I want to try several different methods and see which one works best. My perfectionist nature keeps me from just releasing something.

Marka Ragnos
11-30-13, 09:37 AM
Did you serve on the Kentucky?
There is a documentary about the Kentucky on discovery channel.

If I was an american i would join the navy, sadly not possible :(

Marka Ragnos
11-30-13, 09:47 AM
good idea about starting out at bangor washington.
I added a few things :)

http://i1100.photobucket.com/albums/g420/warlordcf/SH4Img2013-11-30_154225_262_zps67cd0427.jpg (http://s1100.photobucket.com/user/warlordcf/media/SH4Img2013-11-30_154225_262_zps67cd0427.jpg.html)

ETR3(SS)
11-30-13, 09:54 AM
Yes, as my signature states I served on the Ky. I think I saw that doc, there's been a couple on her. She does seem to get her fair share of fame. Nice addition. :up: I'm not very found of the pier itself as it doesn't look like the real thing that's there. But it works for now.

Marka Ragnos
11-30-13, 10:17 AM
is there a pier ingame that does a better job at it?
I used wake island.

ETR3(SS)
11-30-13, 11:32 AM
Not really, here is what it looks like on maps. Naval Base Kitsap-Bangor, Silverdale, WA 98383 (https://maps.google.com/maps?f=q&source=s_q&hl=en&geocode=&q=Delta+Pier,+Silverdale,+WA&aq=0&oq=delta+pier&sll=37.6,-95.665&sspn=58.409791,135.263672&vpsrc=0&t=h&ie=UTF8&hq=&hnear=Delta+Pier,+Silverdale,+Kitsap+County,+Washi ngton+98383&z=16)

Mylar
12-07-13, 09:41 AM
Why you don't have added possibility to effectively use SLBMs?

ETR3(SS)
12-07-13, 10:25 AM
While SLBMs have been partially modeled for SH4, it's my belief that they can not be employed as intended. That is to say as a ballistic missile aimed at land targets. Also additional time would be needed to alter the model for missile doors to open and to model a Trident missile.

Now as far as the TASM is concerned for the SSGN, that is more feasible. I've already got some ideas on how I want the launching system setup but want to correct the TASM issues first.

Doomer
01-03-14, 06:44 AM
I love this sub, the detail is very well done :salute:

A Hidden Soul
01-25-14, 06:26 PM
This is good enough for me to come back to SH4! Were you able to create a depth gauge for us to go deeper than 450 feet?

ETR3(SS)
01-26-14, 06:27 AM
I could create one for in the control room that would be interactive but can't for the toolbar. But to get deeper than 450 ft press "d" (which is the command to dive all the way down to max depth) then once you near your desired depth press "a" to maintain that depth. You'll shoot past it but the boat will come back up and level off.

A Hidden Soul
01-26-14, 05:53 PM
Roger that. Looking forward to the final release. I tested this version out and so far so good. I'd recommend increasing the sonar ability for the crew to spot the enemy at a good distance. I'd say a radius of 30-50nm. Other wise it's a real pain finding ships while under way. I had to surface to find a warship which then took my hull to 15 by the time I could get completely under water.

EDIT: Just notice there's no working sonar with this submarine. Something you might want to look into so we don't have to surface and rely on our power radar.

Also, I have notice this with other releases. The propeller seems to like stop or lag. When I'm at anything above ahead slow it lags. At ahead flank I'd expect it to go at full force like it does.

A Hidden Soul
02-05-14, 06:38 PM
I would also like to add when playing career mode. It assigns you one assignment. Once that's completed it tells you that you can do whatever you want or return to base. If you're able to work with that to make it so it at least gives you three assignments before returning to base that be awesome.

ETR3(SS)
02-06-14, 11:20 AM
Roger that. Looking forward to the final release. I tested this version out and so far so good. I'd recommend increasing the sonar ability for the crew to spot the enemy at a good distance. I'd say a radius of 30-50nm. Other wise it's a real pain finding ships while under way. I had to surface to find a warship which then took my hull to 15 by the time I could get completely under water.

EDIT: Just notice there's no working sonar with this submarine. Something you might want to look into so we don't have to surface and rely on our power radar.

Also, I have notice this with other releases. The propeller seems to like stop or lag. When I'm at anything above ahead slow it lags. At ahead flank I'd expect it to go at full force like it does.The max detection range is 20nm, that's when the game will actually spawn a vessel. But you are right about there being no sonar. I'll look into that. :hmmm: Can't say that I've been able to replicate the screw issue. May be related to frame rate.

I would also like to add when playing career mode. It assigns you one assignment. Once that's completed it tells you that you can do whatever you want or return to base. If you're able to work with that to make it so it at least gives you three assignments before returning to base that be awesome.Patrol orders don't need to be followed. Tonnage is what the game counts towards your score. So therefore you're free to patrol where ever you want.

ETR3(SS)
02-06-14, 11:28 AM
Well the sonar issue didn't take me long, I never linked the sim file for the BQQ-6 to the dat file. :doh:

ETR3(SS)
02-06-14, 12:10 PM
Link to sonar fix included in first post. Full mod re-uploaded in fixed state.

A Hidden Soul
02-06-14, 10:39 PM
Excellent! Thank you!!:woot:

EDIT: The propeller is spinning the wrong way. Probably the reason it hardly moves underwater? It only operates (spins/rotates) at ahead slow. Other wise it acts retarded and spins the wrong way.

ETR3(SS)
02-07-14, 09:20 AM
The screw still seems to be working fine for me. Spins clockwise for an ahead bell and counterclockwise for an astern bell. Rotation speed matches all bells as well.

So I gotta ask, what else are you running with it?

A Hidden Soul
02-07-14, 05:13 PM
I'm running FOTRS and RUIM. If that's not the issue then I wonder if it's a graphical issue?

ETR3(SS)
02-08-14, 06:29 AM
I'm pretty sure RUIM wouldn't be causing any of your problems. What files are the Ohio overwriting in FOTRS?

A Hidden Soul
02-08-14, 02:39 PM
This is all of it.

"Campaign_LOC.mis" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"US_NavalBases.mis" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Commands.cfg" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Torpedoes_US.dsd" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Torpedoes_US.sim" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Torpedoes_US.zon" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"menu.txt" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"US_torpedoes512.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Intro_logo_bkg.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Intro_logo_elem.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"base.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_01.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_02.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_03.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_04.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_05.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_06.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_07.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_08.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_09.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_10.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_11.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_12.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_13.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_14.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"LoadingScreen_15.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"MuseumScreen_01.dds" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Intro.wmv" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Thumbs.db" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Sh.sdl" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Menu_Master LOOP.ogg" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"CareerStart.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Flotillas.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"UPCLocalization.tsr" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Ammunition.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Equipment.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"UpgradePacks.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.
"Weapons.upc" has already been altered by the "FalloftherisingSun_V1.3_SH4V1.5_EN" mod.

ETR3(SS)
02-08-14, 05:51 PM
Well I don't really see anything there that might cause the issues your having. So I'm kinda leaning more towards graphical issue on this one. Lower the settings ingame and see what that does. :hmmm:

IceMike
03-07-14, 05:51 AM
Very nice.. Thank you!

calinho
05-16-14, 06:18 PM
this sub have nuclear missiles?

ETR3(SS)
05-17-14, 08:00 AM
No it does not. Think I took away the tomahawks as well until I could get them working better.

World_Devastator
05-20-14, 07:49 PM
can someone help please. I am playing with this Mod & TMO & RSRD, I have had no problems what so ever only that every time I load a game back from where I saved the day before all my Periscopes & Such are damaged and I have to return to base to get them fixed.....

Anyone have any idea's?

Admiral Halsey
05-20-14, 09:04 PM
can someone help please. I am playing with this Mod & TMO & RSRD, I have had no problems what so ever only that every time I load a game back from where I saved the day before all my Periscopes & Such are damaged and I have to return to base to get them fixed.....

Anyone have any idea's?

I think this mod is for stock only so that might be your problem.

World_Devastator
05-20-14, 09:29 PM
I think this mod is for stock only so that might be your problem.

Thanks I figured so but was unsure, I really enjoy TMO any D/L subs compatible with it and RSRD?

Admiral Halsey
05-20-14, 10:45 PM
Thanks I figured so but was unsure, I really enjoy TMO any D/L subs compatible with it and RSRD?

Hmm...... none that I can remember. I know someone made the Iowa mod TMO+RSRDC compatible and there is a version of the LA sub mod that works with RFB+RSRDC but far as I know no one has made a nuc sub for TMO+RSRDC.

Thade
10-22-14, 12:03 AM
Well this was a pleasant surprise waiting for me when I finally decide that I might revisit some of my most nostalgic games, and what do I find a really well done and updated nuc sitting here waiting for me haha, I never got the older ohio from back when i originally played, think when I had my nuc kick all that was available that interested me was the 688i which i thoroughly enjoyed, definitely looking forward to seeing how this one will suit me. Although I will admit I do wish the SSGNs were available, that way I could get something to honor my home state: Florida, but I can understand due to constraints and limitations of the game engine.

Safe sailing all.
:salute:

ETR3(SS)
10-22-14, 06:37 PM
All 18 Ohios are on the roster as SSBNs, so the good ship Florida will be included. :salute:

mattcapman
11-25-14, 04:49 PM
Need help with mod... It installed fine but when I load the game and it tries to open the menu the game crashes to my OS :wah: :wah: HELP Please!!!

ETR3(SS)
11-26-14, 09:46 AM
What version of SH4 are you running? Any other mods loaded with this?

mattcapman
11-26-14, 04:52 PM
No other mods. Default version. Haven't updated or anything

ETR3(SS)
11-28-14, 12:50 PM
Default version? Would that be 1.0 then?

Cmdr. Lennox
03-21-15, 04:01 PM
A very nice Mod but one thing i miss: The nuclear attack capability. JH has it with his russian SSBN and i would like to see some SLBM going out of my sub and take course to a japanese fleet carrier :D
Maybe even with opening tubes.
Stay safe
Cmdr David Lennox
CO USS Miami
Los Angeles SSN Flt III
:salute:

Marka Ragnos
05-29-15, 09:51 AM
I have used the jhapprich skin from his awesome new sierra

looks good on the ohio aswell :)


http://i1100.photobucket.com/albums/g420/warlordcf/SH4Img2015-05-29_16.46.34_684_zpsovib2lwe.jpg (http://s1100.photobucket.com/user/warlordcf/media/SH4Img2015-05-29_16.46.34_684_zpsovib2lwe.jpg.html)

jhapprich
05-30-15, 03:49 PM
Looking good.best be an AO map too.:yeah:

strikeeagle345
11-04-15, 09:49 AM
Going to revive the dead here, any new updates on this project?

Aktungbby
11-04-15, 09:51 AM
strikeeagle345!:Kaleun_Salute:

strikeeagle345
11-04-15, 11:45 AM
strikeeagle345!:Kaleun_Salute:

Hey there. Excited to get back into this stuff, haven't touched these or sub command since I was in high school.

Bluewaterman
12-06-15, 07:48 PM
Ahoy! This is a wonderfully done mod, just beautiful! But it seems all I have are the torpedoes? How do I get or use missles?? Please help, thanks!

Aktungbby
12-06-15, 07:52 PM
Bluewaterman! :Kaleun_Salute: After ten years; two hours; and 41 munutes! That's the longest silent run I can recall!

ETR3(SS)
12-06-15, 11:28 PM
Ahoy! This is a wonderfully done mod, just beautiful! But it seems all I have are the torpedoes? How do I get or use missles?? Please help, thanks!The TASM was removed due to not working as intended and the Trident missile was never a part of the mod. So Mk 48's only.

Bluewaterman
12-08-15, 09:51 AM
Bluewaterman! :Kaleun_Salute: After ten years; two hours; and 41 munutes! That's the longest silent run I can recall!

Ahoy!

Yeah, out of the Navy now and the kids finally grew up so I can do Subsims again! In my absence, while I was running silent and deep, I'm excited and happy to see so many mods now... glad people are keeping things spicy!

Bluewaterman
12-08-15, 09:53 AM
The TASM was removed due to not working as intended and the Trident missile was never a part of the mod. So Mk 48's only.

Well, still a wonderful mod! Kind of cool to see what impact such a sub would have, even with just Mk 48's, if it was vaulted back in time to WW2. Thanks!

Bluewaterman
12-08-15, 10:01 AM
So I've encountered a weird glitch and I'm pretty sure it has to do with the mod... when I load a saved game, no matter what the conditions were for the sub when I saved, it loads and immediately I take damage to both periscopes, and both radar masts. The crew can fix the radars but I have to go back to port to refit for the periscopes. Anyway around this? Also, I can refit no problem, but I can't end patrol or the game crashes. Any suggestions? Thanks!

ETR3(SS)
12-09-15, 05:54 AM
So I've encountered a weird glitch and I'm pretty sure it has to do with the mod... when I load a saved game, no matter what the conditions were for the sub when I saved, it loads and immediately I take damage to both periscopes, and both radar masts. The crew can fix the radars but I have to go back to port to refit for the periscopes. Anyway around this? Also, I can refit no problem, but I can't end patrol or the game crashes. Any suggestions? Thanks!
The damage on load is a save related issue that's all too common. If I remember right it's caused by not saving under certain conditions? Check out this thread for more on that. http://www.subsim.com/radioroom/showthread.php?t=223152

Can't end patrol huh? Where are you ending your patrol at? Are you running any other mods with it as well?