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avers
05-27-14, 03:37 PM
hey guys Im goin to get sh4 and 1st does sh4 work with windows 7? 2nd what the best mod of the 3 mega mods and how do I install mods?

Snarf
05-27-14, 04:40 PM
hey guys Im goin to get sh4 and 1st does sh4 work with windows 7?
Yes
2nd what the best mod of the 3 mega mods
That's a matter of personal taste. I've been playing TMO 2.5
how do I install mods?
download JSGME into your SH4 folder, place downloaded mod folders into the MODS folder that is created when you install JSGME. Open JSGME click on the mod you want and click activate. Activate Mega mods first, then small mods compatible with the mega mod, and then any trivial mod that doesn't overwrite any other mods last.

Mikemike47
05-27-14, 05:35 PM
how do I install mods?

There is a JSGME sticky in this mods workshop. User guide download link has more information than comes with the JSGME installer.

TorpX
05-27-14, 09:50 PM
hey guys Im goin to get sh4 and 1st does sh4 work with windows 7? 2nd what the best mod of the 3 mega mods and how do I install mods?

1. Yes, I've used SH4 with Windows 7 without problems.


2. RFB 2.0.



3. Yes, it's a matter of personal taste.

4. Yes, many prefer TMO or GFO or FOTRS.

5. Yes, you should probably ignore my answer to #2.

:D

avers
05-27-14, 10:53 PM
hey guys is there a mod that stops sonar contacts on the surface or is that realistic?

razark
05-27-14, 11:48 PM
hey guys is there a mod that stops sonar contacts on the surface or is that realistic?
US fleet boats had sonar heads mounted under the boat. Sonar could be used on the surface.

A. Not all boats had heads underwater, and not all sonar had heads underwater. Some boats didn't, and some sonar was mounted above. However, boats could have both the above an under water sonars.
B. The performance wasn't great, but it did exist.

joefremont
05-28-14, 12:14 AM
I used SH4 with windows 7 no problem. I would probably recommend starting with GFO as fixes some of the bugs in the standard game but the gameplay is pretty much unchanged. Once your used to that try RFB or TMO. I have not tried RFB yet but TMO has a lot of nice features but the difficulty level is dialed up to 11.

avers
05-31-14, 10:26 PM
hey I noticed jsgme on subsim is not a .exe like before it was u just hit run and follow the instructions now its different. anyway in guessing your suppose to save the file unzip it then copy and paste jsgme in to the sh4 file. right?

captainajm12
06-09-14, 05:25 AM
I was wondering if there was any submarine vs. submarine warfare in Silent Hunter 4.

avers
06-13-14, 06:43 PM
hey guys I did some research and actually the American fleet boats could not use hydrophones on the surface so is there a mod compatible w/ TMO that turns off sound contacts on the surface? also how do I install jsgme

avers
06-13-14, 06:44 PM
another thing is it possible to find enemy and friendly subs at sea? or is there a mod 4 that?

merc4ulfate
06-13-14, 07:35 PM
hey guys I did some research and actually the American fleet boats could not use hydrophones on the surface so is there a mod compatible w/ TMO that turns off sound contacts on the surface? also how do I install jsgme

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

You, like many confuse hydrophones and super sonic listening gear(WCA).

WCA governs QB, JK/QC, NM gear. You can not lump all sonar gear into one category because there is more than one. Your going to have your JP gear in the torpedo room and you'll have a second WCA sonar operator in the conn.

While surfaced ... NO you can not use the hydrophones ... why ?? Because the head is mounted on the top of the deck either port or starboard in position.

You CAN still use the super sonic listening gear however which is stationed in the conning tower and uses the two heads mounted underneath the submarines hull.

From the WCA (Submarine Sonar Operator's Manual, Navpers 16167) manual it says,

"When your submarine surfaces, you will continue searching. While it is running at a slow speed, you will be able to listen efficiently. But at higher speeds the noise becomes so great that you will have to report to the conning officer: "QB, listening conditions poor." Probably you will then be ordered to secure the gear. Here is the way to secure:


1. Bring the bug either to 000 degrees or 180 degrees, whichever is required by the cable arrangement on your ship. (Ask the radio technician.)

2. Unplug the headphones and hang them up carefully.

3. Push the STOP button on the remote-control unit; the training-motor generator light will go out.

4. Turn the line switch on the receiver-amplifier OFF.

5. The conning officer will order a torpedoman in the forward torpedo room to raise the projectors. Watch the green light in the upper right-hand corner of the remote-control unit. When it glows, you know that the projector has been raised.

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

avers
06-13-14, 07:40 PM
I have no idea wat u talkin about tell me in more detail

avers
06-13-14, 09:03 PM
Ignore that last post anyway how does this surface sonar work and what was it used for and does sh4 model it realistically

Sniper297
06-13-14, 09:15 PM
US fleet subs could and did use hydrophones on the surface, since they had not one but three sonar heads. Under the forward torpedo room were two sound heads, one on each side of the keel which could be used on the surface. There was also a T shaped hydrophone with two microphones at the extreme ends of the arms mounted on deck, that one could only be used underwater and due to the configuration generated more accurate bearing info than the lower sound heads.

The location under and above the forward torpedo room was designed to get the sound receivers as far away as possible from the sub's own machinery noises, engines motors propellers pumps etc. Obviously there would be some interference when the diesels were running, with more noise the further aft the head was trained. Picking up a surface contact while on the surface was (still is) possible, but the range would be further when submerged, so except in poor visibility conditions the mark 1 eyeball could usually see further than the sonar could hear on the surface. That's also dependent on the sea state, distance from shore (wave and surf noises can drown out machinery and prop noise) and how loud the target ship is.

So the correct answer is they COULD use hydrophones on the surface depending on conditions, they could also use active sonar either surfaced or submerged but rarely did since it would give their position away.

And no, the game simulates sonar in a very basic way, it's actually an art to pick out machinery and propeller noise from all the background noise in the ocean, and sonar conditions are wildly variable depending on weather, salinity, temperature, layers, depth, and the cacophony of noise from fish life.

avers
06-13-14, 09:35 PM
Did the american s boats have surface sonar?

Sniper297
06-13-14, 11:46 PM
Any sonar mounted under the hull instead of on deck could be considered "surface sonar", once the sonar head is underwater it can pick up noise in the water. A hydrophone is essentially a microphone designed to work underwater instead of in the air. It will work in air but not very well, one of the standard tests for a sonar hydrophone in the workshop was to take your car keys and shake them around the perimeter of the hydrophone and watch the light flashes on the PPI scope.

For the S class it's hard to say - in the 1920s the S boats were used to test all kinds of different sonar configurations, so it would probably depend on the individual boat.

avers
06-14-14, 08:21 AM
Wow where do u guys get this info?

avers
06-14-14, 10:10 AM
I have another question what was SD radar and what did it do?

avers
06-14-14, 10:14 AM
And when did SD come into service?

merc4ulfate
06-14-14, 10:19 AM
There are no microphones on the hydrophones.

When a sound wave hits the front of the hydrophone( the T shaped unit on the top deck), the long metal tube changes slightly in size. This sets up an electric current in wires coiled around its wooden core. Sound cannot hit the back, of the tube very strongly because it is protected by a rubber bale.

The two (projectors)heads under the hull:


The QB projector is a spherical hydrophone mounted on the lower end of the starboard training shaft. One face contains rochelle salt crystals, which change shape when a sound wave strikes this face of the projector. The other side is empty.

The JK/QC combination projector is mounted portside. The JK face is just like QB. The QC face contains small nickel tubes, which change size when a sound wave strikes this face. (The NM projector, mounted on the hull centerline in the forward trim tank, is used only for echo sounding.)
Change in shape of the salt crystals (QB, JK) or in the size of the metal tubes (QC, NM) generates a small electric current in connecting cables.

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

I get my information from Submarine Sonar Operator's Manual, Navpers 16167

You should have a go at listening to the sonar training records that naval sonarmen had to learn. You can find them here:

http://www.hnsa.org/sound/index.htm#sonobuoy

merc4ulfate
06-14-14, 10:31 AM
I have another question what was SD radar and what did it do?

I take it you have never done research in school?

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


http://www.fleetsubmarine.com/radar.html
http://www.survivalebooks.com/free%20manuals/1945%20US%20Navy%20WWII%20-%20Radar%20Operators%20Manual%20%20%20408p.pdf

When looking for information it is ok to start with wiki but what you really should be looking for is actual military manual on the devices we used on the boats.

There is a site that offer these manuals:

http://www.hnsa.org/doc/index.htm
http://www.hnsa.org/doc/id/index.htm
http://www.hnsa.org/doc/camo/index.htm
http://www.hnsa.org/doc/index.htm#ss


Ever wanted to know what actually took place aboard a U.S. submarine while on patrol?
Here are the transcribed reports from the captains for many submarines:

http://www.hnsa.org/doc/subreports.htm

Many "YOU CAN'T DO THAT" discussions in these forms can quickly turn to **** when you read the captains actully did the things some say they never could.

One for instance was you can rig the motors to run off battery and deisels at the same time for a boost in speed for a short duration. You can not however do that in the game unless someone creates a mod for it.

Some complain about 10,000 yard visual distances in the game but if you read the reports you'lll run across that one as well and see it was actully done in real life.

This is a wonderful game. The people who make the mods do a wonderful job and I am grateful for it. This is one of the few games ever created in my opinion that can actully teach you something about a real device. Most peole who have fallen in love with this game/simulator have a desire to make it as real as possible and learning what was done in real life goes a long way to helping them acheieve that in Silent Hunter.

avers
06-14-14, 01:43 PM
thanx for all that info now one more question how do I install jsgme from subsim?

Sniper297
06-14-14, 06:41 PM
Start by downloading JGSME then read the directions.

"There are no microphones on the hydrophones."

Do tell?

"long metal tube changes slightly in size. This sets up an electric current in wires coiled around its wooden core"

You just described a microphone. A hydrophone is a microphone designed to work in water rather than air, conversion of vibration to electrical impulses is exactly the same.

merc4ulfate
06-14-14, 11:07 PM
There are no microphones at the end of the T shape receiver.

...and yes I know what you mean sniper :salute: ... I'm just a picky basturd when it comes to details.:shucks:

avers
06-15-14, 11:09 AM
Hey guys how do I install JSGME to sh4??!

razark
06-15-14, 12:00 PM
Hey guys how do I install JSGME to sh4??!
Follow the instructions in the JSGMEHelp.txt file in the download.

Mikemike47
06-15-14, 08:44 PM
Hey guys how do I install JSGME to sh4??!

Follow the instructions in the JSGMEHelp.txt file in the download.

If the JSGMEHelp.txt is not enough, than click on my JSGME sticky in this mods workshop, or click on my signature link below. Post #1 for either location has the user guide in pdf form. The pdf has much more valuable information.

avers
06-20-14, 07:22 AM
Ok thanx guys hey u guys said picking one of the mega mods is based on your taste we'll my taste is realisim so which mod adds the most realisim to the game?

TorpX
06-20-14, 07:17 PM
I would recommend these:



RFB_2.0 .........................................(Real Fleet Boat)
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575 ..................... (Run Silent Run Deep Campaign)
RSRDC_V5xx_Patch1
Improved Ship Physics 1.1

This provides many improvements with only five mods. RFB (Real Fleet Boat) aims to achieve the most realistic gameplay and changes many elements.

RSRDC (Run Silent Run Deep Campaign) changes shipping traffic and missions to historical volume/pattern. Stock has excessive traffic and isn't well configured.


ISP makes the diving, turning, acceleration, battery performance, and sea-keeping of your boat more realistic.

Note that you must have v1.5 of Silent Hunter 4 to run these mods (as most others).


Also, when you install and enable these mods (using JSGME), you should start a new career, and avoid experimenting with a lot of mods within this career. Playing 3 card Monty with mods will likely make for problems.

avers
06-20-14, 08:12 PM
Hey Torpx I can't find the RSRDC_RFBV5xx_Patch1 did u mean RSRDC_V5xx_Patch1 cause I found that

TorpX
06-20-14, 09:13 PM
Yes, that is the one.

Sorry for the mistake.

avers
06-21-14, 09:40 AM
Hey can u guys tell me the missions of RFB and TMO so I can get an idea what there like?

merc4ulfate
06-21-14, 10:23 AM
avers it would take less time to download them and try than to explain.

avers
06-21-14, 10:24 AM
Ok ok I will

avers
06-21-14, 12:50 PM
Hey guys one more question in real life when american subs submerge did they have 2 guys on sonar like did they have one guy on the jp gear and one guy on the QB gear?

avers
06-22-14, 02:37 PM
Let me rephrase. You guys said that us fleet boats have 3 sonar heads one is the T top one on the top deck (called JP gear) there are 2 heads under the hull
called QB and QC/JK. Each one has an amplifier which is the controel panal where the sound man would sit. Each amplifier is in a different location. The one for the T top JP gear is in the fwd torpedoe room and the one for the under hull ones QB and QC/JK are in the conning tower. My question is when a sub submerges would they have 1 guy on the sonic JP gear (which has a longer range) and 1 guy on the super sonic QB and QC/JK gear?(which has a shorter range because super sonic waves don't travel as far as sonic) or was that only at battlestations?

avers
06-23-14, 01:13 PM
Does anyone care?

TorpX
06-23-14, 09:47 PM
I give you an answer if I knew.

The game's sound mechanics are rough and ready, at best. I kind of gave up on getting realistic sound modeling in the game, when I realized I could 'hear' ships sailing on the opposite side of an island. :doh:

I know fleetboats had some degree of surface sound listening ability, because O'Kane wrote of them listening for Japanese subs while stopped on the surface, as a precaution. He tested the idea while training between patrols with a another sub attempting to sneak up on them. IDK about how many men they had on duty, or exactly what equipment they used.

yubba
06-24-14, 08:54 AM
so where's that other sound guy,,the one I got is worthless

avers
06-26-14, 01:46 PM
Thanx hey another question I heard sh4 supports widescreen just a question what should I have the game res set to be optimized for my 22inch. 1920x1080 monitor?

TorpX
06-27-14, 12:48 AM
I can't help you much with this. I haven't experimented very much with that. The few times I did (using a higher resolution), things seemed too small and the results were not pleasing.

My monitor is a 22" HP 2207 with a 1680x1050 res, and the game resolution I use is 1024x768. Maybe someone around here has some suggestions for us.