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View Full Version : ISP 2.0 is READY!


TorpX
09-19-14, 08:25 PM
This is to announce:
ISP 2.0
is ready!
:woot:
The main difference between ISP 1.1 and ISP 2.0 is that the new version has a complete rework of the subs diving performance, and that it adds fixes for the surface ships.
A detailed readme is included.
http://i1130.photobucket.com/albums/m526/TorpX/ISP%20mod/ISP2gfx_zpsa9395302.png
Version 2.15 (for RFB + RSRDC)________ HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4578)
Version 2.4 (for TMO alone)____________HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4580)
Version 2.6 (for TMO + RSRDC)_________HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4586)
SilentPrey Version (TMO_RSRDC_OTC)____HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4649)
Patch for version 2.x (RFB and TMO)______HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4639)
Version 2.8 (for RFB and RSRDC) _______ HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4829)




ISP is Improved Ship Physics for RFB 2.0

waffle
09-19-14, 11:37 PM
Gotta say this mod is really making me want to fire up SH

merc4ulfate
09-25-14, 10:55 PM
Downloaded and in use

Thank you

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
ISP2.0
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM

merc4ulfate
09-26-14, 09:28 AM
bump

ReallyDedPoet
09-26-14, 09:38 AM
Nice :yep:

Pisces
09-26-14, 03:11 PM
Ehm, it may be obvious to some, but what does ISP stand for? Only that single line, and some in the download section tell me that it changes the movement characteristics. Also, in the download section I can find that it is for RFB.

Please don't be obscure with the details. It would be a shame if no one uses it because they don't know what it is for.

TorpX
09-26-14, 11:38 PM
ISP 2.0 is Improved Ship Physics (for RFB 2.0)

This mod makes the propulsion, turning, sea-keeping characteristics more realistic. It is for RFB 2.0 only. It will not work with TMO.

This is all explained in the readme. The reason I did not go into any great detail here is because I have been describing the work and issues involved in the related mod workshop thread (http://www.subsim.com/radioroom/showthread.php?t=211235&page=7), and figured most interested parties have already seen that. This was just an announcement to let people know that it was ready, in case they don't visit the other section regularly.

The linked thread goes into mind-numbing detail, for those interested.

Sorry for any confusion.

Larrywb57
09-27-14, 11:20 AM
Thanks TorpX for the hard you put into this mod. Plan on giving it test drive when I get done with this campaign!:salute:

merc4ulfate
09-27-14, 08:56 PM
I would think anyone who has been a member since 2004 with 3000 post would have heard about ISP by now.

"Please don't be obscure with the details. It would be a shame if no one uses it because they don't know what it is for. "

What a condescending remark to someone who has put a lot of effort into making mods and player experiences more enjoyable.

gezues $H|Tz, there is a dead bilge rat on every boat isn't there? ... and it's usually an XO.

:gulp:

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
ISP2.0
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
======================================

TorpX
09-27-14, 09:27 PM
You are all welcome.

Anyone, who notices something worthy of comment, is invited to post such here, or in the other section, so any indicated fixes/improvements/changes can be made to a future version.

I plan on making a TMO-compatible version, but not right away. I want to get feedback on this one, and see how it goes.

Note on DE's and kaibokans:

I did not touch any weapons, but the turning radii of these should be significantly smaller than before. Possibly, this will make them more dangerous.

If any ships you see are unstable, please note the circumstances, and the class, so I can make the required fixes. I fixed a few that I happened to notice, or that I remembered being a problem, but in no way, did I do a systematic check of all of them. That would require much too much work.

Anyway, happy hunting! :salute:

-TorpX

merc4ulfate
09-28-14, 06:31 PM
Did anything in ISP adjust DD sensors?

I was running Flank, radar depth, 2000 hours inside a huge task force with about 14 DD's. They never even turned to chase me. They stuck with the TF and zig zaged on their bearing while I was in the middle of them.

Pisces
09-28-14, 09:27 PM
I would think anyone who has been a member since 2004 with 3000 post would have heard about ISP by now.Well, no. I remember long ago someone was messing around with buoyancy, and ship accelerations and such. But not who it was, for which game, or what mod it eventually became. It was a mere investigation thread iirc. I guess it was TorpX after all. Not everyone visits the mod workshop frequently.

TorpX
09-28-14, 09:29 PM
Did anything in ISP adjust DD sensors?



No.

Was the weather bad?

TorpX
09-28-14, 09:50 PM
I would think anyone who has been a member since 2004 with 3000 post would have heard about ISP by now.




Well, no. I remember long ago someone was messing around with buoyancy, and ship accelerations and such. But not who it was, for which game, or what mod it eventually became. It was a mere investigation thread iirc. I guess it was TorpX after all. Not everyone visits the mod workshop frequently.


It's no big deal. I should have provided the extra info; it was just an oversight on my part. Anyway, the readme covers everything pretty well (I hope), and should help people who are unsure, decide if they want to use it. :)

merc4ulfate
09-29-14, 09:25 PM
No.

Was the weather bad?





Fairly calm but very dark

TorpX
09-29-14, 10:31 PM
I'm guessing they just didn't see you because you were at radar depth and it was dark; and they didn't hear you because you were in the middle of their task force.

I have not really had that kind of situation, so it's hard for me to say.

merc4ulfate
09-30-14, 10:13 AM
I managed to bag three of the 6 carriers in the TF and 1 Heavy Cruiser.

2 Carriers and a Crusier on the first round. Exited TF surfaced in the dark made an end around and sat up for another attack. Was just getting light now ... 1 more carrier down but this time 4 DD came after me ... heavy flooding in the Conn, Control Room and Engine Room but managed to stabilize at 458 feet ... repaired damage, escaped further depth charging with the depth and limped back to Pearl after pumping out the water over the next 36 hours.

Warning if your stationed at Majuro Island ... Do not hit the subnet.

Men saved ... they swam ashore being it was only 200 yards away ... boat lost due to striking an unseen subnet at home port.

I wish we had a mod that showed friendly mine fields and friendly subnet locations on the map.

merc4ulfate
09-30-14, 07:22 PM
Torp I have noticed merchants are now very hard to sink.

I just put 8 fish in a medium old split freighter plus 50 rounds from the deck gun before she sank. This was over at least a 48 hour period, while she sat dead in the water.

5 fish in a medium tanker plus 50 rounds from the deck gun ... she never sank.

6 in a medium composite freighter ... she never sank.

These last two were over a three day period less than a mile from each other. During the day I was harassed by aircraft and did not wish to remain on the surface. I would put 3 fish in and see if they went down and then waited but nothing. I finally was out of fish due to the earlier engagement.

The deck gun simply seems ineffective anymore.

TorpX
09-30-14, 08:50 PM
Torp I have noticed merchants are now very hard to sink.



I'll look into it. I don't know why there would be much of a difference, though. None of the damage points, torp, gun, shell numbers have been changed. They only thing about this that I changed was the CrashSpeed. This was done to reduce sinkings in heavy seas. :hmmm:

I think merchants have always been very sturdy in RFB, probably too much so, but I didn't want to get into this area - likely to be long slog.

You only mention merchants. Are the warships any different?

If you want to get the ships back to RFB behavior (in terms of sinking), you can disable the mod, go into the sea folder, and then delete each ship's *.zon file. The CrashSpeed is in that file.

merc4ulfate
09-30-14, 09:52 PM
I took out a Heavy Cruiser with two fish.
Carriers 3 to 4 fish.

I have sighted no other capital ships other than those since running the mod.

There were DD and a Fuso BB in that Task Force but my concentration was on Carriers and the Cruiser since the Fuso was farther in range then these mentioned.

I have a save point before the attack. I might rerun it to check on the Fuso.

TorpX
10-01-14, 09:16 PM
I've done a few tests. The results were somewhat ambiguous. These mostly involved warships, and most sank fairly quick, but there was one DD that would not go down. It was shelled into a burning hulk and didn't want to sink.

The only merchant I tested was the Hog Island, and it seemed more or less normal.

merc4ulfate
10-01-14, 09:41 PM
I just finished a test. I went to a specific spot on a specific day and waited for traffic. I found a hog island and a medium composite freighter.

I put three in the hog island and drum roll please .... 11 in the medium composite. Both came a zero knots and sat there burning. They both stopped after the second hit all other hits were at zero knots and less than 2000 yards away. Neither went down.

I waited four days and they did not go down so I shelled it and nothing. I then rammed it and I sank.

I removed ISP2 and reinstall ISP1.

I went back to the same location at the same time and waited for the traffic.

Hog island took one fish.
Medium composite took two fish.

Both sank in less than an hour.

TorpX
10-02-14, 10:56 PM
Eleven torps absorbed by a merchant is unacceptable, of course.

I'll start work on ISP 2.1.

It seems very odd that the CrashSpeed should make such a big difference.

I'll make further posts on this matter in the Mod Workshop Section.

TorpX
10-26-14, 06:50 PM
I just uploaded v 2.1 to the downloads section, HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4565).

I fixed the sinking issue, and made some other improvements as well.

I will have more information is the Mod Workshop Section thread.

- TorpX

chrysanthos
10-27-14, 06:12 AM
can i use it in stock 1.5 version?

TorpX
10-27-14, 01:34 PM
I won't work with stock. There are touchy aspects with crew rosters and special abilities that would create problems. The same goes for TMO. There may be other things as well. I used RFB files as a base for my modifications.

Is there some particular reason you don't want to use RFB?



*****
I was running the Ship Sprint Test mission and noticed that the Kuma CL was slow. Checking, I found I made a mistake. In the Sea folder:
The NCL_Kuma.sim file has a max_force of 0.00316.
.

It should be 0.0316.
.
I will upload a corrected version in a week or so. With so many ships and parameters, it is possible that there are other mistakes, and I want to wait and see if any other problems are spotted before making a new version. In the meantime, users may want to fix this themselves with S3D.
.
Also, people may notice that in the mission, the enemy ships won't attack you. This is because the mission is in 1940. It was not intended to be a tactical mission; just to show how the ships accelerate. If you want the ships to fight back, you can change the date to 1942, in the mission editor.

merc4ulfate
10-28-14, 06:26 PM
I really enjoy the way this is working.

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

Generic Mod Enabler - v2.6.0.157

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Classe_Balao_CamoTri
Improved Ship Physics_2.1

jcope
10-28-14, 07:37 PM
I didn't see written anywhere... This can be installed mid-patrol?

How does it affect game replays? Do the replays just record the action or do they re-simulate the movements? I think it is the latter.

TorpX
10-28-14, 08:15 PM
I didn't see written anywhere... This can be installed mid-patrol?

How does it affect game replays? Do the replays just record the action or do they re-simulate the movements? I think it is the latter.



If you are using ISP v1.1 or v 2.0, you should be able to swap it out for v 2.1 without problems. Just make sure you disable the mods one at a time in reverse order, then re-enable them with ISP 2.1 in the order they were in before. ISP v 2.1 has the same special abilities/ crew roster features of the earlier versions, so it is ok.

If you are not using ISP, I would wait until you are in port to try it.

I've never used the "replay" feature, so I can't say anything about that.



I really enjoy the way this is working.



Glad to hear it.

merc4ulfate
11-04-14, 03:16 PM
You did a good job torpx. I am very glad to be using this mod.

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM
Classe_Balao_CamoTri
Improved Ship Physics_2.1

TorpX
11-04-14, 08:29 PM
Good. I hope people will give this a try. Maybe it will spark a little renewed interest in SH4.

I started a new career. I may post a AAR, but nothing has happened yet. (War hasn't broken out yet.) I've mostly been fussing over the radio stations, getting them straightened out. I am using some of Fred's excellent radio material, of course.

I do like being able to conduct a normal submerged patrol without worrying about being able to recharge the batteries.

TorpX
12-01-14, 06:58 PM
Version 2.15 is ready!

HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4578)
.
.
.

The only changes are to the waves' effects, and the corrections of various typos I found.
I put in a lot of work on the waves; the idea being to retain serious effects at 14 or 15 m/s, but scale it back some at lower levels.
This version is interchangeable with earlier versions.
Enjoy
-TorpX

merc4ulfate
12-03-14, 02:59 PM
I just switched from Vista to Windows 7 so I'll add this after I get through installing everything

TorpX
12-03-14, 10:11 PM
Good luck with the transition.

merc4ulfate
12-04-14, 08:55 PM
I did a clean install of windows 7 and Silent Hunter was a snap to get installed and running again. I have the mod and will add it to the list of mods and give it a go.

merc4ulfate
12-06-14, 01:52 PM
Wow some big wave action in the San Bernardino Straits. Love that look but I was surprised the merchant didn't snap in two from the stress. I need to get a screen shot.

TorpX
12-06-14, 08:11 PM
Wow some big wave action in the San Bernardino Straits. Love that look but I was surprised the merchant didn't snap in two from the stress.
I don't think that can happen. At least I've never seen it. They will sink, though. If too much water goes over the deck, they suffer damage and flood.

I ran a mission to test the weather, where there were two convoys with a fair cross section of IJ ships moving through 13 m/s winds, to see if they did ok. I tracked them for 24 hrs. @ 32x. All did well, except the minesweeper. You know the type; very shallow draft and almost no freeboard. It fell behind, came almost to a standstill, and was low at the stern. I figured it would sink in a few hours. Several hour later, after finishing tracking/observing the convoy, I went back to see if the minesweeper, or some trace of it, was still there. Lo and behold, I found it moving at 8.5 kn., almost recovered from it's ordeal. I guess, that when it was far enough away, the "weather" ceased, and it was able to recover - kinda odd.

Ships will sink at higher wind levels. I consider this a feature, and not a bug, as they say. If I'm experiencing 15 m/s seas, I assume it is impossible to attack by either torpedo or gun, so I am operationally at a standstill, and must wait for things to improve. I can't tell you exactly which ships would be most vulnerable to sinking. I only tested some of them, and mainly at 13 m/s. The amount of freeboard seems to be the main factor. I consider 13 m/s to be the threshold of severe weather. Above this level, you should notice things getting ugly.

merc4ulfate
12-06-14, 09:54 PM
Those huge rolling seas are great from a visual aspect. To bad they could have white caps and foam that would be splendid. I have been running during 1943 and the more turbulent seas seems to aid in damage or at least sinking times of wounded vessels.

I really love using ISP 2.15. It really smooths out the motions and speeds of vessels and the added wave effect is perfect.





Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
More_DDs_for_AITorpedoLauncher
Improved Ship Physics_2.15
Classe_Balao_CamoTri

TorpX
12-09-14, 08:19 PM
ISP v 2.4_TMO is in the downloads section.

Link at the bottom of first page.

This is 'light' version for TMO alone (no RSRDC). You can read more of the details in the Mod Workshop thread, or the included Readme.

:subsim:

merc4ulfate
12-10-14, 08:35 PM
I hope to see one for the TMO+RSRD lists

TorpX
12-10-14, 09:57 PM
I hope to see one for the TMO+RSRD lists

I'll consider this, but I don't want to start another version until I get feedback on this one.

Larrywb57
12-13-14, 09:35 PM
Torpx,

First, let me say thank you for hard work you've done on the ISP mod. I enjoy the TMO mod and I alway come back to it after I've done a campaign or two with other mods. I've D/L your ISP 2.5 for TMO and plan to load it with JSGME when I complete the campaign I'm in now. One question, can I run other mods with ISP 2.5? I have read the readme that in the ISP 2.5 mod and I know that you can't be used with RSRD mod. My mod list is below and do I need to place ISP 2.5 in any particular order? Once again, thank you. :woot:

Current Mod List:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

1_TriggerMaru_Overhaul_2-5
1.5_Optical Targeting Correction 031312 for TMO 2.5
1.5_OTC for 5 to 4 Aspect Ratio_TMO
1.5_OTC_Realistic Scopes for 5 to 4_TMO
3000 Yard Bearing Tool (1280x)

TorpX
12-13-14, 10:40 PM
I can't give you a definitive answer. Your mod list looks ok, but you'll have to experiment some. I would suggest putting ISP 2.4 right after TMO. Then, with the mods after, pay attention to what, if anything, is overwritten.

These are the critical files changed by ISP 2.4:

all sub *.sim files >> sub physics
all sub *.cfg files >> engine settings

most ship *.sim files >> ship physics
a few ship *.cfg files >> ship displacements/speeds rec. manual

Scene.dat file >> weather/waves effects
Sim.cfg >> wave effects

also a few changes to special abilities in UPC Data folder.

I don't think most small mods will touch the special abilities area, so that should be ok.

If 1.5_Optical Targeting Correction 031312 for TMO 2.5 changes some of the ships' *.cfg files, I wouldn't be too concerned about that.

However, I consider the *.sim files, the Sim.cfg file, and the Scene.dat file to be critical. I would not use anything that overwrites these files.

Remember, if two (or more) mods change the same file, the one enabled last will prevail. This is where the load order comes in. Ordinarily, large mods are enabled first, then small mods last.

Larrywb57
12-21-14, 10:13 PM
TorpX,

Sorry for not getting back to you sooner, but R/L events have come into play with me because of the Christmas Season. I did download your ISP 2.4 for TMO program and started using it when I got a chance.

I'm in the middle of a career with a Balao Class submarine. I left Midway on the 4th of September, 1943 and my mission was a photo reconn of Taip Harbor. We traveled 3705 nautical miles at a speed of 10 knots. The weather was cooperating until the 13th of Sept. Nine days into our voyage we encountered high waves. The weather was overcast with medium precipitation, heavy fog, and wind speeds of 15 meters out of the westerly direction. I noticed that our speed was going up and down because of the weather. We had 92 percent fuel remaining at the beginning of the storm.

The next day was the same, not fit for man or beast. But on the 15th, our luck started to change, with partial cloudy skies, the fog letting up and wind speeds going down to ten meters per second, coming from a south to south-easterly direction. We had used up eight percent of our fuel so far on our voyage. The next few days, the weather was good with wind speeds around ten meters per second until the 17th. The wind speed picked back up to around 15, but the sky was partial cloudy with no rain or fog coming out of the north. We were down to eight-nine percent of fuel left.

We continued on our journey, when on the 17th, SJ-1 radar picked up a target. Later at 11:00 hrs, sonar confirmed that it was a merchant. Down to radar depth! Upon visual confirmation that it was a merchant, a Nagara Maru class by the Recognition Manual. Too big to let go by and no escorts either. We had the new Mark 18 electrical torpedoes just for times like this! We got into position ahead of the target and at 11:52 hrs, two of three mark 18s hit the target's starboard side at AOB of 56 degrees. Seventeen minutes later, she went to the bottom. We continued on our mission.

On the 22nd of September, we dove to a depth of 185 feet with silent running, then started in to the harbor. Barely making one knot, turning to keep the narrowest profile to warships as they approached us. Breathing a sign of relief as they turned away from us in the foul air. As the last rays of sunlight of the day fell, we barely raised the periscope up to look into the harbor. Pictures were taken. Turning to make our escape to deeper water, the sonar was straining to hear if anyone was coming up behind us. No sounds were heard as we made the trip back out.

Later once again, the sounds of nemesis was back. We twisted and turned as he got closer and closer until he turned away. The next morning before sunrise, we surfaced to get decks washed, put in a quick charge in the batteries, and get fresh air in the boat. Everyone had headaches from the stale air. At dawn, we dove down to the depths again, hoping to find safety from above. We stayed under the surface until the setting of the sun. We came up to radar depth to 'look' to see if the coast was clear after sonar didn't have any contacts. We had eighty-six percent of fuel left. The weather was about the same with the wind speed around 12 meters per second.

Mods

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter Wolves of the Pacific\MODS]

1_TriggerMaru_Overhaul_2-5
Improved Ship Physics 2.4_TMO
1.5_Optical Targeting Correction 031312 for TMO 2.5
1.5_OTC for 8 to 5 Aspect Ratio_TMO
1.5_OTC_Realistic Scopes for 5 to 4_TMO
3000 Yard Bearing Tool (1280x)

Thanks for hard work on your ISP 2.4! :rock: I'll post more later as I get time.

merc4ulfate
12-22-14, 01:26 PM
Paragraphs people ... paragraphs.

TorpX
12-22-14, 08:43 PM
Sorry for not getting back to you sooner, but R/L events have come into play with me because of the Christmas Season.


Thanks for hard work on your ISP 2.4! :rock: I'll post more later as I get time.

No problem. Glad it's working well.

You don't have to post a great deal of details if you don't want to; just ..the weather was stormy - I loved it... or ..the weather was stormy - I hated it... .

One thing I'm especially interested in: if anyone has an experience where they are able to observe the 'constant helming' behavior, I'd like to know if that seems better. I tried to make a comparative test, but the game was acting up, and I had trouble tracking the targets.

merc4ulfate
12-23-14, 07:26 PM
What would go boing if we added this to a TMO+RSRD mix?

TorpX
12-23-14, 10:33 PM
What would go boing if we added this to a TMO+RSRD mix?

The main thing is RSRDC has a different suite of ships. Any that were added would have 'stock' behavior. The Narwhal might not work right. The RFB version of RSRDC made changes for it.

I'll DL a copy of the TMO version of RSRDC, and look at it. If the ships' files are the same as in the RFB version, it shouldn't be too hard to produce a compatible ISP version.

merc4ulfate
12-24-14, 05:45 PM
Be still my beating heart ... thank you Topr for looking in on it.

I would love to add RSRD to TMO and have the latest version of ISP with it.

TorpX
12-24-14, 10:54 PM
I uploaded v 2.6 for TMO with RSRDC. The link is on the first page.

I was able to put it together fairly quick, since there were few differences between the RFB version of RSRDC and the TMO version.

MERRY CHRISTMAS!
-TorpX

Captain Dave
12-25-14, 10:38 AM
WooHoo ! This is going to be added to my mods next time in Port. Thank You , Merry Christmas.1288

merc4ulfate
12-26-14, 03:10 PM
TorpX deserves a medal

Wow this is pretty cool. The sea has a much more realistic affect on the boat now. If my rudder is out of the water in rough seas I simply do not turn. Once it hits the water it spins on over. The waves push at me and turn me off course and at times I had to keep a 10 degree port rudder just to stay straight. That is good and real because I remember doing the same thing in storms at sea when I was at the helm in the Navy.

I'm in a storm in the Celebs sea and got right into a convoy of three merchants and four escorts at about 0530.

Visibility is down to about 100 yards even at 0800. I have sank two escorts and two merchants with deck gun only and let me tell you it was not an easy thing to do in these seas.

My arrogance got the better of me however in that I was too close to the second merchant when she blew sky high... it destroyed my boat and we sank to the bottom.

Everyone should have ISP.


Generic Mod Enabler - v2.6.0.157
1_TriggerMaru_Overhaul_2-5
1_TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
TMO_Visuals_for_RSRDC
Fixed_CD_sonar_RSRDC
Classe_Balao_CamoTri
Pacific Sound Mod

depthtok33l
12-29-14, 10:16 PM
Does it work my with current mod setup?

TMO
RSRDC
OTC
Traveller
ISE

TorpX
12-30-14, 01:05 AM
You'll have to try them to find out.



OTC - don't know. It may be ok, pay attention to what is overwritten.
Traveller - probably not, but you will have to try it to find out.
ISE - most likely this will be ok.

depthtok33l
12-30-14, 03:14 AM
You'll have to try them to find out.



OTC - don't know. It may be ok, pay attention to what is overwritten.
Traveller - probably not, but you will have to try it to find out.
ISE - most likely this will be ok.



Thanks.:up:

depthtok33l
12-30-14, 08:56 PM
Hey TorpX,

I thought you should know about my "findings" :haha:.

Anyways, ISP seemed to work with my mod setup. I installed it last and as expected, it modified many things from TMO and RSRDC, not really sure if it did modify some things from OTC, Traveller & ISE as the list was crazy loooong. But its working in-game no crashes whatsoever.

Cheers for an outstanding mod, definitely an addition to my mod setup now. Thanks for this! :up:

pdiddy
01-20-15, 09:06 AM
RFB, RSRD, NMMO, ISP 2.15. Feb 42 About 40 nm north of Java. 15 m/s winds and what must be like 40 or 50 foot waves that are confusing my diving officer as he constantly says "current depth 2-0". Normally I submerge until the typhoon passes but I wanted to get in on the Battle of Java Sea.

I catch up with the ABDA force outbound from Surabaya. I'm w/sw of them when I notice that roughly 1/3 of them are sinking so I started looking for the enemy with the external cam - nothing and no gunfire from the ABDA force and no shell splashes or explosions, just the eerie sounds of sinking ships. So I'm not 100% sure they were sinking from the waves but that's what it seemed like.

At this time, steer course commands were impossible with any TC. E.g. Steer course 320 with 32 TC resulted in a course of 280 within 15 secs of actual time. Following a plotted course worked and I could see "3 deg stbd" down by the heading/rudder pos dial.

In not quite three months of game time, I've encountered these "typhoon" conditions 3 or 4 times. 1 or 2 typhoons/month in the S Pacific seems excessive.

I love this mod and the fact that people much smarter than me are continuing to improve SH4. Just some humble (not very well documented) feedback. Is decreasing the wave height a simple scene.dat adjustment? I imagine it is more complicated than that. (Forgive me if I've missed something in the readme or on the forums!)

TorpX
01-20-15, 09:47 PM
In not quite three months of game time, I've encountered these "typhoon" conditions 3 or 4 times. 1 or 2 typhoons/month in the S Pacific seems excessive.



The frequency may be too much, but I have no control over that. You can reduce the height of the waves, but then you will never have rough weather. The weather seems to get stuck for whatever reason. I am not happy about it, but that's the way it works. Keep in mind, that the waves may look like "typhoon" conditions, but are still less severe than what a RL typhoon would be like.

pdiddy
01-21-15, 08:41 AM
Thanks for the reply Torpx and thanks again for the mod. Re-reading through the ISP 1.0 thread (http://www.subsim.com/radioroom/showthread.php?t=212788) showed again the amount of work and attention to detail you gave to this mod.

pdiddy
02-05-15, 11:03 PM
My weapons and sensors notes on the weapons and sensors page go missing when I install ISP 2.15 over RFB/RSRD. For example, instead of all the info about the WCA gear, it just says "WCA notes". Anybody else experiencing this?

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.15

merc4ulfate
02-06-15, 10:31 AM
there are multiple version of ISP make sure you install the correct one for the mods your running.

TorpX
02-06-15, 10:05 PM
My weapons and sensors notes on the weapons and sensors page go missing when I install ISP 2.15 over RFB/RSRD. For example, instead of all the info about the WCA gear, it just says "WCA notes". Anybody else experiencing this?


What class of sub are you in?

In any case, I don't know why ISP would cause this. I didn't touch the sound gear or sensors. You should start a new career/campaign when installing ISP. There are changes to the crew abilities/rosters that could cause problems otherwise.

JT1981
02-06-15, 10:19 PM
here is my mod list:
TriggerMaru_Overhaul_2-5
TMO_25_small_patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
1.5_OTC_Metric Tools
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC

is it ok?I have got some ctds when load a save game,i dont know why...

TorpX
02-06-15, 11:00 PM
It looks ok, but I did not test a lot of extra mods when developing the TMO versions. Did you start a new career when you installed these mods?

pdiddy
02-07-15, 12:10 AM
What class of sub are you in?



I've tried multiple classes and a fresh install. I have all the notes with RFB/RSRD alone, but almost none with ISP (for instance, running the single mission in the Slot with a Gato, I had notes for the SJ radar but not for the SD, WCA, 20 mm or the 3 in. It must be something I'm doing though, if nobody else is having the same issue. It is weird.

And I'll say thanks again to TorpX for keeping SH4 up to date and relevant and being so responsive on the forums.

pdiddy
02-07-15, 12:18 AM
here is my mod list:
...
is it ok?I have got some ctds when load a save game,i dont know why...

JT, I am running those mods (except for OTC metric tools) and a few more with no crashes, so it shouldn't be a mod problem.

CapnScurvy
02-07-15, 08:50 AM
JT, those last two fix's for RSRDC (Fixed Zero Bomb Load RSRDC; Fixed_CD_sonar_RSRDC) are "fixed" in OTC. They are incorporated in the OTC for RSRDC mod. It wouldn't do to have a compatible mod without fixing what's apparently wrong with the original.

Having CTD's with saves is an on going problem. Especially if you've been changing in and out mods. NEVER replay a saved game point that didn't have your mod list you're currently using. There are some that think replaying the same saved point with different mods (to see what differences there may be) is a good thing. It's not!! Starting over with a whole new career, erasing any prior saved points is always the best idea when shifting out mods.

pdiddy
02-07-15, 12:49 PM
These are the critical files changed by ISP x.x:
all sub *.sim files >> sub physics
all sub *.cfg files >> engine settings

most ship *.sim files >> ship physics
a few ship *.cfg files >> ship displacements/speeds rec. manual

Scene.dat file >> weather/waves effects
Sim.cfg >> wave effects

also a few changes to special abilities in UPC Data folder.

My OCD has kicked in! Not trying to be a pest here. Actually trying to figure out how the game files work.

The UPCLocalization and UPCUnitsData files are the culprits for me. When I install ISP without those files (but keeping the UPCCrewData file), I get the notes back. I have the special abilities crewman too (who seem to work, i.e. when the idle fuel guy is in the control room, his propeller is black and when he is in the engine room, it turns green - superficial testing admittedly!) ***(edit: upon further testing, that didn't work out. The idle guy becomes the dive guy and the battery guy becomes the morale guy - at least according to the text window when you hover your cursor.) *** Sub acceleration and turning are definitely modified from stock RFB. I haven't tested any of the ship physics, but assume they are unaffected by these files?

Does this make any sense? I'm still trying to figure out why I'm experiencing the loss of notes in the first place.

How do you dig in to .tsr / .upc files? (I know I've created .tsr files from using the Sh4MissionEditor.) And I've used Silent 3ditor to dig in to the .dat files, but have no idea how the UPCData files are created or modified. (I'm sure there is a modding guide somewhere that I'm not finding!!!)

ISP is awesome!

TorpX
02-08-15, 01:16 AM
The UPCLocalization and UPCUnitsData files are the culprits for me.
Does this make any sense? I'm still trying to figure out why I'm experiencing the loss of notes in the first place.


The UPCLocalization file has the text displays, but does not effect operation of equipment. I did change that file to display notes about the special abilities, of course. I don't recall making changes to the UPCUnitsData files.

Tbh, I've already forgotten a lot of the details of this stuff. You can open the *.cfg and *.tsr files with Notepad and make edits.

Maybe I used the same UPCLocalization file from the RFB version, instead of making a new one from the TMO file. This is the only explanation I can think of. If you uninstall all your mods, then make a copy of the TMO UPCLocalization file, you could hand edit the changes regarding the 'special ability' notes from ISP, then put that file in the ISP mod.

CapnScurvy
02-08-15, 09:08 AM
The UPC files are the worst ones for causing strange behavior with saved games, and the practice of shifting in and out mods. The reason is they are saved in your "SH4" folder, found within the "Documents" (or "My Documents" for an older OS) folder. The "SH4" folder is NOT to be confused with the main game folder called "Silent Hunter Wolves of the Pacific". The SH4 folder is made automatically the first time you start the game, and remade anytime you delete it from your "Documents" folder. It contains your chosen game options like screen resolution, unit of measurements, manual or auto targeting etc. It also holds all of your automatic and self made saved game information that make up a saved game point.

I'm not saying this is anyone's problem that have been pointed out lately, but.....just for your information.......the saved UPC files in the SH4 folder will cause CTD's due to adding/removing mods, then replaying a saved game point. Any changes made to the saved UPC files are trouble when replaying a saved point. It's the changing of UPC files that have required the known instructions to "add this mod only when your in-port", not during an active patrol. The game automatically set's a new saved game point everytime you enter/leave port.

pdiddy
02-08-15, 10:38 AM
TorpX:
You can open the *.cfg and *.tsr files with Notepad and make edits.Powerful piece of info, thanks.

To be clear, I am working with ISP 2.15 for RFB 2.0.

I copied the following segments from the RFB_2.0_Patch_23Apr2010 UPCLocalization file and pasted them into the ISP 2.15 UPCLocalization file and voila...all is well.

;UPCUnitsData\UpgradePacks.upc
;UPCUnitsData\Weapons.upc

(That was kind of cool.)

CapnScurvy:
The reason is they (UPC files) are saved in your "SH4" folder, found within the "Documents" (or "My Documents" for an older OS) folder.MultiSH4 solves this problem though right, by creating separate versions of this folder for each version of SH4 installed?

I initially thought this was my problem because I had a few versions on my computer that I hadn't used MultiSH4 with. (I have a USB 3.0, 2TB external drive that I've gone a little crazy with!) Anyway, I cleaned house (including the registry using CCleaner) started with a fresh copy of SH4, used MultiSH4 with fresh downloads of the mods and still had the same problem.

This was all to fix a very minor issue, but it was fun and I learned alot. I'm afraid I might have the modding bug now.

merc4ulfate
02-10-15, 10:45 AM
If one begged and pleaded could you be talked into making a version of ISP with your latest fixes that would be compatible with the U-Boats and Operation Monsun and Omegu?

I'm wanting to start up another U-Boat campaign but really enjoy using your ISP. I think it would be lovely to use out in the north Atlantic especially if the fog was tweaked a bit for those coastal hazes storms of the North Atlantic.

TorpX
02-11-15, 12:24 AM
Since I've never played the German side of SH4, I don't see myself as the one to take on this task. Besides, there are still things I would like to do for the RFB side of things.


On a related issue, I am coming back to base from a first patrol in a Dec. 2 '41 career (S-class). It has been a truly miserable experience. Most of my patrol time has been in 15 force wind. The weather hardly changed since I started, and has ruined my patrol. I found I was not able to move on the surface, and had to resort to submerged travel. You can imagine how slow this was. I have stuck to my house rules regarding TC, length of patrol, etc. Oh, I forgot to mention, I haven't seen a single ship, since leaving Manila.

As I don't wish to ever have another such patrol, I am going to take another look at the scene.dat file in ISP. The weather in my tests was never this bad, and I think I need to dial it back some. This is my next priority.

les green01
02-11-15, 04:52 AM
im using the Tmo version right now out of midway December 41 in a Tambor class i don't have a weather button so have to guess the wind i say maybe 8 knts every once in awhile get knock off course love that makes it a lot better:yeah:

pdiddy
02-11-15, 08:18 AM
I have stuck to my house rules regarding TC, length of patrol, etc.


Would you share your house rules please?

merc4ulfate
02-11-15, 07:13 PM
The disappearing button issue is most likely caused by unloading mods then loading other mods and then saving a game over a save from a past mod list. The best rule for running these mods in my book is that if you want to change mods :

Remove them all
Remove the game
Reboot
Reinstall the game
Reboot
Install 1.5
Reboot
Install JSGME and populate it with your mods
Reboot

Play game

I have never had a corrupt save doing this.

Torpx ... I understand what your saying about ISP and OM. You should give the other side a try sometime it is nice starting the war in 1939 with a boat that only has three tubes. A good challenge. I would love to see some major North Atlantic storms. The fog in the mods I am running for OM is tricky. You think you can not be seen but they do see you and chase your hiney down but in some areas your only talking 215 feet in the North sea so it is much more of a challenge than dipping down to 450 in the great depth of the Pacific and hiding from the Japanese.

I find those english buggars can be much more persistent than the Japanese at ASW.

Captain Dave
02-11-15, 08:33 PM
Merc4ulfate, try this. I'm running TMO with RSRDC. I've downloaded and am running Dynamic Enviroment v2.9 for SH5. Also SH5 water for SH4. I'm only using the Main Mod of DynEnv 2.9, but there's 27 Options. I had to cut out the Scene.dat file because the underwater was too murky for me. Also got rid of SEA folder since it was U-Boats only. So far no problems with mod soup. May be worth your while to look into that Mod.

TorpX
02-11-15, 11:22 PM
Would you share your house rules please?

Sure.

First, I have all the realism options enabled, except the external cam, and I never use it to cheat. For me, it's more of a boredom combating device. Much of sub patrols are a waiting game.

1. Dead is Dead.

2. Orders are orders. When I get a mission to patrol area X, I go there and stay for at least a week, and maybe two. If historically, it was a tactical deployment (i.e. the defense of the Philippine Is.), I consider one week enough, if it is in the nature of a strategic deployment (i.e. commerce raiding), I'll consider it to be a 2 week order. Some discretion is needed here, as the game missions may not always make sense in your situation. For example, if I were to get orders that were suicidal (recon of major enemy base), or just plain stupid (go far away, where you won't have enough fuel to do squat), I ignore/modify them.

3. I limit myself to TC of 32x on surface, 64x submerged. The reason I keep to a lower value of 32x on the surface is that the wave mechanics are mostly negated above 32x, so speeds change a lot between 32x and 64x+, when waves are large. Because the weather was "stuck" for so long on this patrol, I was going to 64x for part of the nightly recharge; otherwise I couldn't get anywhere. I hated to do that, but I had 16 consecutive days of wind speed 15, and it was far worse than anything I had in tests of ISP.


4. I don't use the TDC in an S-boat. That is apart from using it to set a fixed gyro-angle. Manual calculation substitutes for mechanical wizardry here. On this patrol it didn't really matter, as I have yet to see a single contact. :O:

5. I am using a mechanical reliability rule scheme, sort of like the Ted Healy system, but somewhat more detailed and elaborate. It is still a work in progress, though. The only issue I rolled up in this, so far, is a potential gun jam, but again, since I haven't fired a single shell, it doesn't really matter on this patrol.

6. The patrol is limited to a reasonable time. I figured I loaded 45 days of food at the start. I had planned to go back to Manila to top off my tanks, and replenish, but as events transpired, the storms prevented my from getting back before the Navy destroyed the fuel stocks. Bad for me!

nionios
02-12-15, 04:34 AM
Since the installation of ISP 2.4,i notice that the diving time has been reduced.Is this intentional?
I know that this mechanism has been reworked.

TorpX
02-12-15, 11:04 PM
Reduced compared to what?

ISP versions 2.15, 2.4, and 2.6 should give identical diving performance. The versions before v 2.15 were developed on a different theory. I briefly "tested" TMO alone, but I don't recall diving times or such.

The whole diving performance business is more complicated that just increasing or decreasing diving times.

pdiddy
02-13-15, 08:56 AM
5. I am using a mechanical reliability rule scheme, sort of like the Ted Healy system, but somewhat more detailed and elaborate. It is still a work in progress, though.


Thanks!

The mechanical reliability scheme - a future available mod? I'm not familiar with the Ted Healy system.

nionios
02-13-15, 12:13 PM
Reduced compared to what?


Compared to diving time in TMO 2.5 without ISP.

TorpX
02-13-15, 10:16 PM
Compared to diving time in TMO 2.5 without ISP.
[/INDENT]

I set aside arbitrary time guidelines and focused on making the dive angle realistic. You should have tabulated figures for the Tambor class, and other info, in the readme.

So the answer is yes; it is intended.

Unless the times you get are at wide variance with those I tabulated, I wouldn't be concerned.

***



The mechanical reliability scheme - a future available mod? I'm not familiar with the Ted Healy system.

Not a mod, really, but a system of charts and dice rolls.

For example, I make checks every 3 days on patrol, and I might roll a result indicating an engine breakdown, a gun jam, or a crew member becomes injured/ill. Basically, it makes the boat and crew less perfect. The longer you stay out, the more likely something important will go *klunk*.

Rust never sleeps, as they say.

Of course, it is not as good as having the game do this internally, but AFAIK, no one has the ability to accomplish this.

HertogJan
02-21-15, 08:59 AM
Hi TorpX,


I have a question bout the max surface range and submerged range for the Porpoise class you set ISP 2 (TMO) too.
_TMO =13358m at 13.5Knts
_ISP 2.4 =8114m at 10knts
(13358m at 10knts sounds about right to mee).

I've been looking at different sites for references and keep getting the aprox same surface range which are between 12.000Nm and 13.000Nm for te Porpoise class but when I look at your settings (s3d) they show 8114 miles which is
7050.8 Nm.
I know the game doesn't render the distances correctly compared to real-life but this is really low. Is there a reason you set it that low and does it affect the range in game?



PS_ I read you're tweaking the weather some and am wondering how that's going, I would like to try out your mod in combination with OTC.
(That's why I started looking into the changes you made and see how much your mod changes OTC's as sort of a prep. work prior to installation).

As I can see your Data/submarine/ *.sim file (which is a important file) it changes everything from top to bottom in '11: Unit Submarine' compared to OTC how that effects it, I don't know, but seeing some ppl are using both and its working for them I'm wondering. I remember from a mail from CapnScurvy OTC does not like the changes to draft heights.

Quote from mail:
"The question of whether changing the draft figure in the ships .cfg file would change the correction of the height figure (which does effect the stadimeter/visual telemeter readings)....no, it will not. The .cfg "Draft=" figure (which is in meters....all figures are in meters) only shows up in the Recognition Manual. It doesn't effect the ship model at all.

It's not this figure that changes how the ship sits in the water. To change how a ship sit's in the water, you'll need to open the Data/Sea/shipname.sim (using S3D) file and find the "Mass:" figure. The heaver the Mass:, the deeper in the water it will sit. This type of change WILL effect the Height= (the "Mast=") figure in the .cfg file.

Maybe I'm misunderstanding it but to me it sounds like: do not mess with draft height if you want OTC's visuals to work properly.

Maybe CapnScurvy can shed some more light on to this (again).


:hmmm: what started out as a simple inquiry turned into a big question :doh:

CapnScurvy
02-21-15, 11:40 AM
You are right HertogJan, the ship's .sim file...... based on its "Unit_Ship/Mass=" figure, will change how the ship sit's in the water. When changing that figure from what OTC used to calculate height measurements, there will definitely be errors in Range finding. No doubt about it.

On another note: The "Draught=" figure in the .sim file is what the game uses to calculate whether a torpedo will hit or miss the target ship. No matter how the ship sit's in the water. It is independent to the Mass figure. If you set the Draught figure to say 1 meter, you'll get a miss every time. The "Unit_Ship/Submerged/Draught=" figure in the .sim file should be reasonable in its measurement, AND the Draft= figure in the .cfg file should be exact to the figure set in the .sim file. Both are in meters. The .sim file is what the game uses for torpedo contact; the .cfg file is what is displayed in the Recognition Manual that will make a torpedo contact......provided they are the same and you set the torp depth accordingly.

TorpX
02-21-15, 11:00 PM
Hi TorpX,


I have a question bout the max surface range and submerged range for the Porpoise class you set ISP 2 (TMO) too.
_TMO =13358m at 13.5Knts
_ISP 2.4 =8114m at 10knts
(13358m at 10knts sounds about right to mee).

I've been looking at different sites for references and keep getting the aprox same surface range which are between 12.000Nm and 13.000Nm for te Porpoise class but when I look at your settings (s3d) they show 8114 miles which is
7050.8 Nm.


Ok, for the surface ranges, the ISP values are based on Norman Friedman's work, US SUBMARINES THROUGH 1945. He lists the Porpoise as having 6,000 nm range. Later 'P' class boats had a longer range, but I decided to go with the lower figures, as it didn't make sense to have 2 'P' classes. Then I took the 6,000 nm figure multiplied it by 1.3, because the Navy was said to incorporate a 30% fuel margin for battery charging. Then I added a small 'flat-earth bonus' to account for the map distortion in the game. About 5%, iirc.

Players tend to like mods that give then more range, firepower, etc., but I wanted this to be a high realism mod. Subs did run short of fuel, and have to cut short patrols. It was a operational fact of life. That's the biggest reason why the USN set up forward bases, when the opportunity came. If anything, I think the fuel/range figures are a bit generous.

The submerged ranges are arbitrary, and cannot be compared to any reference figures, because of the way the game battery performance is totally broken. Many who wanted to mod the game have found this out. You cannot get sensible submerged ranges just by putting the numbers in the *.sim files. It won't work!

The figures in the mod will give you approximately historical submerged ranges, but not exactly. I had to compromise, because there was no way to make all the numbers come out right for all the classes of boats. The S-class have somewhat less range than the references state, and the fleetboats somewhat more. Nevertheless, performance is much closer to real-life than before.



About the draft ht. and mast ht. I didn't change any mast height figures for obvious reasons. As far as the actual drafts of the ships, I made changes here and there as required for their stability. These changes were mostly small ones. There may be slight differences in your stadimeter readings for this reason, but I would not be unduly concerned. There is no way any skipper could know the exact draft of any ship, except his own. They varied according to the load carried.

merc4ulfate
02-22-15, 01:52 AM
Diving was done daily in order to adjust the trim of the boat and to determine the salinity of the water at different depths. A war time dive could be completed in 30 seconds. A submarine going into a dive causes a shifting of the center of gravity and the center of buoyancy. The metacenter is a point where the center of gravity of the boat coincides with the center of buoyancy; a very hazardous point which must be passed quickly. If the center of gravity and the center of buoyancy are coincident and if a wave were to hit the boat from the side, capsizing could occur.

Jack Higgins and Paul Wittmer

http://www.subvetpaul.com

HertogJan
02-22-15, 05:02 AM
Ok, for the surface ranges, the ISP values are based on Norman Friedman's work, US SUBMARINES THROUGH 1945. He lists the Porpoise as having 6,000 nm range. Later 'P' class boats had a longer range, but I decided to go with the lower figures, as it didn't make sense to have 2 'P' classes. Then I took the 6,000 nm figure multiplied it by 1.3, because the Navy was said to incorporate a 30% fuel margin for battery charging. Then I added a small 'flat-earth bonus' to account for the map distortion in the game. About 5%, iirc.

Players tend to like mods that give then more range, firepower, etc., but I wanted this to be a high realism mod. Subs did run short of fuel, and have to cut short patrols. It was a operational fact of life. That's the biggest reason why the USN set up forward bases, when the opportunity came. If anything, I think the fuel/range figures are a bit generous.

Thank you for your input, I'll give your settings a go when you released the tuned version of ISP. I'm Not much for 'over the top stuff' myself.. but like to keep thing playable.
I can always set it higher in the .sim file if I keep running out of fuel (which will probably happen the first couple careers :-?) as a sort of a upgrade to a new P class :O:

The submerged ranges are arbitrary, and cannot be compared to any reference figures, because of the way the game battery performance is totally broken. Many who wanted to mod the game have found this out. You cannot get sensible submerged ranges just by putting the numbers in the *.sim files. It won't work!

The figures in the mod will give you approximately historical submerged ranges, but not exactly. I had to compromise, because there was no way to make all the numbers come out right for all the classes of boats. The S-class have somewhat less range than the references state, and the fleetboats somewhat more. Nevertheless, performance is much closer to real-life than before.

Regarding the submerged range, if you got subs to go the range shown in the .sim file that would be a major improvement, Co2 will come into play more. :up:

About the draft ht. and mast ht. I didn't change any mast height figures for obvious reasons. As far as the actual drafts of the ships, I made changes here and there as required for their stability. These changes were mostly small ones. There may be slight differences in your stadimeter readings for this reason, but I would not be unduly concerned.

Don't misunderstand me, I'm glad it works in conjunction with your Mod, but I see a couple of posts where OTC is installed over your Mod and while I was typing former post about ranges I wondered and started thinking about it.
Loading OTC over your Mod will nullify the tweaks you made.

There is no way any skipper could know the exact draft of any ship, except his own. They varied according to the load carried.

Indeed, the only way you could see the difference and I'm guessing you'd need a lot of experience as a skipper to guesstimate the load (full or empty) of a vessel correctly.
They would have needed to know how how high a ship lays in the water when empty, for all ships. :huh:

pdiddy
02-22-15, 11:28 AM
Concerning drafts, seems we often go for the keel shot which is fun and the way the game is set up is conducive to it.

Reading "Clear the Bridge" right now, and seems O'Kane always set the torps to run as shallow as possible only setting them deeper when he feared the torps might skip through heavier waves possibly triggering premature detonation.

One less thing to worry about I suppose. He also had no qualms about pumping 4 torpedos into a merchant to ensure sinking (even though 3 might do the job) and didn't view the deck gun as a viable weapon vs a surface target.

TorpX
02-23-15, 01:59 AM
Regarding the submerged range, if you got subs to go the range shown in the .sim file that would be a major improvement, Co2 will come into play more. :up:



Yes, it does. This is a big improvement, if you patrol submerged much. Before, I might submerge (in a S-class) for 12 hrs. at 1.5 or 2 knots, and still barely be able to recharge the batteries that night. Now, I can run submerged at 3 or 3.5 kn. and easily recharge the batteries in a few hours. It is much better.


Concerning drafts, seems we often go for the keel shot which is fun and the way the game is set up is conducive to it.



Not sure about that. I don't think the merchants in RFB have defined keel zones that can be hit; meaning keel shots would be a waste of time. It has always struck me as being unrealistic anyway.
Most of the time, 1 or 2 torps will sink a merchant. Maybe it is different with TMO and other mods.

It's good that you're reading O'Kane; very worthwhile "training". :)

I've started reading Blair's history of the Atlantic U-boat campaign. It seems the Germans had as much trouble with their torpedoes as the USN had. Very interesting.

Sailor Steve
02-23-15, 10:37 AM
It seems the Germans had as much trouble with their torpedoes as the USN had. Very interesting.



We've discussed that more than once over the years. The best article I've found so far is this:
http://digitalcommons.georgiasouthern.edu/cgi/viewcontent.cgi?article=1599&context=etd

TorpX
02-24-15, 01:51 AM
Yes, I read that (last year?). Maybe that is why Blair's book has a familiar ring to it.

Something else that seems remarkable; I'm up to Sep. '40, and Donitz still has fewer boats than he did at war start. For the size of his force, losses were pretty high.

thegrindre
02-24-15, 02:17 AM
Is there a version for us 'vanilla' v1.5 users?

:)

TorpX
02-24-15, 02:39 AM
No. I never thought anyone would want to use it with 'vanilla'.

I have to ask: Why vanilla?

thegrindre
02-24-15, 05:04 AM
That's the original game. That's what I'm running and I'm sure other noobs are too.

:)

TorpX
02-24-15, 10:27 PM
I don't mean to belittle your choice; I was just curious, that's all. Most SH4 players consider the stock game to be flawed, to say the least.

I assumed that most people who aren't using mods either didn't have v1.5, or had an older machine that had trouble with memory intensive mods.

If you haven't tried them yet, I'd 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 2.15


I should add that these mods are not really high-difficulty mods. The game can still be played with the easy options, and the enemy forces are not cranked up to a high level. (Like with TMO, for instance.)

TorpX
03-14-15, 11:17 AM
I've uploaded a patch for ISP 2.x.

This is to address the issue of overly severe weather with ISP.

Basically it involves using 2 scene.dat files so one can alternate between them and have a more sensible mix of weather. It is fully explained in the documentation.

It is not JSGME ready, so a little work is required.

The link is on the first page.




- TorpX

pdiddy
03-16-15, 07:26 AM
Sweeeeeet!

HertogJan
03-16-15, 02:30 PM
:Kaleun_Mad:

Oooooh man... First I missed the battle of the Coral sea and now this... :nope:
I'm still on patrol, not due to be back for 4 weeks :wah:

TorpX
03-16-15, 08:20 PM
:Kaleun_Mad:

Oooooh man... I'm still on patrol, not due to be back for 4 weeks :wah:
You can install and use the patch while at sea. Just make sure you disable your mods down to and including ISP. Then follow the directions, install, and re-enable your mods like before. The only file this patch changes is the scene.dat. Since it does not alter your boat, crew, or career, you can change this while at sea.

Of course, you can use the current ISP set-up. This patch is more or less a necessity for the S-class, but not so much for other boats.

merc4ulfate
03-16-15, 08:46 PM
I really enjoy ISP. It is a great mod for almost any mod list.

HertogJan
03-17-15, 03:30 AM
You can install and use the patch while at sea. Just make sure you disable your mods down to and including ISP. Then follow the directions, install, and re-enable your mods like before. The only file this patch changes is the scene.dat. Since it does not alter your boat, crew, or career, you can change this while at sea.

Of course, you can use the current ISP set-up. This patch is more or less a necessity for the S-class, but not so much for other boats.




I haven't installed ISP yet... was waiting for the updated version but couldn't wait to start a career so here I am :shifty:

I'll test then with and without the upgrade and see where my preference lies.
Ooh... and Thx for the Mod :up:

james_nix
03-17-15, 05:02 AM
Ive got RFB and I can't dive in 15 or 8 meter winds. Is that by design or a bug? I know it's choppy and maybe the dive planes can't get water, but sometimes my whole sub is under water because of waves. And I though the ballast would help me sink in rough weather?

merc4ulfate
03-17-15, 09:05 AM
The wind speed will not preclude you from diving at all. Ballast is what is used to submerge no matter what the weather is. You use it on clear days and rough.

Wave height can extend submerging times by appearance because of the size of the waves.

TorpX
03-17-15, 09:55 PM
Ive got RFB and I can't dive in 15 or 8 meter winds. Is that by design or a bug? I know it's choppy and maybe the dive planes can't get water, but sometimes my whole sub is under water because of waves. And I though the ballast would help me sink in rough weather?

On my last patrol (S-class), I had a lot of trouble diving in 15 m/s winds. That is part of the reason I made the patch. I don't think you should have that much trouble in 8 m/s wind, though.

In high winds, I would use the crash dive. If that is not enough, you might try upping TC to 64x, until you get under (high TC nerfs the wave physics). I realize you can't do this in combat, however. Again, the patch should help.

The thing is, the wave mechanics are NOT realistic. We really need a new game, if we want them to be. Nodes are generated, and these push up against our subs and ships. They teeter on the points, but are not really floating in the 'water'. That is why large waves breaking over your bow, don't pull down your sub. The 'waves' (and I use the term loosely) only push upward, never downward.

This is just one thing of several I've noticed about the SH ocean. Alas, I don't see any way of fixing these things.

If you follow the directions/recommendations with the patch, you should have much fewer bad days at sea.

HertogJan
03-18-15, 05:05 AM
TorpX, got yet another question for you.

I have to say, first impression is astonishing, First thing I noticed directly after loading the game and going on deck is the sub rocks and rolls naturally, I only had fair weather up'till now so I can't tell how it will react in moderate or stormy conditions and can't wait the see whats gonna happen then.
A big thank you for that! :up:


I've tested IPS with ISP 2.x_SW_Patch for TMO and I noticed the waves are moving at a slower rate, almost like it's in slowmotion? :06:

Is there a reason you slowed the sea movement (waves) down by 'half?'... Tested 2xTC and it feels (at least to me) like its back to a more realistic movement.
I also checked to see if I was mistaken (altho I didn't need to.. its one of those things you notice right of the bat) and run the game without your Mod but with ISE v2 (without Scene.dat) and it's 'normal' again.



Will changing it back break anything?
And could you (if it doesn't break anything) tell me where to change those value(s) back, you changed so much I can't begin to search for it.

HertogJan
03-18-15, 05:57 AM
Nevermind, I found it (sensor.dat_Node 6_ 9.Env.Data_Sea speed: )
I set it to 0.08 and it looks perfect (set it to 0.1 but after consideration I tweaked it some and found 0.08 to be best).


One question remains, why did you change that setting, does it influence your Mod in any way besides wave speed?

HertogJan
03-18-15, 12:49 PM
First impression of this Mod.... :o ooh yeah!

Departing from Manila at sunrise the weather was calm, small breeze with no more than 5kph winds, all the way to Darwin where I refueled.

http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_12.24.08_570_zpsughbnp2h.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_12.24.08_570_zpsughbnp2h.png.html)

I came up the Banda Sea through Molucca Sea in fair weather again but in the morning when I got on deck there was some light fog with no wind what so ever I when I hit my first contact around 13h00, a small convoy consisting of 2 destroyers and one troupe transport, they came straight at me so I didn't have to do much to get in position.
After a little hide and seek I managed to escape with minor damage to my bow tubes which was easily repaired by the crew.

Around 17h00 all hell broke loose, wind picked up and a storm raged over the sub with 15kph winds, rain,fog the lot!... couldn't make more then 10mph on average at standard speed (I was so impressed I forgot to make screenshots :88).. will do that some other time and post a few screens).

Anyhow... the storm continued for most of the day and night, luckily for me after some 24h rain and fog lifted but the winds kept banging my sub all the way to Davao which was still 120Nm due North (weather raged for 183Nm in all) as I had seen enough of what this weather is like I wanted to test something. Would Ctrl-N work and do what normally happens... I know it's cheating and I normally don't do this when I am in my patrol zone or in enemy territory but I wanted to see if it did something.


Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter IV\MODS]

A.1_ TriggerMaru_Overhaul_2-5
A.2_ TMO_25_small_patch
A.3_ IJN_Rad_Fix_for_TMO2_betaupdate
B.0_ 1.5_Optical Targeting Correction 031312 for TMO 2.5
B.1_ 1.5_OTC_Realistic Scopes for 16 to 9_TMO
C.0_ Improved Ship Physics 2.4_TMO
C.1_ Improved Ship Physics 2.x Patch
D.0_ Improved Stock Environment_v2
D.2_ Better Sand
D.3_ Compass Mod
E.0_ LST_TMO_v2
E.1_ TDW_Ship_Plane_Fire_Damage_v1_3_SH4
E.2_ TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
E.3_ TMO Smoke Mod
F.0_ Nav Map Make-Over v2.1
F.1_ NMMO Airbase Add-on
F.2_ NMMO v2.1 Patch 1 with AB
G.0_ Bigger Better Protractors
G.1_ Webster's Missing Voices
G.2_ Magnified Hud Dials for v1.5_Medium
G.3_ own Clock Mod
G.4_ Own Command.cfg & Crew Fix & AI.cfg
G.5_ Conversion chart to Gramophone Mod
G.6_ Webster's Better Air Patrols
G.7_ 3000 Yard Bearing Tool (1920x)
G.8_ OTC_US Radar from Start for TMO

I notice a slight deviation in measurement readings in OTC but I its no big deal, other then that, everything looks to be working as it should.



Thank you TorpX for this great Mod!
And to every other Mod maker too obviously. :()1:

TorpX
03-18-15, 09:25 PM
TorpX, got yet another question for you.



I've tested IPS with ISP 2.x_SW_Patch for TMO and I noticed the waves are moving at a slower rate, almost like it's in slowmotion? :06:


Is there a reason you slowed the sea movement (waves) down by 'half?'... Tested 2xTC and it feels (at least to me) like its back to a more realistic movement.

Will changing it back break anything?



I used a slower sea speed, because the original (RFB?) seemed too fast. I looked like I was watching a toy boat in a bathtub to me. Keep in mind, the waves and ships are supposed to be of large dimensions.

Of course, you can experiment as much as you want, but I don't really recommend it; I have no idea what effect it will have on the sea-keeping aspects.





One question remains, why did you change that setting, does it influence your Mod in any way besides wave speed?

I put in a lot of time fiddling with the waves to get them so they exercise a realistic influence over the boats; meaning they will slow you down when they get rough. Eye-candy considerations were secondary. There are a number of subtle aspects to all that. Suffice it to say here, that there are limits as to what I could accomplish. If the waves are too big, fast or whatever, you can end up with a S-class boat being unable to move in 15 m/s winds - not a desirable situation.








Anyhow... the storm continued for most of the day and night, luckily for me after some 24h rain and fog lifted but the winds kept banging my sub all the way to Davao which was still 120Nm due North (weather raged for 183Nm in all) as I had seen enough of what this weather is like I wanted to test something. Would Ctrl-N work and do what normally happens... I know it's cheating and I normally don't do this when I am in my patrol zone or in enemy territory but I wanted to see if it did something.




Every time I've tried the 'Ctrl-N' thing, all that happens is the clouds skip a beat, and the weather looks the same. The navigator says the wind is 0 m/s, but the waves are as violent as before. What does it do for you?

The issue of 15 m/s 'storms' (of long duration), is why I came out with the latest patch. (I hope you read the docs, and didn't just jam in into the mods folder?)

HertogJan
03-19-15, 05:31 AM
I used a slower sea speed, because the original (RFB?) seemed too fast. I looked like I was watching a toy boat in a bathtub to me. Keep in mind, the waves and ships are supposed to be of large dimensions.

I never played RFB so I can't comment on that, TMO's sea speed was 1.0 in the Nodes and looked to be fine but I have to agree with you in that, because you changed the waves, (wave tops are different) setting them back to 1.0, altho looking good at standstill, is to fast for standard cruising speed.
I played one patrol with 0.08 settings and it's slightly to fast when sailing, so I'll get back to that when I'm back in port.
Your setting however gave a slight 'glitch' on my screen (horizontal stripes every 3cm) when moving the mouse looking left and right. (like one thing was moving in slowmotion and the rest was at normal time. (its hard to explain otherwise).
(I didn't have this playing without your Mod so therefor noticing the 'sea decreased speed' made me think and went digging in the settings.
(Side note: I'm playing this game behind a laptop and it may be rendering the those waves is over stretching my graphics card a tad).

Of course, you can experiment as much as you want, but I don't really recommend it; I have no idea what effect it will have on the sea-keeping aspects.

Nothing much except maybe this, winds were 15kph this was the convoy I attacked, troupe transport was doing its best to stay afloat doing 2knts while the escorts were bobbing around like this. They never sank by themselves either, put one to the bottom with a fish but couldn't sink the second (torp's kept running through it like it was a ghost... aimed just right of second funnel on both occasions).

http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_21.44.23_788_zpsvmwxvzqg.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_21.44.23_788_zpsvmwxvzqg.png.html)


I put in a lot of time fiddling with the waves to get them so they exercise a realistic influence over the boats; meaning they will slow you down when they get rough. Eye-candy considerations were secondary. There are a number of subtle aspects to all that. Suffice it to say here, that there are limits as to what I could accomplish. If the waves are too big, fast or whatever, you can end up with a S-class boat being unable to move in 15 m/s winds - not a desirable situation.

I notice that indeed... could not make more then 10knts on average at standard speed in the storm, also after plotting a course, at least it seems that way, the sub would drift away from it (liked that part very much).

Every time I've tried the 'Ctrl-N' thing, all that happens is the clouds skip a beat, and the weather looks the same. The navigator says the wind is 0 m/s, but the waves are as violent as before. What does it do for you?

Besides re-adding clouds to the skies after prolonged Time Compression, it removes fog instantly and it changes to clear weather within 1h game time.

The issue of 15 m/s 'storms' (of long duration), is why I came out with the latest patch. (I hope you read the docs, and didn't just jam in into the mods folder?)

I did read the initial doc's, read what the patch does and what to do with the update and... I didn't jam it in :hmph:, I carefully copied and pasted the patch in the MODS folder and activated it. :cool:

I do have slightly more storms as I used to (could be the time of year: July 20 1942) but I can deal with that, started the patrol with almost 7 day's of clear weather so it seems to be ok.


There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?
When in a storm this really starts to irritate me.. The guy goes like this every time the sub goes slightly under or at 20ft:
Current depth 20f, Current... Current depth t.... Cur.... Current d... Current depth 20f. and so on, luckily it stops at higher TC but its spamming the chatbox and can't read any course change, contact report and whatnots.

TorpX
03-19-15, 09:26 PM
There's one think I didn't mention yesterday and that is the repeated "current depth 20 feet" sound speech by the ?XO?


Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?

derekb525
03-19-15, 11:22 PM
TorpX
Great work on the mod. I know how much work is involved with doing work like this, I've been involved in many mods for various games over the past few years.

I have a question though. I'm running TMO, RSRDC, and Travellers mod. I also have a few smaller mods going on for aesthetics, with yours being installed after everything else. I started a new career from Pearl. After leaving Pearl, and on my way to Midway I tried the different telegraph settings and noticed I couldn't make better than 14 knots on flat, glassy seas with 0mph wind. Standard and Full both produce a max of 14 knots. Even if I manually select the speed to a higher setting I only get 14 knots total. Going to battlestations flank I could get up to 20kts.

Is this intended? Or, am I not doing something correctly?

*edit, forgot to add I am in a Balao

TorpX
03-20-15, 01:02 AM
Hmmm............ I'm not sure.

There is a relationship between the crew efficiency and what speed you can get. I never tried to pin it down exactly, but being at GQ will often give you a boost. You should be able to go faster than 14 kn., though.

I would look at a few things:

Is your engine room crew up to snuff?

Are you using the Diesel Engines Specialist correctly?
[Read the documentation if in doubt.]

Have you tried things without Trav's mod?

HertogJan
03-20-15, 04:33 AM
Yes, that's annoying. Usually, I am at 32x, so I don't have to listen to it.

What class of boat are you driving?



USS Salmon

I't one of those voices you can do without and get, while others you need don't get :-?
I wonder if putting the XO on deckgun duty will shut him up, all three of 'em for that matter :arrgh!:

On a more serious note, I'm thinking of getting rid of that particular voice file, does anyone have a clue as to where to find it.

Thinking out loud here:
I don't suppose simply removing it will work :06: (prolly get CTD as soon as its triggered), there has to be some other file which triggers the voice file, maybe removing that or block that will stop it :hmmm:


As promised, a few stormy weather screens.

http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_21.06.59_730_zpse3waybi7.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_21.06.59_730_zpse3waybi7.png.html) http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_21.06.56_457_zpskea0lnad.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_21.06.56_457_zpskea0lnad.png.html)



http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_21.06.51_549_zpsaomzjoek.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_21.06.51_549_zpsaomzjoek.png.html) http://i1300.photobucket.com/albums/ag90/HertoghJan/SH4Img2015-03-18_21.06.58_848_zpsrsafvx4q.png (http://s1300.photobucket.com/user/HertoghJan/media/SH4Img2015-03-18_21.06.58_848_zpsrsafvx4q.png.html)

TorpX
03-20-15, 09:42 PM
Nice pics. Your ocean looks nicer than mine somehow.

***



derekb525,

I ran some tests to study the issue you have. As it is a technical issue, I posted the results in the ISP thread in the Mod Workshop Section.

The short version is that the crew/compartment efficiency is important to the speed you can make.

HertogJan
03-21-15, 04:30 AM
Running Improved Stock Environment_v2 over your Mod.


About the voice issue, looking through the files would suggest a combination of four separate files "Current Depth", "2", "0" and "feet". If so, removing it would be impossible :/\\!!
Altho, it doesn't make sens as it says "twenty feet" and not "two - zero feet". :-?

HertogJan
03-21-15, 04:42 AM
Copied over to Improved Ships Physics in the Workshop.

Can be deleted!

nionios
03-25-15, 10:56 AM
Is there any point in rolling the dice when I have stormy weather while the patch is disabled?

TorpX
03-25-15, 07:58 PM
Is there any point in rolling the dice when I have stormy weather while the patch is disabled?
Yes, on a roll of 11+, save the game, quit, and enable the severe weather 'patch', before you start it up again. Otherwise, you will never have severe weather. The idea is to alternate with the patch and without, so you have severe weather sometimes.



For example:

I follow directions and put in the correct scene.dat file in ISP 2.15.

Then I start the game and go out on patrol. My mod list looks like this:

Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15

The above gives me moderate weather. Winds at 15 m/s will produce 'rough' weather, but not really stormy.

Rolling the dice each day, I later roll a '11'. So I save the game, exit, and enable the ISP 2.15_SW_Patch. My list is now thus:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15
ISP 2.15_SW_Patch
This will give me more severe weather, mainly at 10+ m/s winds. I continue rolling the dice every day, and when I roll a 11+, I save, exit, and disable the ISP 2.15_SW_Patch. Then my mod load goes back to the list at top. In this way, I get alternating periods of moderate and severe weather.

If you are using the TMO versions, it works the same way; only you use the "ISP 2.x_SW_Patch for TMO" mod.

I hope I explained this clearly.

james_nix
03-25-15, 08:44 PM
Even when I have good visibility according to the weather report with RFB, it doesn't extend to the horizon. How many yards is good visibility?

Sometimes I can see the horizon so I would assume that is excellent visibility.

Thanks for the great mod! :D

TorpX
03-25-15, 09:03 PM
I haven't tried to sort out the difference between 'good' and 'excellent' visibility, but the horizon is only about 10 nautical miles, or a bit less. You can never see anything beyond that.

james_nix
03-26-15, 04:02 AM
Maybe it's my video card settings but sometimes I get haze on the horizon.

http://i.imgur.com/0M2ai7m.jpg
http://i.imgur.com/N2C6jgl.jpg
http://i.imgur.com/9yWhZsF.jpg

nionios
03-26-15, 05:45 AM
Yes, on a roll of 11+, save the game, quit, and enable the severe weather 'patch', before you start it up again. Otherwise, you will never have severe weather. The idea is to alternate with the patch and without, so you have severe weather sometimes.



For example:

I follow directions and put in the correct scene.dat file in ISP 2.15.

Then I start the game and go out on patrol. My mod list looks like this:
Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15

The above gives me moderate weather. Winds at 15 m/s will produce 'rough' weather, but not really stormy.

Rolling the dice each day, I later roll a '11'. So I save the game, exit, and enable the ISP 2.15_SW_Patch. My list is now thus: Generic Mod Enabler - v2.6.0.157
[C:\Special Games\Silent Hunter Wolves of the Pacific\#MODS]
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed Zero Bomb Load RSRDC
Fixed_CD_sonar_RSRDC
Improved Ship Physics_2.15
ISP 2.15_SW_Patch
This will give me more severe weather, mainly at 10+ m/s winds. I continue rolling the dice every day, and when I roll a 11+, I save, exit, and disable the ISP 2.15_SW_Patch. Then my mod load goes back to the list at top. In this way, I get alternating periods of moderate and severe weather.

If you are using the TMO versions, it works the same way; only you use the "ISP 2.x_SW_Patch for TMO" mod.

I hope I explained this clearly.




Ok, good work TorpX.:up:I had understood it correctly.

thegrindre
03-26-15, 10:47 AM
I sometimes get haze on the horizon also. I thought it was the game.
Some days are clear as a bell other times they are not.

:)

james_nix
03-26-15, 03:50 PM
I sometimes get haze on the horizon also. I thought it was the game.
Some days are clear as a bell other times they are not.

:)

Maybe it is just the game and I never noticed before ISP :doh:

merc4ulfate
03-26-15, 10:50 PM
Some other environmental mods create tones of it.

TorpX
03-27-15, 12:54 AM
I don't think I can provide any information about this. I didn't play around with colors/tones/light because it didn't know enough about it.

HertogJan
03-27-15, 04:09 AM
Are you running a Environment Mod?

I think this is whats called Light fog in the game, press the weather button, I'll bet it says light fog.

james_nix
03-27-15, 06:29 AM
Are you running a Environment Mod?

I think this is whats called Light fog in the game, press the weather button, I'll bet it says light fog.

I'm just running improved stock environment, maybe that is it. Weird thing is the weather says good visibility!

Looking at another thread http://www.subsim.com/radioroom/showthread.php?t=197296 says it might be a scene.dat bug. :(

Schroeder
03-31-15, 07:36 AM
I haven't read through the entire thread so please don't lynch me if this has been posted before but my game crashes when I use the IJN part of the recognition manual. Whenever I reach the ship that comes after the Auxiliary Sub Chaser and before the Momi class patrol boat the game crashes to desktop.

I'm using:
TMO 2.5
TMO 2.5 Small patch
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Pacific Sound Mod
TMO_Visuals_for_RSRDC
Improved Ship Physics 2.6_TMO_RSRDC

I removed all the mods one by one and it definitely is ISP causing this.
Does anyone else have that problem?:06:

TorpX
04-01-15, 03:44 AM
I made a quick test with these:

TMO 2.5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Improved Ship Physics 2.6_TMO_RSRDC

I got the CTD you described. Apparently it is the Minesweeper.

I have no idea why this would happen. I didn't change anything in the Rec Manual.

I don't know where the files for the RM are, tbh.

TorpX
12-11-15, 01:52 AM
Improved Ship Physics_2.8 has been uploaded here at Subsim!

:woot:

The link is on the first page.

This version is intended for RFB 2.0 and the corresponding version of RSRDC:
RFB_2.0
RFB_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_2.8

[ISP_2.8_SW_Patch *]

* this is for intermittent severe weather effects


Highlights for v2.8:

* 'fog - lock on' issue corrected
* S-class acceleration slightly reduced
* crew rosters and performance reworked
* torpedo malfunctions/performance reworked
* airborne sensors changed
* map contacts restored
* aircraft physics changed
* rec. manual/stadimeter improved

I recommend people either start new careers (if you are not using ISP now), or wait until you are in port to incorporate this mod. Crew roster changes will likely blow things up if you try to use this at sea, or in a non-ISP career.

Captain Jeff
12-11-15, 02:38 AM
Well, the planes got me again so I'm off to start another career. I guess it's a good time for me to try out ISP. I've got a few questions though.

I'm using:
RFB 2.0
RFB patch
RSRDC
RSRDC patch

My system is handling everything just fine. Will it continue to handle everything just fine with ISP 2.8 thrown in the mix? Does the mod put any additional tax on the processor or the video card?

How much does the AI change? Ships move erratically when they know I'm there, they circle or try to ram when I'm firing away with the deck gun, destroyers move in certain patterns when they are depth charging. Are they still doing the same things only their turning ability and acceleration/deceleration ability is different? Or will they basically move in with the same kind of turns but their now using less rudder to do them?

I'll try the mod if it isn't creating any more stress on my processor. The second set of questions is just curiosity before I try it.

TorpX
12-11-15, 02:57 AM
Good questions!

The mod should not make anything more taxing than it is now. It may take some time to load, like RSRDC, as there are files for every ship, and aircraft, but when you play your game should run ok, as long as it can handle RFB and RSRDC. It doesn't change visuals, or add eye-candy.



About the AI. No mods, mine, or anyone else's have the ability to really change the AI. The AI will 'think' the same, and attempt the same actions, as before. It is *unfortunately* a 'black box'. We have to live with it. I didn't change sensors, except for the airborne ones. This to correct the issue of a/c being able to see deeply submerged subs.

The ships will have more realistic turning characteristics; so will your sub. This can be good or bad, depending on the situation. :haha:

Ships will still attempt to do the constant helming thing, but their rate of turning, and their speed loss in the turn, will be much less. In short, big, heavy ships will turn like you would expect big, heavy ships to turn. Small patrol boats, and the like, will be able to turn tighter.

Acceleration is much reduced, for both subs and ships.

You should download the mod, and read the documentation. There is a good deal of technical data included.

Captain Jeff
12-11-15, 03:13 AM
Thank you, TorpX. That did answer my questions.

I was wondering if a fleeing or attacking ship would still turn in the same arc but, apparently, their arc will be different because of the improved ship physics. They'll still try to do the same things but will be better at them. That's good. I would hate to have a better turning vessel going against something that was still stuck in the stock attack or defense mode. It's good to know they'll be turning as good as I am.

Changes to when a plane can spot me? Excellent!!! I'm looking forward to it!! I was starting to wonder just how deep I had to go to avoid detection!!

Thanks again, TorpX. And thanks for the work you do to help all of us get more enjoyment from the sim. Good luck and good hunting to you!!

moha14881
12-16-15, 04:34 AM
I definitely love you've applied the laws of physics to the targetting optics! Now we can have a nice solution! But very sadly I found that sometimes the torpedoes don't follow the solution but go wobbling in an erratic ABSOLUTELY WRONG gyroangle. Sometimes both the torpedoes and their trails are wrong.:o
I've also encountered this glitch\bug:
It's called Free Willy da torpedo! :haha::har:

TorpX
12-16-15, 12:59 PM
But very sadly I found that sometimes the torpedoes don't follow the solution but go wobbling in an erratic ABSOLUTELY WRONG gyroangle. Sometimes both the torpedoes and their trails are wrong.:o
I've also encountered this glitch\bug:
It's called Free Willy da torpedo! :haha::har:

That's not a bug. There are parameters in the Torpedo.sim files that simulate gyro malfunctions. So, for any given torpedo it is possible to have a guidance error of whatever, 0 to 90°, or 0 to 135°.

As far as the 'wakes', or tracks, are concerned, I agree that they are not altogether ideal.

Anyway, I'm glad you like the mod.

Rockin Robbins
12-16-15, 01:32 PM
That's not a bug.
But it's proof positive that you can document your mod till the cows come home and people won't read your carefully written guide.:har: Shades of Ducimus' readme "that nobody reads."

Irrelevant side note: imagine if porpoising torpedoes worked properly, splashes and all. Imagine if the enemy crew saw them as a real enemy would. Sure would add a lot of excitement to a boring meticulous attack, wouldn't it?

moha14881
12-16-15, 05:17 PM
I just hope the torpedo malfunction probability ain't 100%. I encountered this and was like:o:88):/\\!!
Especially when I'm aiming for 0deg gyroangle I get all +\- 135deg.

TorpX
12-16-15, 07:56 PM
I just hope the torpedo malfunction probability ain't 100%. I encountered this and was like:o:88):/\\!!
Especially when I'm aiming for 0deg gyroangle I get all +\- 135deg.

It shouldn't happen very often, though I think this was more of a problem than is commonly understood. Ideally, many of these things would be partly a function of crew skill. Torpedoes were very high maintenance weapons.







But it's proof positive that you can document your mod till the cows come home and people won't read your carefully written guide.:har: Shades of Ducimus' readme "that nobody reads."



I must confess, I don't always read the readmes either. I think my RFB 2.0 docs were lost or overwritten. I was going to check something the other day, and couldn't find them.

Irrelevant side note: imagine if porpoising torpedoes worked properly, splashes and all. Imagine if the enemy crew saw them as a real enemy would. Sure would add a lot of excitement to a boring meticulous attack, wouldn't it?

Yes. That would be fun.

One funny thing about them; they skitter along on the surface, but still go straight, not really affected by waves. I would've liked to have them more erratic, veering this way and that.

I played around with the 'wakes', trying to moderate the ability of the AI to see them, but it seems to have nothing to do with the visible wakes we see. One would have thought that would be something we could change.

moha14881
01-28-16, 01:36 PM
So before opening the torp tubes call battle stations and try to have as much torp guys and gunners in the torp rooms as enlistees will guarantee a malfunction.

dashyr
01-28-16, 01:43 PM
im using OTC. Is it working with OTC too? Just to make sure.

Majestik 909
01-28-16, 04:54 PM
Real commanders input all data manually....

james_nix
01-28-16, 05:00 PM
I just to say a big thanks to TorpX! :salute:

RFB doesn't get a lot of love compared to TMO.

dashyr
01-28-16, 05:18 PM
Real commanders input all data manually....
Actually I still have to manually enter them... Its mainly to fix the ''sight is a bit off in widescreen'' issue. Unless they fixed it officially in one of the patch id rather play it safe. This isnt an auto targeting mod.

TorpX
01-28-16, 11:11 PM
im using OTC. Is it working with OTC too? Just to make sure.

If you are talking about TMO + OTC, I think Silent Prey adapted a version of ISP for that.

HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4649) is the Silent Prey build.

As far as RFB is concerned, I don't think there is any OTC version for RFB 2.0. So I can't recommend using OTC with RFB and ISP. I had hoped that Cap'nScurvy would make a version for RFB 2.0, but he ran into problems, and decided to build his own mod instead.

The latest ISP version, 2.8 is for RFB 2.0 and RSRDC only. I did not make another version for TMO. Tbh, there is not that big a difference from earlier versions. Mainly, I tried to improve the aircraft, and changed sub crew organization, but these are not huge factors in the game.

dashyr
01-29-16, 12:18 AM
If you are talking about TMO + OTC, I think Silent Prey adapted a version of ISP for that.

HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=4649) is the Silent Prey build.

As far as RFB is concerned, I don't think there is any OTC version for RFB 2.0. So I can't recommend using OTC with RFB and ISP. I had hoped that Cap'nScurvy would make a version for RFB 2.0, but he ran into problems, and decided to build his own mod instead.

The latest ISP version, 2.8 is for RFB 2.0 and RSRDC only. I did not make another version for TMO. Tbh, there is not that big a difference from earlier versions. Mainly, I tried to improve the aircraft, and changed sub crew organization, but these are not huge factors in the game.



Thanks

Barkerov
05-01-16, 07:26 PM
I would like to say a big thankyou for this mod TorpX :yeah:

I was wondering though if there is a way I could get the much more limiting map contact info from RFB back? I always feel like I am getting too much from the map contacts, but too little from no map contacts so I settled for the toned down RFB contacts.

A related issue is that the Realism score now adds up to 105 with everything ticked. Not sure if this is a problem or not

Barkerov
05-02-16, 08:36 PM
I did some testing with ISP 2.8 last night and I noticed some unusual things happen with torpedo shots.

I tried the training mission and for one thing the bubble trail begins some place behind my sub and the torpedo track looks odd. Also my torps were going through the hull of the Mogami when set on contact influence. When I set them to contact influence and they did explode it seemed to be before the hull, initially I thought this was a torp malfunction but I cant help shake that feeling that everything looked to be a short distance from where it actually was.

I am running RFB + RSRDC. I decided to go back to ISP 2.15

moha14881
05-25-17, 11:04 AM
I did some testing with ISP 2.8 last night and I noticed some unusual things happen with torpedo shots.

I tried the training mission and for one thing the bubble trail begins some place behind my sub and the torpedo track looks odd. Also my torps were going through the hull of the Mogami when set on contact influence. When I set them to contact influence and they did explode it seemed to be before the hull, initially I thought this was a torp malfunction but I cant help shake that feeling that everything looked to be a short distance from where it actually was.

I am running RFB + RSRDC. I decided to go back to ISP 2.15

That, Sir, was my very problem! You'll need review the forum very near.