View Full Version : [REL] Depth Charge Disturbance Mod New V1 for TMO 2.5 Update BH
Bubblehead1980
01-26-22, 08:32 AM
This mod simulates the water disturbances caused underwater depth charge explosions, which helped submarines escape when under attack in WW II. UBI failed to include this in SH 4, which has always
bothered me, a lot. So now, thanks to TheDarkWraith, we have it. However, will say the disturbances do not last as long as would in real life and are not as noisy, as I found in testing they nerfed the enemy escorts sound gear too much, taking away the challenge of TMO. Thus, I customized them for a proper balance. They do help and with proper tactics, provide a small window of escape over time , can help in seemingly hopeless situations. Obviously in later war when the escorts lay large patterns, this becomes more of a advantage because each explosion buys precious time. I appreciate feedback on how this performs in your SH 4 experience, may need tweaking etc but after some testing, seems great to me.
Download from subsim at the link below. Please make sure to actually look at the README file (lol), it is brief.
https://www.subsim.com/radioroom/downloads.php?do=file&id=6064
And this wont crash the game like the original?
Bubblehead1980
01-26-22, 12:14 PM
And this wont crash the game like the original?
No CTD on my end in testing. See TMO 2.5 Update BH README for install order
Mad Mardigan
01-26-22, 12:36 PM
No CTD on my end in testing. See TMO 2.5 Update BH README for install order
Downloaded... will test it out.
:Kaleun_Salute:
M. M.
Bubblehead1980
01-31-22, 06:56 PM
Looking for feedback. What do you guys think? I am considering tweaking this mod some more, seems to be too effective. Thoughts?
Looking for feedback. What do you guys think? I am considering tweaking this mod some more, seems to be too effective. Thoughts?
Historically, depth charge disturbance needs 15 minutes to settle down. Is it going to be shorter or longer?
Bubblehead1980
02-01-22, 11:15 AM
Historically, depth charge disturbance needs 15 minutes to settle down. Is it going to be shorter or longer?
I am aware. However, this does not translate well into game play, essentially nerfs the AI's ability to track and deliver anything resembling a counter attack after first depth charge or two, especially later in water when more depth charges are carried and more launched on each attack. Result being, ends up making the later war easier to evade when should be more difficult. The AI was (huge oversighte by devs) designed to work around such noises in water. Thus, why had to make them shorter in duration.
I am thinking may decrease the noise instead of duration, see how it works. Just trying to get feedback from other players on how current version works for them.
Can you tell me how this fashion works? How's it going?
If I'm wrong you'll correct me. The fashion itself cannot work. It does not activate itself just because the depth bomb explodes. But the good idea is that when a depth bomb is used to stun its own hydrophones, the enemy must drop the bait along with the bomb. Or amun_Bold should be tied to a bomb.
Если я ошибаюсь вы меня поправьте. Сам по себе мод не может работать. Он не активируется сам по себе только потому что взрывается глубинная бомба. Но идея хорошая в том что когда применяется глубинная бомба для эффекта оглушения собственных гидрофонов противник должен сбрасывать приманку вместе с бомбой. Или amun_Bold должен быть привязан к бомбе.
Bubblehead1980
02-02-22, 08:59 PM
Can you tell me how this fashion works? How's it going?
I am confused what you mean by fashion?
TheDarkWraith developed the mod, I just customized the timer and noise it for TMO Update.
From what I understand, the mod makes it where when a depth charge explodes, it emits a BOLD, kind of like the decoys.
If I recall correctly, the default time was 35 seconds of noise and forget the noise level, but it was a little too effective so I reduced the time and noise level to get desired results.
Bubblehead1980
02-02-22, 09:02 PM
If I'm wrong you'll correct me. The fashion itself cannot work. It does not activate itself just because the depth bomb explodes. But the good idea is that when a depth bomb is used to stun its own hydrophones, the enemy must drop the bait along with the bomb. Or amun_Bold should be tied to a bomb.
Если я ошибаюсь вы меня поправьте. Сам по себе мод не может работать. Он не активируется сам по себе только потому что взрывается глубинная бомба. Но идея хорошая в том что когда применяется глубинная бомба для эффекта оглушения собственных гидрофонов противник должен сбрасывать приманку вместе с бомбой. Или amun_Bold должен быть привязан к бомбе.
Mod does work. TheDarkWraith created some time ago. I've tested it quite a bit with TMO and it does work. This patrol in 1942, I went on patrol without it and the escorts were vicious vs when have mod activated in same circumstances, vicious but they have a much more difficult time keeping track, counter attacks usually don't last as long with the mod activated.
I've found best to use them in later war when dealing with the more advanced sensors and higher skilled AI , early war, mostly not necessary, well depends.
From what I understand, the mod makes it where when a depth charge explodes, it emits a BOLD, kind of like the decoys.
How does this connection happen? Maud is a propiska of bait. There is no trigger binding to the depth bomb or launcher, which, together with the bomb, drops the bait.
Как эта связь происходит? Мод представляет собой прописку приманки. Нет триггера связующего с глубинной бомбой или пусковой установкой которая вместе с бомбой сбрасывает приманку.
Bubblehead1980
02-02-22, 09:50 PM
How does this connection happen? Maud is a propiska of bait. There is no trigger binding to the depth bomb or launcher, which, together with the bomb, drops the bait.
Как эта связь происходит? Мод представляет собой прописку приманки. Нет триггера связующего с глубинной бомбой или пусковой установкой которая вместе с бомбой сбрасывает приманку.
I am not 100 percent sure. Like I said, I did not create the mod, just tweaked the noise and timer in the .dat file
Looking at .dat file, can see the effects launcher, the DepthChargeWaterDisturbanceNode. I am no expert, like I said I did not create the mod.
However, I've tested it many times, it does work, so it is linked to DC explosions somehow.
Maybe the creator of fashion will explain the situation? The registration in the DepthChargeWaterDisturbance date file has nothing to do with it.
Может создатель мода разъяснит ситуацию? Прописка в файле дат DepthChargeWaterDisturbance ни к чему не имеет связи.
Since I am using this mod, I post here:
I had an interesting encounter with a Akikaze destroyer.
10 of May, 1944, I was cruising at 2 knts for my obj (deploying troops to Formosa) at 150ft and detected the sound. We was going SW and closing all the time, decided to change course and attack him with my read tube.
He detected me and began search patterns. I decided to get him close and shoot.
Of course only one torpedo went strait to the target, hit the bow but noting. Or the distance was now very little for it to arm or I forgot to change to contact/influence.
Crash dive, change course and went to the depths. I did pass the thermal layer at 250 ft.
Some shaking but no damage, went to 400ft and decide to do a u turn. Now, the akikaze didn't detected me again. Did come closer 2 times, once pinging, but change the course almost above me and deploy the charges aft me.
To cut the story short, he only detected me again, after a few time, when I decided to return to course and got near him again, and he was stopped in the water, but the same thing. After the initial attack, he could not detected me again.
Again, I did pass the thermal layer and the see was 10m/s state, so this could also had to the situation, but the mod appears to be working.
Bubblehead1980
03-01-22, 06:24 PM
Since I am using this mod, I post here:
I had an interesting encounter with a Akikaze destroyer.
10 of May, 1944, I was cruising at 2 knts for my obj (deploying troops to Formosa) at 150ft and detected the sound. We was going SW and closing all the time, decided to change course and attack him with my read tube.
He detected me and began search patterns. I decided to get him close and shoot.
Of course only one torpedo went strait to the target, hit the bow but noting. Or the distance was now very little for it to arm or I forgot to change to contact/influence.
Crash dive, change course and went to the depths. I did pass the thermal layer at 250 ft.
Some shaking but no damage, went to 400ft and decide to do a u turn. Now, the akikaze didn't detected me again. Did come closer 2 times, once pinging, but change the course almost above me and deploy the charges aft me.
To cut the story short, he only detected me again, after a few time, when I decided to return to course and got near him again, and he was stopped in the water, but the same thing. After the initial attack, he could not detected me again.
Again, I did pass the thermal layer and the see was 10m/s state, so this could also had to the situation, but the mod appears to be working.
Thanks for the feedback! Yes, mod definitely works. I plan to tweak things and release another version, seems to make things a little too easy, especially when you have the escorts that can lay large patterns of charges. The noise seems to cloud their sensors long enough they lose contact and then when you're deep, running silent, they have a difficult time regaining contact. Realistic in one sense but because of how AI is set up (if only had the code and could alter their behavior to keep hunting based instead of giving up at X amount of time without solid contact or increase the time) ends up with incompetent escorts in most cases.
However, the sea state was the main factor in your engagement, 10 m/s produces 19.44 knot winds, decent waves which can handicap the AI sonar, esp if below a thermal layer/deep. Disturbance mod just exacerbates this. In a calm sea state, they would not have been such push overs even with the mod, but also still handicapped.
Wheat I like about the disturbance mod is provides that small window of cover real subs had after DC explosions, so can go to flank speed and not be heard etc.
I have not been using it lately because testing some new sensors, goal is to make it so don't have to go to crazy depths every time in later part of war, esp in the Gato, Sargo, Salmon, Tambor, Gar, to survive. S Boats can't go that deep. Of course, want them to remain competent and challenging ASW, so trying to balance it, including with revised version of disturbance mod.
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