View Full Version : Silent Hunter 2 & Destroyer Command
astvitaliy1982
03-13-23, 12:44 AM
Hello everyone!) I've been looking at two classic simulators for a long time - Destroyer Command and Silent Hunter 2. Now I'm working on studying game files. I managed to discover one small but useful point. Both of these games work perfectly with the program - Generic mod enabler (JSGME). I don't have to put the SH2-DC INTEROP v1.1 PATCH or the Projekt Messerwetzer Multiplayer patch directly into the game. I just need to install them using JSGME. And I can always roll back all my actions. Just sharing my observations )
Aktungbby
03-13-23, 01:01 AM
thanks for sharing:yeah:
astvitaliy1982
03-13-23, 02:56 AM
Please help me figure out these names.
In patch 1.1 for the Destroyer Commander in the file (Destroyer Command\Text\English\Sim)
added these lines.
-----------------------------------------
57 SLIDE_BG|SLMenu
58 SLIDE_HELM_BG|SlMenuHelm
124 CIC_MAP_NOTE_ENTER|Enter Map Note
453 DEPTH_CHG_LABEL_CHARGES_SML|CHARGES
480 HELM_BG|Helm
481 HELM_LG|HelmLg
482 HELM_COMPASS_PROMPT|Set ship course
596 MAIN_HEADING_DEG|%2s %3d Deg
722 TDC_DIAL_IMAGE_1|TorpedoDial1
723 TDC_DIAL_IMAGE_2|TorpedoDial2
724 TDC_DIAL_IMAGE_LG_2|TorpedoDial2Lg
725 TDC_DIAL_IMAGE_LG_4|TorpedoDial4Lg
1417 BTN_TEXT_YES|Yes
1418 BTN_TEXT_NO|NO
1419 BTN_TEXT_TEAM|TEAM
1420 BTN_TEXT_ALL|ALL
1422 PROMPT_TEAM_BTN|Send Message to Team
1423 PROMPT_ALL_BTN|Send Message to All
------------------------------------------
What do the SL and Lg symbols mean ? -
SLMenu
SlMenuHelm
HelmLg
TorpedoDial2Lg
TorpedoDial4Lg
And also, what do the names of 16h mean? -
(what is 16h?)
16hradar
16hradarparts
16htdc
16htorpstatswitches
16lradar
16lradarparts
16ltdc
16ltorpstatswitches
I will be grateful for any help)
Yep JSGME is very useful for these sims. Subsim is the best source for mods . FYI Many of the SH2 mods work in DC because both were designed to work together in MP. Example “ sergbuto’s v3.0 sea mod for SH2 works in DC too.
“Lg” is probably referring to 1024 resolution. The sim had separate graphic files for 640 vs 1024 resolutions.
Example: HelmLeft.tga(640x480) and HelmLeftLg.tga (1024x768).
“ 16h”. not sure. But I think this is a transparent lgraphic to display things like dial pointers as the sim runs. .
“ SL” Refers to a graphic that have to do with flyout or “Sliding Control Panel” that appears on the right side of the screen when pointer is move there.
Some file types you will be interested in are.
UDF. ( Unit definition File . All units parameters. Many types are modeled)
ADF ( Ammunition def files)
DDF ( Sensors )
SDF ( Scenario and campaign script files)
DSF ( System files effect image positions in windows etc
All of the above are txt and can be opened and change via Word Pad, and are very useful and a lot fun to experiment. There are an amazing number of multinational Units, radar, sonar , sensors systems , ammo types. etc modeled in DC . Scenario can be built from scratch or along with an editor such as Kriegstanz. Even though the scenarios in the default game are scripted they can be made made more dynamic and AI improved DIY.
JRF( 3D models AFAIK cant be changed without a special program)
Tons of stuff to play with. I haven’t played SH2 in years, but I still enjoy playing around with DC.
Hope that helps.
astvitaliy1982
03-13-23, 12:48 PM
Thank you for such a detailed answer. Now it will become much more interesting to view the files of these games)
BrassMonkey
03-13-23, 08:26 PM
Me and my son, play this against each other all the time LAN 2 computers,
IP etc., but we play sub vr sub, ''team challenge' .... long range torpedoes. kill each other by sound, or top of the water . using both patches To play. Follow torpedoes, SH2 is clear under the water by turning off ''FOG'', shallow water, periscope depth only deep ....love these two games.
my input good day.:Kaleun_Cheers::Kaleun_Wink::subsim::yeah:
astvitaliy1982
03-14-23, 12:00 AM
Unfortunately, I can't use the Projekt Messerwetzer patch yet. The mouse in the game is very fast and I am currently searching for the file that is responsible for this setting.
Fast Mouse SH2/DC is a common problem running under the PM patch. See this post for one solution.
https://www.subsim.com/radioroom/showthread.php?t=249438
Inaddition, Some players report that setting compatibility to XP helps.
astvitaliy1982
03-14-23, 04:33 PM
Installing XP compatibility solved this problem.)))
And I also installed additional DLL files from the dxwrapper program.
https://github.com/elishacloud/dxwrapper/releases
Installed them using JSGME. Created a small DXW mod and placed the dxwrapper
files in the MODS/DXW/Shell folder.
Then, using the method of scientific poke, adjusted the settings of the dxwrapper.ini file
The following picture turned out:
[General]
RealDllPath = AUTO
WrapperMode = AUTO
LoadCustomDllPath =
ExcludeProcess =
IncludeProcess =
RunProcess =
WaitForProcess = 0
DisableLogging = 0
[Plugins]
LoadPlugins = 1
LoadFromScriptsOnly = 1
[Compatibility]
Dd7to9 = 0
D3d8to9 = 1
DDrawCompat = 0
Dinputto8 = 1
DisableGameUX = 1
DxWnd = 0
EnableDdrawWrapper = 0
EnableD3d9Wrapper = 1
EnableDinput8Wrapper = 0
EnableDsoundWrapper = 1
HandleExceptions = 1
SingleProcAffinity = 0
[DDrawCompat]
DDrawCompat20 = 0
DDrawCompat21 = 0
DDrawCompat31 = 0
DDrawCompatDisableGDIHook = 0
DDrawCompatNoProcAffinity = 0
[ddraw]
ConvertToDirectDraw7 = 0
ConvertToDirect3D7 = 0
DdrawFixByteAlignment = 0
DdrawOverrideBitMode = 0
[Dd7to9]
AutoFrameSkip = 0
DdrawEmulateSurface = 0
DdrawRemoveScanlines = 0
DdrawReadFromGDI = 0
DdrawWriteToGDI = 0
DdrawLimitDisplayModeCount = 0
DdrawUseNativeResolution = 0
DdrawClippedWidth = 0
DdrawClippedHeight = 0
DdrawOverrideWidth = 0
DdrawOverrideHeight = 0
DdrawOverrideRefreshRate = 0
DdrawIntegerScalingClamp = 0
DdrawMaintainAspectRatio = 0
[d3d9]
AnisotropicFiltering = 1
AntiAliasing = 1
EnableVSync = 1
EnableWindowMode = 0
ForceMixedVertexProcessing = 1
ForceSystemMemVertexCache = 1
ForceVsyncMode = 1
FullscreenWindowMode = 0
WindowModeBorder = 0
[FullScreen]
FullScreen = 1
ForceWindowResize = 1
WaitForWindowChanges = 0
[dinput8]
FilterNonActiveInput = 1
[dsound]
Num2DBuffers = 1
Num3DBuffers = 0
ForceCertification = 0
ForceExclusiveMode = 1
ForceSoftwareMixing = 1
ForceHardwareMixing = 0
ForceHQ3DSoftMixing = 0
ForceNonStaticBuffers = 0
ForceVoiceManagement = 0
ForcePrimaryBufferFormat = 1
PrimaryBufferBits = 32
PrimaryBufferSamples = 44100
PrimaryBufferChannels = 2
AudioClipDetection = 1
P.S. Now, I think I'll go to bed)))
vox165: I'm really surprised with your accurate answers. My compliments. I looked in my drawers for my dusty installation discs but found nothing ... :)
astvitaliy1982
03-14-23, 10:21 PM
I recommend you to use this site)
https://archive.org/details/Nova_DestroyerCommandUSA
https://archive.org/details/Silent_Hunter_II_USA
astvitaliy1982
03-14-23, 10:42 PM
The creator of dxwrapper assures that the sound quality in old games can be improved by changing the parameter PrimaryBufferSamples = 44100 to 48000, 96000 or 192000. The old laptop I'm currently working on supports the 48000 parameter. The loading of the game increased by two seconds. That's all I noticed. Unfortunately, I could not test the sound, because it was late at night and the volume on the laptop was turned off.
astvitaliy1982
03-15-23, 03:34 AM
Does anyone still have a working link for KORALLE 1.0.0 BETA 2 ?
propbeanie
03-15-23, 07:45 AM
I sent a PM to Onkel Neal, asking about that file astvitaliy1982, and included you in the address. We'll see if Onkel Neal can possibly find it on the SubSim site. I also have (had??) a rather extensive collection of SH2/DC files on an old computer that is long dead, but I probably have the hard drive in my "catalog" in the basement workroom (if the hard drive didn't also crash and die). I'll try to get a few minutes later today and go through my database of filenames and see if I can find a copy. Don't hold your breath waiting though... the chances of a "find" are slim-to-none :salute:
btw: That particular file looks like it used to be part of the SubSim Bonus Mods section.
astvitaliy1982
03-15-23, 08:27 AM
Tested dxwraper today. Unfortunately, the sound settings in this program are not stable for me. I believe that each user should set these settings individually, for his computer. There were no problems with graphic Dll files.
Thanks, astvitaliy those additional DDL files from the dxwrapper program may be helpful.:salute:
Sorry I don't have a working Koralle link (It's listed in the SubSim Legacy DLs but the link doesn't work). I don't have a backup of it either.
Have you tried Floater's Kreigstanz? It has 2 parts: A random mission generator and a developer for both SH2 and DC. It's essential for my DC play. It works Win7 64 and I heard Win10 too.
I C/P Floater's Introduction below.
__________________________________________________ ___________
Introduction
Kriegstanz is a random scenario generator for the Silent Hunter II and Destroyer Command naval warfare simulators. It creates missions that are largely unpredictable with a high degree of randomness. Players will find each generated mission to be vastly different from the previous one, more so than the limited randomness allowed in the one provided with the game.
Kriegstanz Developer (or KD for short) is a utility for creating, generating, editing and testing files used by Kriegstanz itself. These files are called “Theatre” files, and specify the date range and possible placements of various groups and units, as well as other factors such as weather. Almost all of the functionality of Kriegstanz is included in KD.
So, if you wanted to simulate Operation Drumbeat for example, you would be able create a Theatre for 1941 off the East Coast of the USA, and in it you’d place lone, unescorted merchants on coastal routes, the odd destroyer or two, and a U-boat. If, on the other hand you wanted an Atlantic convoy, you’d have routes crisscrossing the ocean, and a U-boat area in the middle, and set the date range to be something like 1939-1944. In either case, you can set it up to be played as a German submarine or an Allied destroyer, or both.
Or, your Theatre could set British subs against German surface shipping, US destroyers against Japanese convoys, and so on. As long as Silent Hunter II and/or Destroyer Command include a nationality, and appropriate units for that nationality, you can use it. The action can take place anywhere in the world, although because of limitations in
the game, it can’t span the International Dateline (180E West or East, in the centre of the Pacific). The theatre can be as big or as small as you like (within reason).
I extend my heartfelt thanks to FUBAR for creating this help file. He took a huge burden off me (and onto himself) by agreeing to provide this documentation, and his labour has enabled me to concentrate more on the design and programming aspects of KD. All that remained for me was to proof-read and check his work, and to add in a bit of extra explanation here and there – FUBAR had to base his work on a version that was, necessarily, slightly out-of-date.
Thanks are also due to more people than can be listed here. Screen-names such as CB, Col7777, Hitman and FUBAR himself deserve to be listed specifically, but many more have helped to suggest, inspire and correct in this project; it would be unfair to attempt to compile a more complete list.
I thank you all, unreservedly.
Floater
_________________________
To be build my own scenarios, I generally use the Kreigstanz developer (KD) to rough-out the scenario I'm building. Then I hand edit the .sdf file to extend it's capabilities and do exactly want. For example I can take well known scenarios like Salvo Island and change ship types, sensors, their positions, weather etc. In short I can test "what ifs scenarios". This is something I use to do with board game miniature groups in the past.
astvitaliy1982
03-15-23, 02:09 PM
I accidentally found two reference books on the Internet that were once searched for on our website. I'll post it here:
_______________________________________________
Current Doctrine Submarines USF 25(A)
https://www.ibiblio.org/hyperwar/USN/ref/SS-Doct/index.html
________________________________________________
THE SUBMARINE COMMANDER'S
HANDBOOK
https://archive.hnsa.org/doc/uboat/index.htm
_________________________________________________
astvitaliy1982
03-17-23, 12:03 PM
I found this program on mille-sabords.com
It was posted by a user with the name - cool_angevelu.
The program installed without problems on my Windows 10,
but just in case, I will duplicate his post.
- "Accompanied by an important documentation that I was able to collect on the net in the past years.
But there remains a problem that has not yet been solved... make it work under win 10!
problems with the mscomct2.ocx kind of DLL to insert and especially save with the command cmd or windows powershell ;
if 64 bits it must be put in c:\windows\sysWOW64\
and register it via: regsvr32 c:\windows\sysWOW64\mscomct2 .ocx
if 32 bits it must be put in c:\windows\system32\
and register it via: regsvr32 c:\windows\system32\mscomct2 .ocх"
KORALLE - VERSION 1.0.0 - BETA 2
https://drive.google.com/file/d/1uxGCoXDhKtFWIRarSIheVAuPPiLornN7/view?usp=sharing
Thanks astvitaliy, It's great you found this. Much appreciated. I DL and backed-up this time.
For those unfamiliar, Koralle is a SH2/DC editor. It looks and works similar to Kriegstanz Developer(KD) above. Both were developed by talented people using Visual Basic.
Here is an excerpt from the Koralle's User Manual introduction describing what it does.
"Koralle 1.0.0. Koralle is a scenario editor. It enables you to open, edit and save or create new scenario definition files (sdf) for use with Silent Hunter II and Destroyer Command. It will not create random scenarios, nor is it a dynamic in-game scenario generator."... Andy (aka Ice_in_Houston )2022
astvitaliy1982
07-20-23, 10:59 PM
Hey guys!))) Need help. I can't find a photo of the interiors of Sims class destroyers(((( Maybe someone can send a photo or a link to an online museum or website.
Hi astvitaliy , I looked through my stuff and couldn’t find interior photos of Sim class DD. However, I did find some schematic draws in the Archive. Interior photos of those early destroyers seem rare.
The Fletcher and Sumner DD classes do have good interior photos available, probably because both were later builds that saw postwar service and survived as floating museums. A really good presentation of photo interiors coupled with schematics of the Sumner class is here:
https://www.navsource.org/archives/05/interior.htm
I’m curious what your up to. :hmmm:
.
Is there a reason why your interested in the Sims class specifically?
astvitaliy1982
07-22-23, 08:59 AM
Hi) A month ago I almost finished translating the game DC and SH2 (with patch 1.1) into my native language. Localizations of the game in Russian, which are currently on the Internet, to put it mildly just terrible and contain a huge number of syntax and grammatical errors. And also a huge number of incorrect or mangled names of ships.
All this I have almost managed to dig through and the work continues. In the next phase I want to revise the interior of destroyers and subs in these games.
astvitaliy1982
07-22-23, 09:01 AM
When the graphics mod is ready, I'll be sure to post it here)
That sounds great! Any mods you make are appreciated. I’ll keep looking for interior photos.
A while back I modded the helm interior, opened up the view by adding more circular windows also tried square ones , I also dimmed the red for night and add the side view on both side doors. I also removed the glare from some stations to make night viewing easier.
astvitaliy1982
08-11-23, 12:38 AM
A few screenshots of the interior of a Sims class destroyer.
http://www.navsource.org/archives/06/154.htm
Nice. i especially like the flying bridge and sonar room photos. It seems amazing that DE like this saw active Atlantic convoy duties then rushed across the Pacific to Leyte , then Okinawa as part of the Antiaircraft radar pickets during the Kamikaze blitz.
astvitaliy1982
08-11-23, 09:14 AM
Hi, I'm asking for help. What "Artillery Fire Control System" was on the Sims class destroyers? I'm a bit confused on the information..... I can't find a reliable answer on my services.
" 1) T1 director (Wilson).
2) The T4 gun director is used with the M1918 3-inch pistol
3)The T6 was built by the Sperry Corporation in 1930 and standardized as the M2 director.
4) The M3 was standardized over the T8 in 1934
5) M4 was standardized in 1939
6) The M5 Gun Director mechanical pistol, an
American-made Kerrison predecessor, for use with
the M1 37mm and M1 40mm guns
7) M5A1
8) M5A2
9) The M7 director pistol was standardized in 1941 and
is similar to the M4, but a power regulator was
added to the gun. It is still described as a mechanical
system. for use with 90mm cannon
10) M7A1B1
11) M7A1B2
12) T10 is standardized as M9 gun for use with 90mm
cannon made by Bell Labs
13) M9B1
14) M10 gun director electrical for use with the M1
120mm gun
15) Mark 1"
____________________________
" In a typical World War II ship the fire control system connected the individual gun turrets to the director tower (where the sighting instruments were located) and the analogue computer in the heart of the ship. In the director tower, operators trained their telescopes on the target; one telescope measured elevation and the other bearing. Rangefinder telescopes on a separate mounting measured the distance to the target. These measurements were converted by the Fire Control Table into the bearings and elevations for the guns to fire upon. In the turrets, the gunlayers adjusted the elevation of their guns to match an indicator for the elevation transmitted from the Fire Control table — a turret layer did the same for bearing. When the guns were on target they were centrally fired.
Even with as much mechanization of the process, it still required a large human element; the Transmitting Station (the room that housed the Dreyer table) for HMS Hood's main guns housed 27 crew."
"
Hi, I’m not surprised your confused I am too. The terminology over laps a-lot. Destroyers were constantly switching-out new technologies. Modifications and tech improvements were continually made in the shipyard and in the field too. It's very hard to pin down specific equipment for a given model but some generalities are possible.
The Mark 37 fire-control director controlled the 5in battery and was introduced with the Sims model . The Mk. 37 could be aimed manually or using radar. The Mark 1 was the computer component of the Mark 37, and was electrically linked to the Mark 37. Mark 37 mounted on top of the bridge and Mark 1 was kept inside somewhere because of it's value and vulnerability.
Radar became integral part of fire-control systems Destroyers carried the SC (“ looks like a bed-spring” on top mast), and just below the newer SG radar( convex shaped) In addition to the SC and SG radars, destroyers carried Mark 4 fire-control radar that was the first dual purpose able to engage surface and air targets. Usually the Mark 4 radar was mounted on top of the Mark 37 housing.
I'm no expert but hope this helps.
In the DC sim, radar directed batteries can be used when radar becomes available in certain models and can be toggled with manual control
https://www.subsim.com/radioroom/picture.php?albumid=1328&pictureid=13264
astvitaliy1982
08-11-23, 09:59 PM
Thank you so much for your reply. It helped me a lot. I will dig for more information in this direction).
Easy Rhino
08-12-23, 01:53 AM
Does anyone still have a working link for KORALLE 1.0.0 BETA 2 ?
I have 1.0.0 beta 1 (the first version) does that help?
hopefully this download link works:
https://mega.nz/file/xWchkIaI#OePoMeMd-uB1W4hfEstCb9ejIHQbxdx_VafeW4i9sAg
ReallyDedPoet
08-12-23, 09:37 AM
Nice work here :yep:
Recrut Tsoul
01-28-24, 10:50 PM
Will JSGME allow me to play SH2 & Destroyer command on my Android tablet?
As far as PC's go you just need to install QuickTime that came with the CD of the game,
For PC:
1. install QuickTime from SH2 or Destroyer Command CD, never upgrade QuickTime
2. install or unpack SH2 & DC to a folder THAT IS NOT within Program Files, I make a folder called oldgames on C:
3. Run in classic WinXP mode, right click the SH2 shortcut icon
4. Run as Administrator
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