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lol so now the boats can go so deep as the u-boats did? now, that's what I call "realism" :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
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The subs go as deep as they're supposed to go. While it may well be that Balao boats could rival U-boats in diving depth, the majority of the subs in the game can only go to maybe 150-170m. That's barely the crush depth of a Type II in SHIII. |
yeah, 170m are about 558 feet, it seems a little bit to much for those subs. IIRC I went to 530 or 540 feet with the Tench class in SH1, and it had the same crush depth as the Balao. But the other subs... :nope:
It must be some reason for scaling the depth gauge only to 450 ft, isn't it? (450ft x 0,3048m=137,16 m) Don't get me wrong, I really appreciate your work regarding mods, but this one reminds me of some hollywood war movies, simply to naive to be true :) greets |
Actually this is based on perfectly good research. There are documented cases of Gato class boats exceeding the 450 depth in wartime and surviving; the S-class story I brought up last week cited a damaged boat sliding down to 350ft (nearly twice its test depth); then there is the famed incident with the USS Chopper, a Balao-class boat upgraded after the war (the hull, naturally, would have been the same), which sunk in a near-vertical position to 1011ft before blowing ballast and recovering - this is deeper than any recorded dive by a U-boat.
As I said, the only comparison with U-boats I drew is that if U-boats could exceed their tested depth over twice, there is no reason American subs couldn't approach twice their own (and in this mod's case, it is less than twice). I am not aware of any serious flaws in the American hull design. |
ok, so I must be wrong about the depth capabilities of the US-boats. I thought they could never go so deep as U-boots did, but apparently I was wrong.
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Many thanks !
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All the download sites seems whacked. Any other place to get this?
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Hi CCIP just a quick question, with the patch for SH4 that adds the S-42 class as a separt type to the other S-boat are there any planse (if it hasent been done already?) to update this mod to include it in the files. or is the s-42 crush deapth good as is (got flattend at about 380/90 ish FT in an 42 with this mod installed and now preveas damage)
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The Gar uses the Tambor. Look in the NSS_*.cfg file for the clue. |
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Could someone who's using the CCIP crush depth mod confirm or refute a weird thing I just noticed?
I took out a Gar to see what would happen when I took her to crush depth. I took her down to 450ft and nothing - she took it fine. Then I tried to set my dive planes to dive to get her deeper but instead she started to surface. Basically I can't get this thing to sink. I'm not sure if this is due to the mod anyway, as it doesn't seem to address the Gar (although the Tambor/Gar thing has me confused). |
I just took out an s18 boat and the same thing happened - 450ft, no crush, although there were lights going out and glass smashing. I kept her at 450 for a minute or two then did a emergency blow.
Then I checked that the s18 zon file was the same as that of the crush depth mod and it's definitely the same as the one available now. Is there another file that I might be missing? The zon file is the only one that determines crush depth, right? Could it be that the game is still set to metres and we're assuming the crush depths are in feet? That's the only thing I can think of that would make an s18 boat get to 450ft (if 200 is 200m then I could probably take her another 150ft). Now I'll test with the game's original zon files just in case something else is causing this. |
Dive button (D) only seems to take you to 330ft if you are lower than that you rise, either that or my crew are playing with me.
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The zon file defines:
Hitponts crash depth (crush depth) Crash speed (rate at which your boat will crush or lose hull integrity when below crush depth) rebound = unknown to me. The acutal measurement type that defines the crash depth ive never fully understood. It seems to be neither in meters or feet. For example you could specify something like 385 or 410 crash depth, and in meters it came out to be around 285 meters. |
Well, with the stock game I took an s18 out, took her down to 450ft. She got down there but after a few seconds water was splashing into the control room and after about a minute everything started going south. An emergency blow didn't do any good either.
Strangely enough, there was no sound of glass breaking or water gushing. Is that a known bug? Next I took an s18 (unmodded) to 250ft - she held that depth with no problems for half an hour. Then I took her to 300ft, but she only reached that when things started going bad. I reckon I'd spent about six minutes under 250ft when she went out of control. |
Well.
I think so. Heres the deal. It goes back to crash speed. Default is 2. This slows down the rate at which a sub is crushed. It makes for some great gameplay mechanics because you can slow that crush rate WAAAAAYY down. from 2, to 0.1. Give the player a shallower crush depth and what you have is a semi realistic way a hull could take deep dive stresses. IE, a boat could dive REALLY DEEP once or twice, but after that it's hull was too fatigued. You coould stay below crush depth (and below a sonar cone) for 30 mins or so before forced to shallower depths. it doesnt seem to work that way in SH4, and ill illustrate how i know. Mod the MK 14 torpedo to have a 100% chance to loop. Then go to the torpedo practice scenario in the sub school. Allow yourself to get hit. If you surface right away, or get hit on the surface, you can probably keep the boat afloat. Now back it up into shallow water.. say.. 40-50 feet and let the boat dive. You'll notice a few things: a.) even though the hit compartment has been pumped dry it still takes on water. (presumably becaus theres a hull in the pressurehull) Fair enough. But the problem comes with B.) What you also notice is a domino effect. Even totally unrelated/undamged compartment's will basically fold in and start taking damage and flood. In deep water its understandable, but youll see this behavior even when theres barely enough water to cover the top of the conning tower. |
is there anyway to set the max depth to lets say 1500 feet ?
Already tried that in the cfg files but for some reason when im at like 890 feet then there is damage. Or do i have to edit other files to ? |
>>is there anyway to set the max depth to lets say 1500 feet ?
If past experience with SH3 is any indictor. Probably not. I think at about 500 meters, the player sub stops being rendered. You wont crush, but you wont rise. YOu wont go forward, or backward. Your simply stuck. ON a side note, in SH3, deep charges will not go down any deeper then 300 meters. At the 300 meter line they just POOF. Since SH4 is based on SH3, it isnt a far stretch to assume this limitation is still there. So basically. going that deep is just one big honking fat cheat. |
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In fact I tried to find a way to mod a 100m limit because escorts in SH3 could hit a U-boat with pinpoint accuracy at 250m. Personally I doubt that any real U-boat was ever destroyed by depth charges below 100m. I reckon the chance of hitting a manoeuvring target with a free-falling object through 100m of a dense medium that may have strong currents is for all intents and purposes nil. These charges had to get within a few feet of a U-boat's pressure hull in order to be effective. I just don't see it happening, especially when the Allies were setting their DCs to 100m or less. |
yeah that would be cool a depth charge mod and max it at 100 m would be great to have that.
Still i tried different max depth settings but for some reason at a certain point the boat just keeps on diving and it wont hold or surface. |
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