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-   -   ISP 2.0 is READY! (https://www.subsim.com/radioroom/showthread.php?t=215710)

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.

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

Quote:

Originally Posted by jcope (Post 2256189)
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.

Quote:

Originally Posted by merc4ulfate (Post 2256165)
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!

.
.
.
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

Quote:

Originally Posted by merc4ulfate (Post 2266693)
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


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