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-   -   [REL] OhioSSBN mod for Silent Hunter IV (https://www.subsim.com/radioroom/showthread.php?t=148682)

tomagabriel 03-11-09 04:47 AM

edit

deleted double post; my machine hang

thyro 03-11-09 06:57 AM

Quote:

Originally Posted by tomagabriel

Cheers mate,

It was a honour to help and what a result!!!! :salute: and much better than my "artistic" drawings ;)

What a lovely eye catch Ohio :rock:

Sledgehammer427 03-11-09 07:08 AM

Congrats on your release!

kriller2 03-11-09 04:21 PM

Very nice work on the submarines new wake ! :up:

BTW can you allso do this to the US submarines or german ones? :)

keep up the good work!

Kaye T. Bai 03-11-09 05:18 PM

Regarding the wake, I think it should start a little bit more forward, a little closer to the bow.

thyro 03-11-09 06:45 PM

Quote:

Originally Posted by kriller2
Very nice work on the submarines new wake ! :up:

BTW can you allso do this to the US submarines or german ones? :)

keep up the good work!

The current SH4 wake used on WWII subs isn't too bad... because their hull was too similar to boats so water displacement was minimum comparred with "modern" subs that water displacement is considerable higher.

Modern subs are meant to travel underwater all the time while old subs (aka WWII) were meant to travel surfaced...

For example Gato:
http://navsource.org/archives/08/500/0836033.jpg

Ohio
http://www.naval-technology.com/proj...hio/ohio2.html
http://navsource.org/archives/08/500/0869410.jpg

http://www.navsource.org/archives/08/0869413.jpg

Boats 03-11-09 07:48 PM

Final countdown
 
Using this mod reminds me of the movie Final Countdown with Kirk Douglas, but with a sub instead of a carrier.

tomagabriel 03-12-09 04:10 AM

This wake can be added to any ship. Thing is, it is not a single object, to simply copy it. It is composed of many different types of wakes placed ... well, as seen in real-life pictures. The result is their superposition and for another ship, a real life photo is needed to do a similar job.

Another thing, I was too trying different positions, more to the front or to the back. Then I realized that the real wake is formed in different positions, most likely due to different cruise speeds. In the end I decided to just put it somewhere reasonable and focus on other functional aspects. Of course it is not the final version. So any opinions are welcome.

Kaye T. Bai 03-12-09 03:03 PM

I'm looking forward to the new update.

This mod is looking great and I can't wait until the enventual release of the full Cold War mod.

I just have a few quick questions, though.

Question number one is addressed to the creator of the mod.

Questions two, three, and four are at anybody who can answer them.

1. Will the Ohio-class SSBN create a large splash when doing an emergency surface in the new update?

2. Does anybody know a way to make the submarine in the Los Angeles-class SSN mod fire the ADCAP torpedoes included in the Ohio-class SSBN mod?

3. Is there a way to make the Los Angeles-class SSN mod compatible with the SH4 U-Boat Missions expansion pack?

4. Is there a way to make the Los Angeles-class SSN mod compatible with the Ohio-class SSBN mod?

tomagabriel 03-13-09 03:51 AM

@ the emergency surface splash
==============================
While surfacing at high speed (fast/flank) the Ohio will create a lot of water foam around, along with some water streams. It is not yet final version though, so stay tuned for the beta 0.3 version. That is assuming I don't go directly to v. 1.0 after the beta 0.2. Anyway, beta 0.2 will be released today.


@ ADCAP in 688i
===============
I am giving you the steps to enable the ADCAP torpedo in the 688i. NOTE that these steps apply when adding the beta 0.1 ADCAP to 688i. In order to add the future beta 0.2 ADCAP to 688i, the procedure is a bit more complicated because the beta 0.2 ADCAP is based on a German torpedo. Here we go:

1) The beta 0.1 ADCAP torpedo is based on the US Cutie torpedo (known to SH4 by the ID Mk27Torpedo). First step is to enable this torpedo for the entire time period of the war and to make it cheap (cheap is not a must, but is surely... cheap). To do this, open the file \688i\Data\UPCData\UPCUnitsData\Ammunition.upc and search for the Cutie torpedo record - ID=Mk27Torpedo. Input the following lines replacing the old ones:

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 48 ADCAP Torpedo ; this line changed
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1938-01-01, 1946-12-31, 0 ; this line changed
Volume= 1
PackSize=1
Info=Mk27TorpInfo
Notes=Mk27TorpNotes

So availability is from 1938-01-01 to 1946-12-31 and price is 0.

2) You have to make this weapon the default weapon for your torpedo tubes. Find the file \688i\Data\Submarine\NSS_688i.upc and find the "Bow Torpedo" section. The 688i topedo tubes should look like in the lines below. Be sure to set "IDLinkWeaponIntervalDefault1" only with the value "NULL, NULL, TorpedoTube21inUS, Mk27Torpedo" as below:
;Torp tube 1
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable=Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58

;Torp tube 2
[UserPlayerUnit 1.Compartment 4.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube 2
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLU_anim01
ExternalDamageZoneTypeID3D= 131

;Torp tube 3
[UserPlayerUnit 1.Compartment 4.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable=Torpedo Tube 3
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 132

;Torp tube 4
[UserPlayerUnit 1.Compartment 4.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable=Torpedo Tube 4
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk27Torpedo ; this line changed
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 133

Ok, the default torpedo in your 4 launch tubes is now the Mk27Torpedo, our ADCAP. Next is to make it the default weapon also for the magazine. Search a bit below for the "[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room" record. Make it as below:

[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=24
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 24 ; this line changed

3) create a folder called Library under the \688i\Data\ folder (it should be like this \688i\Data\Library). Copy the following files from the Ohio mod into this new folder of the 688i mod:

Torpedoes_US.dat
Torpedoes_US.dsd
Torpedoes_US.sim
Torpedoes_US.zon

Thus you import the 3d model and the characteristics of the ADCAP and associate them with the Cutie torpedo (Mk27Torpedo) that you made available for your sub.

4) Install the 688i mod with JSGME and have fun.

==========================================
=Quick fix for SH4 without U-Boot Missios=
==========================================
For those not having the U-Boot missions, until I make a mod version playable under this SH4 version, in order to play with the new release, as a hot fix, you have to give up the improved ADCAP and the cruise missile and to revert to those in beta 0.1. For this you should do step 2) as described above to put the Mk27Torpedo as default weapon back in the tubes (file \OhioSSBN\Data\Submarine\NSS_688i.upc). Furthermore you should set the Mk27Torpedo as the only weapon accepted in the launch tubes, replacing the German torpedo types. Find the \OhioSSBN\Data\UPCData\UPCUnitsData\Weapons.upc and the records below:

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T7Torpedo,T11Torpedo <-----------!!!!!!!!!!!!!!!!See here the German torpedos; replace as below
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun

Change the above lines like this (only the "AmmoTypesAccepted" record is changed):

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 21" Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= Mk27Torpedo ; <----------------- adding the Cutie torpedo as accepted weapon
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun


I hope this info here helps people to understand how to port torpedos between various platforms. I should appologize for writing these lines without actually testing what I am writing. However I am confident things are correct, since I described what I have done in order to mod the torpedos (so I have done a bit of testing still).

Regards!

tomagabriel 03-13-09 04:41 AM

Please check the updated first post in this thread in order to download beta version 0.2 of the Ohio mod. Tell me if it works and have fun!!!
:salute:

Kaye T. Bai 03-13-09 05:51 AM

Downloading now.

Rapidshare limits the download speed, grr. :wah:

Judging by the changelog, it looks very promising.

Is there interior damage in this update?

tomagabriel 03-13-09 06:32 AM

Quote:

Originally Posted by Kaye T. Bai
Downloading now.

Rapidshare limits the download speed, grr. :wah:

Judging by the changelog, it looks very promising.

Is there interior damage in this update?

No interior damage yet in this version. Stay tuned, it is next in line for additions :) With this version (beta 0.2) I plan to test functionality on other machines (I've done many changes and I want to see if it is still working for other people too :haha:).

Zuber321 03-13-09 09:03 AM

Wow....New version of Ohio Submarine I can't wait to use it :D :D :D :D..... But the way Thanks Guys fo that mod:salute: :salute: :salute:

Kaye T. Bai 03-13-09 02:11 PM

After trying it out, the foam/wake effects only have a slight negative effect on my frame rate.

Nothing big.

While there is no giant splash for the emergency surface, the water effects in general have greatly improved over the previous version.

Is it possible to make the submarine have ballast tank effects?

Like in the movie, "Crimson Tide," where waters shoots up out of the submarine before submerging.

One more thing, where is the new menu music from?

Excellent work, tomagabriel!

:)


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