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-   -   [WIP] Skipjack SSN (https://www.subsim.com/radioroom/showthread.php?t=149382)

Sophont 05-20-09 02:27 AM

I'm fairly sure it's in the vicinity of decades rather than months that nuclear submarines need to be refueled. I could be wrong though... they can usually stay submerged indefinitely, provided that they have enough food for the crew.

Highbury 05-20-09 02:17 PM

Quote:

Originally Posted by Sophont (Post 1103932)
I'm fairly sure it's in the vicinity of decades rather than months that nuclear submarines need to be refueled. I could be wrong though... they can usually stay submerged indefinitely, provided that they have enough food for the crew.

Yeah.. I was being sarcastic.. damn iterwebby thing doesn't show that too well :up:

ETR3(SS) 05-20-09 02:23 PM

Quote:

Originally Posted by tomagabriel (Post 1100948)
Hi ETR3(SS),

The files you mentioned are inherited from the 688i sub and it is very likely they have been tempered with. So I would say yes, they are custom.

D'oh! Yeah I should have picked up on that since you said in the Ohio thread that you based Ohio off of the 688i and Skipjack off of Ohio. I'm going to use the stock format for the Flotilla.upc and CareerStart.upc files in the 1.4 versions. Hopefully that will eliminate the repeat mission bug some people have been getting. Also was thinking of going ahead and adding the boats to all commands. Kinda gives the user more choices with their career.

Quote:

Originally Posted by Highbury (Post 1103917)
Thanks for this awesome boat tomagabriel. Having tried most of the "modern" subs in the WWII environment I would have to say this is the one I am having the most fun with.

I do have one question however. How can I increase the duration of the battery? I am assuming you are using this as a level of "fuel" for the reactors, and going with that I agree with them not re-charging at sea.. but my issue is they run down too fast. I am no expert, but a nuclear powered ship needing re-fuel after a month or so at sea seems a bit short.

Yes I've run accross this problem too. It seems even more exagerated when you run at a 1/3 bell. Since this is a Nuc boat the workaround I've been using is just turning Limited Batteries off. It takes away from the realism count but, you gotta think all the realism settings are for a fleet boat, not a Nuc one. Most of those setting dont apply in this case.

Quote:

Originally Posted by Sophont (Post 1103932)
I'm fairly sure it's in the vicinity of decades rather than months that nuclear submarines need to be refueled. I could be wrong though... they can usually stay submerged indefinitely, provided that they have enough food for the crew.

You are correct Sophont. The fuel rods can last anywhere from 15-30 or even 40 years! It all depends upon the type of reactor and the use of the fuel. One year at Ahead Flank will consume more uranium than one year at ahead 1/3.

Highbury 05-20-09 02:27 PM

Quote:

Originally Posted by ETR3(SS) (Post 1104230)
Yes I've run accross this problem too. It seems even more exagerated when you run at a 1/3 bell. Since this is a Nuc boat the workaround I've been using is just turning Limited Batteries off. It takes away from the realism count but, you gotta think all the realism settings are for a fleet boat, not a Nuc one. Most of those setting dont apply in this case.

:damn:

As utterly stupid as this sounds it never once occured to me to turn off limited batteries... in a "normal" campaign I would worry about the renown hit... but with this.. what am I gonna do.. upgrade my sub??? lol

Thanks for pointing me to what I should have already known.

ETR3(SS) 05-20-09 02:37 PM

Lol, not a problem. :haha:

Raven2833 12-05-09 02:42 AM

Campaign with Skipjack SSN
 
so im not sure how to use this in the campaign, on german campaign i only have the IXD2 sub and on american whatever i choose just crashes the game. did i do something wrong?

Capt Hendry 12-10-09 01:33 AM

Just have to express my admiration for this mod. I shoehorned it into working with TMO 1.9 though a few minor things aren't working (torpedo gfx).

I don't know what you did to the sonar on this boat, other than increase range, but it's great. For the first time in a long time I find myself actually using my headphones for sonar. I'll sit there, eyes closed, finger slowly moving the mouse wheel as I listen for the faintest engine noise. It really adds a lot to the atmosphere.

I suppose one could find a way to do this with the current boats. Reducing actual green light-detection range for actually hearing and plotting for contacts is a good idea. Perhaps this has already been done but I'm not sure.

One minor gripe: I understand why you disabled the diesels from running on the surface but the sound of the engines cranking up seems to play repeatedly at times. Sometimes it doesn't happen at all. Just curious, otherwise great work!

Gar_capt 06-30-10 05:58 AM

Hi all!

I'm newbie in playing SH4 and I don't actually know how to install this mod. Or, I have enabled that with JSGME, but (watch out, silly question) I can't use it in the game. I mean, it's not visible in any menus etc. How can I get this thing playable?

Thanks from your answers already = )

Karle94 06-30-10 07:32 AM

Quote:

Originally Posted by Gar_capt (Post 1431472)
Hi all!

I'm newbie in playing SH4 and I don't actually know how to install this mod. Or, I have enabled that with JSGME, but (watch out, silly question) I can't use it in the game. I mean, it's not visible in any menus etc. How can I get this thing playable?

Thanks from your answers already = )

What exactly did you put in the mods folder? The SkipjackSSN is the folder you must place and activate.

Gar_capt 06-30-10 07:53 AM

Hi!

I put that SkipjackSSN in that MODS folder. Btw, where should that MODS folder be? I mean, should it be in the main folder of SH4? I mean in C:\Program Files (x86)\Ubisoft\Silent Hunter 4. Just thought that the location of mods folder might be the problem here... It's now in C.

EDIT:

Okay. No that I moved that mods folder to teh main folder of SH4 it started to work. So, my bad. But another problem. Even though there are enemy ships nearby, the radar is blank. Anny correction to this bug?

EzioAuditore 06-30-10 09:22 AM

Quote:

Originally Posted by Gar_capt (Post 1431550)
Hi!

I put that SkipjackSSN in that MODS folder. Btw, where should that MODS folder be? I mean, should it be in the main folder of SH4? I mean in C:\Program Files (x86)\Ubisoft\Silent Hunter 4. Just thought that the location of mods folder might be the problem here... It's now in C.

EDIT:

Okay. No that I moved that mods folder to teh main folder of SH4 it started to work. So, my bad. But another problem. Even though there are enemy ships nearby, the radar is blank. Anny correction to this bug?

for radar you maybe have it off or if is on focus mode change to sweep mode

Gar_capt 06-30-10 12:09 PM

Well, I've played this for three months now so I'm not that fool. I mean, if theres enemies on short range, and I put radar on short range, there's no sign of the enemy ships on the radar screen. Doesn't matter how many sweeps I do.

And then one more problem (hope it's the last one): Always when I try to start new career, SH4 crashes. Anyone else with same problem?

EzioAuditore 06-30-10 03:45 PM

Quote:

Originally Posted by Gar_capt (Post 1431768)
Well, I've played this for three months now so I'm not that fool. I mean, if theres enemies on short range, and I put radar on short range, there's no sign of the enemy ships on the radar screen. Doesn't matter how many sweeps I do.

And then one more problem (hope it's the last one): Always when I try to start new career, SH4 crashes. Anyone else with same problem?

select 6 december 1941 and 2nd base task force.... i think is it it workd

Gar_capt 07-01-10 09:16 AM

Okay, now it works. Thanks a lot =)

But anyone knows how to make that radar work?

Swabbie 07-12-10 02:02 PM

Just installed this mod last week. First mod I've ever tried. Worked perfectly right out of the box. The model looks great.

This boat is a blast to play with. Its total over kill and that's what makes it so much fun. I can pretty much motor up to any convoy or task force and annihilate it. While leading the escorts on a merry chase.

Thank you Mr. tomagabriel

Lionfish298 07-12-10 02:19 PM

Does the mod have any kind of interior?

ETR3(SS) 07-12-10 02:22 PM

No custom interior, if that's what you're asking.

subskipper53 08-04-10 06:41 PM

I have a question about the sub's Reactor. Whenever the power setting is Ahead 1/3, the reactor's power drains dramatically over a short amount of time, and after it discharges it cannot be recharged unless you head back to base for refit. Same thing goes for the Ohio SSBN/SSGN.

Is this a known bug or something?

ETR3(SS) 08-04-10 10:23 PM

Yes it is a known bug, but not so much with the mod as it is with the game. The workaround is to disable limited batteries and fuel.

subskipper53 08-05-10 01:53 PM

I understand that, but I'm playing it in a campaign on easy difficulty and the limited fuel and batteries are turned on no matter what. Guess i'll just deal with, then.

Thanks for the reply! :salute:


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