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-   -   [REL] Squid launcher (https://www.subsim.com/radioroom/showthread.php?t=222342)

LGN1 10-24-15 03:38 PM

Squid launcher
 
Hi,

I have uploaded a Squid launcher for SH3. It can be found here:

http://www.subsim.com/radioroom/down...o=file&id=4807

Enjoy being slaughtered :gulp: :lost:

Regards, LGN1


Readme:

Squid Mod for SH3

LGN1 April 2016

Model done by gap!
------------------

Version 2.0

This mod provides a squid launcher for SH3 (see, e.g., https://en.wikipedia.org/wiki/Squid_(weapon) ).

In order to add the squid launcher to a ship, activate the mod, and use either 'SSquid' (single launcher) or 'DSquid' (double launcher) in a ship's *.eqp file (see the GWX version of this mod for examples).


Since the mod is based on the in-game hedgehog, it has two drawbacks:

1.) No graphical representation of the thrown depth-charges.
I couldn't find a way to reduce the amount of projectiles fired by the Hedgehog (24). Thus, I have made the projectiles invisible above and below the water. However, three splashes on the water surface can be seen (and bubbles below the water).

2.) No historical parameters (sink rate, firing range,...)
Using historical parameters for the depth-charges/squid leads to very poor results. The escorts simply do not hit anything because the aiming routines do not properly take these values into account. The AI simply cannot perform a true squid attack how it was done in WWII. Therfore, I have adapted the sink rate of the depth-charges, the firing range, and the pattern to yield 'historical' results. My guideline was to achieve a realistic hit rate and to have a similar area covered as the true squid did. I have made quite a few tests to optimise the different parameters. Depending on the mods you are using, different parameters might be better for you. Feel free to test the mod and adapt the parameters to your liking.

In the present version of the mod the squid launcher's DCs are less dangerous than they historically were. After WWII the Admirality estimated that the chance of a u-boat to survive a single squid attack was about 50%! Since such a value would be very boring from a game-play point-of-view, I have increased the survival chances by weakening the DCs. Feel free to adapt the DCs hitpoints if you don't like this.

Historically, the Castle class and the Loch class were fitted with squid. I'm not aware of any models for these two ships. Therefore, I recommend to use the squid with their predecessors, the Flower class and River class (although the Flower class could not be equipped with a squid due to the strong recoil).

The mod contains two JSGME-ready versions. One contains only the Squid launcher without any other files, the other contains the squid launcher together with modified eqp files for GWX. In addition, a modified U505 mission (for GWX) is also provided for testing purposes (no French version).


Credits: The fantastic model for this mod was done by gap! Thank you very much for this great work!


Cheers, LGN1

Not for comercial use!

http://www.subsim.com/radioroom/down...ttern1_5X9.jpg

http://www.subsim.com/radioroom/down..._squid_uZs.jpg

padi 10-24-15 03:54 PM

Great! Hopefully you can adjust the drawbacks sometimes in the future!

LGN1 10-25-15 05:11 PM

Hi padi,

thanks for the feedback. Maybe some of the drawbacks can be removed, however, at least from a game-play point-of-view the current version works already very well.

Regards, LGN1

padi 10-25-15 05:13 PM

Somewhere in the forum I have read that someone has already build the squid.

LGN1 10-26-15 06:07 AM

Hi padi,

I have also read this, however, I have never seen a release; neither a 3d model nor a 'game-play' mod. IIRC, Privateer/Jeff-Groves once mentioned this.

I really would like to know how others would do an in-game squid (without exe changes).

Regards, LGN1

sublynx 10-26-15 10:25 AM

Quote:

Originally Posted by LGN1 (Post 2353351)
However, to give at least some graphical hint about the depth-charges, I have kept the (24) splashes and 24 depth-charges below the surface. If this is not wanted, it can be easily changed with S3d.

3.) No historical parameters (sink rate, firing range,...)

So a graphical hint is there, but how about the sound hint? It's the same sound as a hedgehog launch? Could the sound be changed?

LGN1 10-27-15 03:58 PM

Hi sublynx,

the current sound is from the hedgehog. However, I don't see any reason why this should not be changeable.

But as long as I don't have an idea how to reduce the number of projectiles, I don't want to spend time on this. As a game-play mod it works fine and for all players who do not use the external camera it doesn't matter at all.

For my personal taste it would be great to have a 3d model of the launcher, however, as I have said, it's not crucial from a game-play perspective.

Regards, LGN1

PS: A Castle-class corvette from the_Frog would be really great :D

Jeff-Groves 10-27-15 08:46 PM

No gonna promise anything but I'll look into a few things if time allows.
That's a big IF at this time.
Still got things I'd like to do on the VII-A I haven't touched since March!

guns.sim
wpn_Hedgehog
ammo_storage
launches = 10 (< changed that did you?)

LGN1 10-28-15 03:57 PM

Hi Jeff,

nice to see you! Any ideas are welcomed!

The launch value does not change the number of projectiles per salvo. I think it only changes the number of salvos (i.e., Hedgehog reloads).

Regards, LGN1

LGN1 11-29-15 03:15 PM

Hi all,

does anyone have blueprints of a squid launcher? Or good pictures from different angles? Or some size values of the launcher, e.g., diameter (was 12 inch), barrel length, barrel angle,...?

Regards, LGN1

Anvar1061 11-30-15 04:51 AM

Quote:

Originally Posted by LGN1 (Post 2362338)
Hi all,

does anyone have blueprints of a squid launcher? Or good pictures from different angles? Or some size values of the launcher, e.g., diameter (was 12 inch), barrel length, barrel angle,...?

Regards, LGN1

http://scalemodels.ru/images/2012/07...-Fada-1944.jpg
http://www.balancer.ru/cache/sites/r...c321304b94.jpg
http://www.wrk.ru/forums/attachment....571&download=1
https://upload.wikimedia.org/wikiped..._june07_11.jpg
http://scalemodels.ru/images/2012/07...gs-diagram.jpg

LGN1 01-03-16 06:51 AM

Hi,

I'm currently working on a new, much improved, version. For this I need to know the armor values of the different u-boat hulls (data/submarine/nss_uboat*/nss_uboat*.zon --> Collisionable Object --> ArmorLevel) for different super mods.

GWX: 10
Stock: 25
NYGM:?
LSH:?
WAC:?
CCOM:?
....

It would be a great help if users of the different mods could provide the values!

Regards, LGN1

Tycho 01-03-16 07:31 AM

NYGM

Playable U-boats

NSS_Uboat2A
NSS_Uboat2D
NSS_Uboat7b
NSS_Uboat7c
NSS_Uboat9b
NSS_Uboat9c
NSS_Uboat9d2
ArmorLevel = 25,0

NSS_Uboat21
ArmorLevel = 28,0


AI boats
NSS_Uboat7a
NSS_Uboat7f
ArmorLevel = 12,3125

NSS_Uboat9b14
NSS_Uboat10b
NSS_Uboat23
ArmorLevel = 25,0

LGN1 01-06-16 04:04 PM

Thanks a lot, Tycho!

Does anyone know the values for LSH and WAC?

Regards, LGN1

La vache 01-06-16 04:25 PM

LSHV15

NSS_Uboat2A =22
NSS_Uboat2D =22
NSS_Uboat7b =25
NSS_Uboat7c =25
NSS_Uboat9b =25
NSS_Uboat9c =25
NSS_Uboat9d2 =25
NSS_Uboat21 =28

_____________________
GUCv1

NSS_Uboat21 =10


Regards, La vache


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