Thread: NSS Blackwolf
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Old 04-07-10, 05:43 PM   #7
Silverwolf
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Join Date: Jul 2009
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Quote:
Originally Posted by rditto48801 View Post
I am going to give this mod a try the next time I go to play SH4. (along with the Shark...)

On a side note, it disturbingly resembles a sub I made in a game called Warship Gunner 2, one which had 2x triple 155mm turrets (among other things. although turrets were closer to the conning tower), so first opinion was

(on a side note, there is supposed to be a shark shaped special sub in Warship Gunner 2, so double awesome from the Shark sub mod for SH4)

I noticed mention of a battery recharge issue.
While I know little about modding, is there anything in the data relating to the engines that dictates how much 'power' an engine can put into a battery when charging?
Or perhaps which affects how much battery power is used by motors when underwater?
Any possibility of making several ultra fuel efficient very silent engines that only work to recharge the batteries faster, without having any real impact on sub performance, sound made or fuel used?
Didn't some of the U-Boats have extra engines just for recharging batteries? If so, were any of those subs added by the U-Boat Missions expansion and were they able to recharge batteries without using the main engines in the expansion?
If it is the case, maybe that could be a way to work around the slow recharge issue?
There has to be some variable or setting somewhere relating to engines/motors/batteries (or even relating to sub classes?) that could be used to deal with the slow recharge... at least I would hope so, since this mod would be even more awesome with that little issue out of the way.



Edit 2:
Forget the torpedo thing from my previous edit, I was just horribly out of practice (probably to much SH3...)
I still have white main turrets, the barrels seem half white and half gray.
I have noticed two other things when trying out the Blackwolf in a quick mission.
First, apparently no radar at all.
I noticed there is no AA gun.

Is it possible that my download got corrupted when I downloaded it?
Mod list (in order of install via the Generic Mod Enabler)
Blackwolf
Titan
Shark
SharkX1
SharkX2
The one mod to allow for them to be in campaign.
The battery recharge rate from what I can see is not going to be able to be fixed. It is probably hardcoded into the exe because I have not found a file that outlines how the batteries are recharged or a recharge rate. I guess for my next sub I could leave the battery range stock and just ramp up the fuel range that way the battery recharge rate is normal. Due to the games restrictrions it is not possible to add engines just for recharging the batteries.

For the white turrets:
I don't know why you get them, but I think I know a quick fix try this:
In the Ubisoft\Silent Hunter Wolves of the Pacific\MODS\BlackWolf\data\Textures folder take the 3_50cal_BW_T01.dds and BWcannon_O01.dds files from the TLowRes\tex folder and move them into the TNormal\tex folder. If you are asked to overwrite anything click ok and then disable and re-enable the mod, that should fix the problem.

The radar and AA gun are tied to the original dates they appear in game so I did not modify them. I believe the AA gun appears 06-01-1943. I don't know about the radar.


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Check the first post for an update for TMO1.9. This update does include files for the Titan and Shark subs. If you downloaded the Kraken then don't install the update over it because the Kraken has the updated files. The update is only for using the subs without the Kraken installed.
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