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Old 04-04-10, 05:43 AM   #1
lorka42
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Default [REL] Silent Fire SH5 1.0

Unrealistic and extremely fun warning!!!
Silent Fire SH5


This mod is dedicated to the memory of
Snaptrap 1971-2008

JSGME ready



Known bugs
-Some depth keeping problems while turning at high speed(@20m +/-).
-Auto TDC does not update entirely correctly for the increased torpedo speed, If your torpedoman is upgraded, same as vanilla sh5.
-Sub "Wriggles®" at high speed/TC(moves like a snake) when using way points. Under 25kts this goes away/under 32x TC this goes away. After ordering midship rudder this goes away.
Feature List:

1) All currently playable subs now travel at 50 kts surfaced and submerged with virtually unlimited range
2) All guns now have 32000 ammo for all shell types except SS
3) All torpedoes speeds have been increased by 100kts
4) All torpedoes damage, and explosive range have been increased by a factor of 10,magnetic detonation range increased to 20 m, and storage increased to @250 fore and @100 aft loading speed decreased to @ 3 sec
5) All currently playable subs and subsystems are now invincible to anything other than land collisions
6) All currently playable subs have increased diving and surfacing speeds
7) All sub guns fire at an increased rate of fire, and have increased ranges

Thanks to Snaptrap for original mod for SH4.
Thanks to Raziel08 for invincibility mod
Thanks to urfisch for help getting stared with goblin editor
Thanks to Neal for upload access, and subsim.com($#%@uploading.com!)

Enable mod in pen, or start a new campaign if you experience glitches.


http://www.subsim.com/radioroom/down...=1710&act=down
Please let me know, here, If you have any problems, issues, tested with plain vanilla sh5.

Last edited by lorka42; 05-27-10 at 07:42 PM.
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Old 04-04-10, 05:44 AM   #2
lorka42
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Default Updates

update 4/24/2010, fixed subsystems taking damage, uboat still vulnerable to land collisions but I hung out with 8 destroyers shelling and ramming me for 8 hours, everything was still 100%, even hull. rammed bottom 3 times @50 kts to kill hull...


update: 4/28/2010
added camera tweaks:
increased magnification to 10x on UZO, binoculars, to 5x and 10x zoom levels with obs. and attack scopes, small tweak on free cam clip radius (changed from 1.4 to 0.4).

Last edited by lorka42; 04-28-10 at 03:10 PM.
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Old 04-04-10, 05:53 AM   #3
SubV
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Most worthless mod, ever.

@lorka42

This forum AFAIK is not for arcade gamers.
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Old 04-04-10, 06:21 AM   #4
kemeri
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Feature list looks like future SH6 features
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Old 04-04-10, 06:59 AM   #5
lorka42
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expletive deleted.

Last edited by lorka42; 04-04-10 at 11:03 AM.
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Old 04-04-10, 09:15 AM   #6
xristoskaiti
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Who is Snaptrap ?
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Old 04-04-10, 10:02 AM   #7
mookiemookie
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Quote:
Originally Posted by SubV View Post
Most worthless mod, ever.

@lorka42

This forum AFAIK is not for arcade gamers.
No, this forum is for all types of players. If you'd be bothered to look over at the SH3 and SH4 mod forums, you'd see all kinds of mods, realism oriented and fun oriented like this one.

Just because someone doesn't want to play the game the way YOU want them to, doesn't mean they're not welcome here. So shove off with that attitude.
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Old 04-04-10, 10:17 AM   #8
Londo
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Not everyone whats to take the time and energy to play this game as realistically as possible. For the casual gamer like me this mod makes the game far more enjoyable. For those who crave realism don't use it, but don't condemn those who do. I don't think that I have ever seen casual gamers attacking the hard core realists. To each his own as long as everyone is enjoying the game what's the harm. I for one am greatful for SnapTrap's legacy.

Last edited by Londo; 04-04-10 at 03:40 PM.
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Old 04-04-10, 01:15 PM   #9
ReallyDedPoet
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Default

Quote:
Originally Posted by SubV View Post
Most worthless mod, ever.

@lorka42

This forum AFAIK is not for arcade gamers.
If you don't like it ignore the thread

@ lorka: nicely done
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Old 04-04-10, 10:52 PM   #10
gimpy117
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Quote:
Originally Posted by SubV View Post
Most worthless mod, ever.

@lorka42

This forum AFAIK is not for arcade gamers.
here's an idea...dont use the mod if you dont like it! woah!! good thing I'm in college because otherwise i don't know how i would figure that out
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Old 04-06-10, 10:19 AM   #11
BlueJ
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Thank you, man!
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Old 04-14-10, 01:11 AM   #12
TheRedAngelz
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Excellent mod, whee. However, only about one in twenty of my torpedoes goes more than a quarter of a mile before detonating. Why?
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Old 04-14-10, 02:12 AM   #13
lorka42
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Did you start a new career? realism settings may effect this also even though I set dud and premature chances to 0. the torpedomans bonuses are a bit buggy, too, atm, thanks for the input I'll look into it if/when i get a chance to fire up the game ( I hate work, its going to be another 72 hr week........)
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Old 04-16-10, 12:21 PM   #14
St. Cobra
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What about forcefields?
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Old 04-16-10, 05:32 PM   #15
lorka42
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heh, I'd settle for figuring out where the engine and battery zones are....
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