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#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 ![]() ![]() 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! ![]() ![]() Last edited by LGN1; 04-25-16 at 01:57 PM. |
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#2 |
Officer
![]() Join Date: Sep 2012
Posts: 249
Downloads: 126
Uploads: 0
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Great! Hopefully you can adjust the drawbacks sometimes in the future!
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#3 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 |
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#4 |
Officer
![]() Join Date: Sep 2012
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Downloads: 126
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Somewhere in the forum I have read that someone has already build the squid.
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#5 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 |
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#6 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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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?
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#7 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 ![]() |
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#8 |
GLOBAL MODDING TERRORIST
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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?) Last edited by Jeff-Groves; 10-27-15 at 08:57 PM. |
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#9 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 |
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#10 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 |
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#11 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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![]() ![]() ![]() ![]() Last edited by Anvar1061; 11-30-15 at 04:56 AM. |
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#12 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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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 |
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#13 |
Sonar Guy
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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
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If you ride like lightning, you're gonna crash like thunder. |
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#14 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Thanks a lot, Tycho!
Does anyone know the values for LSH and WAC? Regards, LGN1 |
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#15 |
Soundman
![]() Join Date: Nov 2012
Posts: 142
Downloads: 205
Uploads: 0
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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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