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Old 07-28-07, 08:11 PM   #226
Bando
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Control + leftclick will do that
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Old 07-28-07, 08:20 PM   #227
sqk7744
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Quote:
Originally Posted by Bando
Control + leftclick will do that
GREAT, Thanks for the tip Bando!

Been checking all corners of the nav map out thanks to Jace11's New Map labels mod.

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Old 07-28-07, 10:12 PM   #228
Rockin Robbins
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Default Jap destroyers have Superman on board?

OK, I'm playing with destroyers again. Here's something different. I was stalking radar contacts in fog, driving rain, 10 m/sec wind, overcast and daytime. Visibility is about 450 yards, sometimes less. I'm shooting torpedoes on sonar only and just sank 2 freighters that way, six torpedoes, 5 hits, thank you WernerSobe!

Two more radar contacts running six knots north, freighters, right? So I set up ahead, 1000 yards off track and wait for my stern shots. Hehehehehehehehehehe! Watch the radar until they're a mile away. Submerge to periscope depth and acquire em on sonar. Wait for the bearing to be about 350 and it's time to start pinging. Ping. Ping. Target speeding up. Approaching fast!

Hmmmmmmm..... That's not very freighter-like conduct... Oh, @#$@#$%@!!! crash dive. At 110 ft or so hit full right rudder pull back to ahead 1/3 at 180 or so and straighen out the rudder. Ahhhhh a nice thermal layer, rig for silent running, hit the RPM at exactly 1000 RPM, the quietest (that isn't exactly 1/3 throttle, by the way Ducimus) and just wait to slink away.

Three minutes later here's that high speed freight train overhead and he's dropping ashcans right on top of me. Good thing I'm at 260 and have some time. Full left, ahead emergency for a couple seconds and back to 1000 RPM. The event camera came on so he must have been pretty close. He didn't ping once.

Lets go down to 300, change course 90º, lalalalalalalalalalalala. Freight train again. Here comes the depth charges. Right on top of me and I slink out again because depth is my buddy.

This has happened four times now in a 45 minute period. From the beginning mr destroyer has not pinged once. Unless he has Superman up there using his x-ray vision, this is totally impossible. I'm in lousy sonar conditions with a great thermal layer above me, silent running trying both 1000 RPM and your ahead 1/3. He follows me around like a good puppy dog.

Sorry Ducimus, that's way out of the line of possibility. Methinks the AI needs some tweaking. Even in GWX they have to ping you to find you running silent at 1 kt (although these depth charges don't seem as deadly as GWX).

Other than this event, I really have enjoyed TM. Coming from RFB I didn't really expect to, but it seems to me reality is well served here if you ignore Superman up there. Have any kryptonite?
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Old 07-29-07, 02:49 AM   #229
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Unfortunatly the RPM gauge in this game is way off. Its sloppy, kind of the the speedometer in a buick or oldsmobile. As far as the AI goes, ive already explained the situation, and what to do about it. (see the "NOTICE" section in the original post in this thread, about 1/4 the way down)


Anyway, for many reasons, i think the next version of this mod, will be the last one i will publish. Modding is taking too much of my time, i want to play at some point, getting burned out, and i'm having a hard time dealing with the demands of it all.

So heres the changelog for 1.5 as so far :

Quote:
// added map labels mod by jace11

// changed name on some us aircraft

// added smaller rocks and plant mods by captain cox.

// raised max elevation on AI active sonar a couple more degrees.

- Type93_1A -> Max elevation from 108 to 106
- Type93_3A -> Max Elevation from 112 to 109
- Type93_5A -> Max Elevation from 120 to 112

//sim.cfg ->sonar->EnemySurfaceFactor from 150 back to 200

// increased hps on Fubuki destroyer from 200 to 400.
// increased hps on Shiratsuyu destroyer from 120 to 400
(all jap tin cans now have 400 hps)


//increased hps on the following subs from 320 to 420
(porpoise, salmon, sargo, tambor)

// increased rudder hitpoints on player sub from 150 to 200

// Tambor, and gar now come with forward mounted deck gun by default.

//removed 50 cal machine gun. Novelty item, no real use, was causing confusion to some.

But im not done just yet. Im very happy to announce that the framework for some pretty nifty floatilla changes are in place, all i have to do now is script out the missions.


Heres how the career start menu will work in Tmaru 1.5, (tenative, i just realized i could add dutch harbor to a few more dates)
Quote:
8 Dec 41
---->Pearl Harbor
---->Manila

Beginning of 1942 (Jan 42)
---->Pearl Harbor
---->Fremantle

Early 1942(feb 42)
---->Aleutians (ive enabled the dutch harbor flotilla,)
---->Construction ( Your career stats at mare island california (ok, treasure island ) where you'll undergo sea trials in your newly constructed Gato, and then transfer to Pearl harbor in 5/42)

Middle of 1942 (june 42)
---->Pearl Harbor
---->Fremantle
---->Brisbane

Beginning of 1943 (jan 43)
---->Pearl Harbor
---->Fremantle
---->Brisbane

Early 1943 (15 Jan 43)
---->Construction ( Your career stats at mare island california (ok, treasure island ) where you'll undergo sea trials in your newly constructed Balao, and then transfer to Pearl Harbor in 5/43)

Middle of 1943 (june 43)
---->Pearl Harbor
---->Fremantle
---->Brisbane

Beginning of 1944 (jan 44)
---->Pearl Harbor
---->Fremantle
---->Brisbane

Middle of 1944 (june 44)
---->Pearl Harbor
---->Fremantle
---->Brisbane

Beginning of 1945 (jan 45
---->Pearl Harbor
---->Fremantle

After that, ill include the latest living ocean settings from Leovampire if available, and the latest campaign mod from Tater, and maybe a few more minor tweaks of the AI so its challenging but not overly difficult to the average player, and maybe with a few minor graphic and sound changes. After that, im calling it quits, good enough, the majority thats left is just campaign work, and im getting a little jaded soooo .... yeah.. time to give it a rest soon.
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Old 07-29-07, 05:09 AM   #230
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With TM installed, some single missions (e.g. Against all Odds) crashes to desktop during the load process.
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Old 07-29-07, 07:33 AM   #231
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Default Neat!

All too true, Ducimus, if all you've been able to do is testing sessions, you have GOT to play this game. When you're not stalking a couple of innocent destroyers, thinking they're freighters (oops), it's great fun. I still can't believe I must have ignored my crew saying "contact...warship.....bearing 170....closing." They must have said that several times after I submerged and I had tunnel vision concentrating on all the steps to targeting by sonar. What a shock when I commenced the WernerSobe pinging and from 400 yards he charged me at 30 knots! That's an experience not to be missed. Too bad with Superpoop up there I might not survive to tell the tale. Does ANYBODY have any kryptonite? :rotfl:

But you really should get some playing time in with patch 1.3 and the latest TM. First of all you're entitled to have fun with the game you've given so much to. And second, who knows what you'll come up with after living with the game in actual gameplayer conditions for awhile. Don't take my post as complaining about your mod. Ultimate realism isn't your aim, ultimate gameplay is. Fear is pretty well modeled here.

I have a startling prediction. Beery just uploaded the new RFB. Looking at the specs for both mods I predict that TM is several steps ahead in terms of immersion. I give 3-1 odds that TM is a better experience right now, and after you're finished with your short list before you start playing, it will be even more awesome. It is so fine seeing Silent Hunter 4 live up to its potential. All the modders are a huge part of making that happen. Thanks for all you do.

Now make your changes and get to enjoying the best submarine simulation in the known universe!
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Old 07-29-07, 08:11 AM   #232
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I have to agree, the AI is rather powerful in detection, unhistorical so. Some game designers make it easer to do some things to compensate for poor AI tactics. The fact of the mater is that Japanese ASW was to the point of incompetence, before 1943. A poster a while back said he seemed to be invisible at 250 feet. This is not uncommon, the Japanese did not believe US subs could be below 200 feet.


Historically evading Japanese DDs would be a lot easer then evading US/UK DD.


Sure you can make it a more "challenging game" if you have the DDs spot you once you leave Pearl Harbor, Is it historical? If you want to make it challenging just give the DDs an ability to use there tractor beam to bring the sub to the surface then phaser the sub.



Quote:
Originally Posted by Rockin Robbins
OK, I'm playing with destroyers again. Here's something different. I was stalking radar contacts in fog, driving rain, 10 m/sec wind, overcast and daytime. Visibility is about 450 yards, sometimes less. I'm shooting torpedoes on sonar only and just sank 2 freighters that way, six torpedoes, 5 hits, thank you WernerSobe!

Two more radar contacts running six knots north, freighters, right? So I set up ahead, 1000 yards off track and wait for my stern shots. Hehehehehehehehehehe! Watch the radar until they're a mile away. Submerge to periscope depth and acquire em on sonar. Wait for the bearing to be about 350 and it's time to start pinging. Ping. Ping. Target speeding up. Approaching fast!

Hmmmmmmm..... That's not very freighter-like conduct... Oh, @#$@#$%@!!! crash dive. At 110 ft or so hit full right rudder pull back to ahead 1/3 at 180 or so and straighen out the rudder. Ahhhhh a nice thermal layer, rig for silent running, hit the RPM at exactly 1000 RPM, the quietest (that isn't exactly 1/3 throttle, by the way Ducimus) and just wait to slink away.

Three minutes later here's that high speed freight train overhead and he's dropping ashcans right on top of me. Good thing I'm at 260 and have some time. Full left, ahead emergency for a couple seconds and back to 1000 RPM. The event camera came on so he must have been pretty close. He didn't ping once.

Lets go down to 300, change course 90º, lalalalalalalalalalalala. Freight train again. Here comes the depth charges. Right on top of me and I slink out again because depth is my buddy.

This has happened four times now in a 45 minute period. From the beginning mr destroyer has not pinged once. Unless he has Superman up there using his x-ray vision, this is totally impossible. I'm in lousy sonar conditions with a great thermal layer above me, silent running trying both 1000 RPM and your ahead 1/3. He follows me around like a good puppy dog.

Sorry Ducimus, that's way out of the line of possibility. Methinks the AI needs some tweaking. Even in GWX they have to ping you to find you running silent at 1 kt (although these depth charges don't seem as deadly as GWX).

Other than this event, I really have enjoyed TM. Coming from RFB I didn't really expect to, but it seems to me reality is well served here if you ignore Superman up there. Have any kryptonite?
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Old 07-29-07, 08:30 AM   #233
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Ducimus,
I was wondering, is there a way to lower the tonnage amount sunk required to complete the campaign objectives? I'm not complaining at all, TM is absolutely AWESOME you've done a fantastic job. It seems to me that in order to help realism a tad, reducing this amount to say the tonnage of the smallest ship would enable players to keep the "Hunt for mass tonnage" to a minimum. Just a request if/when you get a chance. I know you are busy as heck and need to play SH4! LOL

Frank "Torpex" Kulick
Subsim Staff
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Old 07-29-07, 11:39 AM   #234
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Quote:
Originally Posted by Seeadler
With TM installed, some single missions (e.g. Against all Odds) crashes to desktop during the load process.

Confrimed. SM07 and SM08 both CTD. The reason i beleive is that some of the units are changed in type in Tater's campaign mod. So the singlemission itself, is in effect, calling on unit types that no longer exist, so it decides to quit once it can't find them. For example the subchaser is changed from a patrol craft to a frigate. The map expects a patrol craft, and its not finding it. I just tried changing the unit type and no joy, i suspect theres more going on in those missions, and the subchaser is only half the problem.

Quote:
Originally Posted by Torpex752
Ducimus,
I was wondering, is there a way to lower the tonnage amount sunk required to complete the campaign objectives? I'm not complaining at all, TM is absolutely AWESOME you've done a fantastic job. It seems to me that in order to help realism a tad, reducing this amount to say the tonnage of the smallest ship would enable players to keep the "Hunt for mass tonnage" to a minimum. Just a request if/when you get a chance. I know you are busy as heck and need to play SH4! LOL

Frank "Torpex" Kulick
Subsim Staff

Good call. The tonnage on this sink missions is 10,000 tons! I didnt realize that until i looked at it a few mins ago. Yeah, i think i might drop that to say.... i dunno 1500 to 2000 tons. Im thinking 2000.

edit:

As an aside, after sleeping on it, ive decided that other then the MINOR elevation adjustments ive made in 1.5, im returning the sim.cfg in hydrohpones and sonar back to stock settings. From what ive read, too many people have issues with just the stock AI (of which i'm entirely unimpressed with, so i just don't understand that at all), so im just giving up it. Too touchy an issue, and since 1.5 is going to be my final push, the AI may as well be what it may.

Last edited by Ducimus; 07-29-07 at 11:50 AM.
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Old 07-29-07, 12:17 PM   #235
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Default Hunt for mass tonnage?

Arrrrrrrrrrr! Gave em the slip. Hey, next time a Zero crashes in your neighborhood, can you get me one of those Mitsubishi tachs? Oh yeah, I couldn't use it anyway because I left my metric screwdriver in Pearl. Guess I'm stuck with these Oldsmobile tachometers. I couldn't read metric RPM or whatever they use anyway. I was onboard one of those Limey subs and their tachs said "REVS." Keep me away from those things too.

OK, I'm up here on the surface taking a shower again. Radar says Superpoop is a mile away and not moving. It's mighty tempting to go see what I can do with him but I have a shade over 15,000 tons and 8 stern torps left, one in tube 1 up front. I have half a tank of diesel. "Mass tonnage" will never come up when talking about this cruise. Seems to me the uber-AI results in much more realistic tonnage per patrol. Of course you could cheat and return to Midway for refits to extend it. In R/L Admiral Lockwood would have something to say about that.

No sign of any tractor beams or phazers. The destroyers can be dealt with and survival is not that difficult for me. Of course I'm trained on GWX where there are no thermal layers and the U-Boats are slower running silent at 1 kt instead of the American Gato's 2 kt at quietest speed. I'm not going to change a thing because I'm just having too much fun. I'd say if you're getting killed too much you ought to work on your tactics.

Remember, when the destroyer is pinging, he's not listening. Pinging is your signal to hit the throttle and maneuver yourself quickly to a new hidey spot at a different depth and get back to silent running. Pinging does not mean he necessarily knows where you are, either. Inaction is fatal here. Keep twisting. Vary depths with the realization that deeper is better most of the time.

When the charges hit the water, remember his stern is now facing you. Do a radical turn and hit the throttle because you're in the clear for a bit. If he's on top of you dropping ashcans and you sit there, your patrol is over. He can't hear you, he can't ping you right now. Hit the jets and get out of there. After a short spurt, go back to silent running again.

If there are two or more destroyers you can be sure that at least one is always backed away listening. That means much shorter bursts of power reluctantly used only when survival is in the balance. Stay deep, quiet and zigzag like the drunken sailor you are in Pearl. Your goal is to put both destroyers back of bearings 135/225 and the angles progressing toward 180, showing you are leaving them safely astern.

Remember you are moving. When the bearing to the destroyer stays the same, that means you would be on a collision course if you were on the surface. In this case it means that he is either moving straight away from you or is going to pass right overhead. There's a freight train a'comin'. Try to change course to see if his bearing then begins to change, showing he will pass ahead or astern. If the bearing does not change, he's following your turn. Then you have to time the drop and run out from under it as the ashcans fall.

Ducimus, you're the expert! Anything to add? Am I making you want to get out here? I can tell you one thing. RFB is gonna have to wait. This is too much fun.

Last edited by Rockin Robbins; 07-29-07 at 01:19 PM.
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Old 07-29-07, 12:45 PM   #236
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Hi Ducimus,

Sorry if this question has been ask before..

You lowered tonnage in 1.4. I think that is a really good call
My problem is, to complete a mission you need to sink 10.000k.
Which is pretty much compared to the new tonnage.
Also traffic has been reduced.. Finding aprox 6 ships in 48 hours is hard !

Do you know were I can change the tonnage to complete a mission ?

Thanks,

Foo

edit : oops, I was just reading the posts in this topic and you are already trying to fix it.
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Old 07-29-07, 01:56 PM   #237
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Quote:
Originally Posted by Ducimus
As an aside, after sleeping on it, ive decided that other then the MINOR elevation adjustments ive made in 1.5, im returning the sim.cfg in hydrohpones and sonar back to stock settings. From what ive read, too many people have issues with just the stock AI (of which i'm entirely unimpressed with, so i just don't understand that at all), so im just giving up it. Too touchy an issue, and since 1.5 is going to be my final push, the AI may as well be what it may.
Please add your modded file as an optional mod. Some of us don';t find TM 1.4 AI impossible. Just difficult, not unbeatable.
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Old 07-29-07, 03:12 PM   #238
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The 2 single missions are indeed the subchaser and minesweeper set wrong. I wonder if the other problme might be the fact that one has agano set to a 1938 configuration, but she doesn't exist until 1942?
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Old 07-29-07, 03:15 PM   #239
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I will pay attention to what you are doing campaign wise. If you add any... novelties... make them as separate missions, and let me know about them. As I update my campaign, I can always make a TM version that doesn't screw with the stuff you have modded, and I can make a copy of my campaign.cfg and make sure any additional missions are in it (I've doen this with BP already for my current internal build).

That way if you stop after 1.5, I can still fix my campaign, its really a WIP, not where I want it to ultimately be.

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Old 07-29-07, 03:20 PM   #240
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Default Piling on!

Quote:
Originally Posted by switch.dota
Please add your modded file as an optional mod. Some of us don';t find TM 1.4 AI impossible. Just difficult, not unbeatable.
I second that request.
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