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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Sargo\NSS_Sargo.cfg is the file I'm hacking, trying to change surface depth, periscope depth, and snorkel depth. Didn't see any effect fiddling with the numbers, so I started a new career to see if that was necessary, nothing. What I currently have;
[Properties] PeriscopeDepth=17.8;meters SnorkelDepth=8.2;meters CrashDepth=40;meters MaxDepth=122;meters SurfaceDepth=2;meters TorpLaunchMaxDepth=39;meters StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1] 2 meters is about 6 1/2 feet, the blasted thing should be sitting on top of the water, yet it still has the standard 17-19 feet even after diving-surfacing and waiting an hour. Do I have the wrong file or is this hard coded in somehow? |
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() I think the NSS_Sargo.sim file has the displacement and draft values (as well as others). I am not sure if these will change what you want or not. |
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#3 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Thanks, that looks like it. Surfaced "draught" (draft in Yankee Doodlish) shows 5.61, which works out to about 16 feet in real money. In real life a fleet boat blew with compressed air and came up to a keel depth of about 20 feet or so, then ran a low pressure blower which took 15-30 minutes to empty the tanks so she was riding in surface trim. What I'm trying to avoid is the rough seas problem repeatedly shutting off the radar, and for some reason the Sargo draws 17 feet most of the time and wants to hover between 19 and 21 feet when it gets moody. That time of the month maybe.
![]() Other possibility is "submerged" draught under the surfaced, that shows 7.5 which is about 24.6 feet. Could that be the value which decides when the bridge crew disappears? If the programmers were lazy (pardon me, but many things about this game point to that possibility ![]() I'll fiddle with that and report back. ![]() |
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Okay, some really weird effects from hacking that number - set it to 30 feet and tried it out, near as I can tell it has no effect on crew or radar cutoff, but the diesels will run at that depth. For giggles
![]() So after some trial and error (mostly error) I set it back to a more realistic surfaced 4.6 (15.4 feet) and submerged 8.5 (27.88 feet) which seems to work with no problems so far. Aside from the radar constantly cutting off in heavy seas, the other problem I've always had was getting the blasted snorkel depth to work consistently. Set for 27 feet and it wants to be at 23 or 25 feet, and I know from the google chart I'm converting French Furlongs into good old Christian feet correctly. The NSS_Sargo.cfg is set; [Properties] PeriscopeDepth=18;meters SnorkelDepth=8.85;meters CrashDepth=40;meters MaxDepth=122;meters SurfaceDepth=4.8;meters TorpLaunchMaxDepth=39;meters StormConditions=9,0.1;max wind speed [m/s], max rain intensity [0,1] 8.5 is about 29 feet, but apparently it needs to be set deeper than the actual - that setting maintains a consistent 25 feet depth. What that looks like, on the surface; ![]() Averages 14-15 feet and don't look too high. Might help the radar annoyance, I hope. Snorkel depth (decks awash) at 25 feet the crewmen do go below (scurvy dogs, who gave you permission to flake out?!) so that's probably not affected by this value. ![]() One other item, for those fiddling with the snorkel control to get decks awash, it requires some tinkering to make it work, and the other file that affects it is: \Silent Hunter 4 Wolves of the Pacific\Data\Cfg\Commands.cfg Open that in notepad (make a copy of the file first!) and scroll down to; [Cmd195] Name=Snorkel_depth Ctxt=1 Str=1033 ;Key0=0xBA,C,"Comma" Key0=0x44,s,"Shift+D" A semicolon ";" at the beginning of a line is program code for "this is a comment, computer ignore this". So remove that ; from the beginning of the line and delete the last line; [Cmd195] Name=Snorkel_depth Ctxt=1 Str=1033 Key0=0xBA,C,"Comma" Or just copy and paste the above over command 195. The actual key is the semicolon ; and not the comma "," key, the programmer was probably drunk when he added the notations. ![]() |
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#5 |
Officer
![]() Join Date: Nov 2013
Location: USS Tuna out of Pearl Harbor
Posts: 243
Downloads: 22
Uploads: 10
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The radar really needs to stay on until the sub is below 47 feet (known as 'Radar Depth'. They did use the radar while submerged and the periscope shears out of the water.
__________________
"Damn the torpedoes, full speed ahead!" -David Farragut (probably repeated by many WWII sub skippers) |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Yeah, ingame the SJ1 cuts out around 40 feet, but the main irritation I was trying to cure is when on accelerated time in rough seas it keeps cutting out and the idiot operator never automatically turns it back on.
![]() So far this doesn't do everything I thought it would - changing the surfaced draft to 14-15 feet doesn't affect rough seas causing it to average 20-24 feet. In any case I'm pretty sure the submergence depth only affects the diesel cutoff and shift to battery, nothing else. Increasing submerged draft helps with that for decks awash, but again increase it too much and I get really bizarre problems with trying to dive. The whole point of a submarine is the ability to submerge, so any hack that screws that up is not good. Still haven't had big enough waves in this patrol to see whether the radar cutting out is affected or not. |
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