SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

View Poll Results: For this Mod, would you prefer 2 mods? One for American Subs and One for Uboats?
Yes. Seperate American UltraSubs and German UltraSubs 6 75.00%
All In one 2 25.00%
Voters: 8. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 04-04-10, 12:18 PM   #1
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
Default [WIP] UltraSubs for SH4

For those who liked UltraSubs v2.0 mod for SH5, I'm making one for SH4 that is just as detailed and similar performance upgrades for all the US and German subs. The work is almost done, I hope to have a release within the next day or two.
SloppyMk27 is offline   Reply With Quote
Old 04-05-10, 02:38 AM   #2
audessy
Electrician's Mate
 
Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
Default

I'm interested. However I'm not familiar with this mod. I like realism as much as a "sci-fi" sort of WWII fantasy. Above all I love content. Give me a whole bunch of toys and it don't matter if they're real or not it's gonna be fun.

What will the upgrades be like? Can you name a few and their functions?

P.S. I'm from Wisconsin too. Dodge county area. Nice to see a fellow Wisconsinite on these forums.
audessy is offline   Reply With Quote
Old 04-05-10, 12:26 PM   #3
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
Default

Sounds like a good mod. It's nice to just wreck havoc in the Pac every now and again.

Oh and there's quite a few cheese heads in the forum you'll find.
__________________


USS Kentucky SSBN 737 (G)
Comms Div 2003-2006
Qualified 19 November 03

Yes I was really on a submarine.
ETR3(SS) is offline   Reply With Quote
Old 04-05-10, 09:33 PM   #4
Aramike
Ocean Warrior

Best of SUBSIM
Chairman
 
Join Date: Dec 2008
Location: Milwaukee, WI
Posts: 3,207
Downloads: 59
Uploads: 0
Default

Quote:
Originally Posted by ETR3(SS) View Post
Sounds like a good mod. It's nice to just wreck havoc in the Pac every now and again.

Oh and there's quite a few cheese heads in the forum you'll find.
Indeed.
Aramike is offline   Reply With Quote
Old 04-05-10, 10:30 PM   #5
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
This mod is exactly as ETR3(SS) Adequetly put it, "It's nice to just wreck havoc in the Pac every now and again." If you've been sunk for the last time, or whatever the case may be, and you want to come back to your enemy with a VENGENCE and a Nuclear Submarine This should work.

Sub Armorment: 100/100cm
Instant Repairs: All repairs on all items, equipment and weapons on your submarine are repaired in 0.01 hours.
Hitpoint Values have been increased to 1.5mil on all subs, sub parts, equipment, weapons and crew members. Crew member healing speed has also been increased to 0.01 hours. In otherwords your gunman can take a blast from a battleship gun and be all healed up again 30 seconds later. (Well, in theroy that's the way it's intended to work)

Torpedos: The Mk16 torpedo is the American "sister torpedo" to the "Modified" German T7 Torpedo (from UltraSubs v2.0 for SH5)
Test results below
http://subsim.com/radioroom/album.ph...pictureid=1664

Submarine speed has been increased to 60 knots on all submarines. Speed ratios have been changed to allow for slower speeds while in port or creeping up behind an enemy To accompany this, the horsepower rating on all subs have been increased. Nothing way to extreme, but it'll get up to speed quicker than before.

Sub max depth has been increased to 500 meters. The game seems to crash anything beyond that. (Interesting in SH5 I got a sub down to 1600 meters without problems)

The Weapons for the subs have all been functionally re-worked
Deck gun rate of fire has been increased (not laser gun style) but a comfortable 1 shell every 0.6 seconds.

Issue with the Twin 40mm AA Gun. I've wanted to make that available as a AA Gun and it's made as a deck gun. I've tried everything, but it locks up the game whenever you use it. My problem was I wanted a twin 40mm working AA gun. I modified the twin 20mm AA gun and put the 40mm barrels on it and changed the ammo it uses and it functionaly and graphicly works. - That by itself is my first functional graphics mod. When you equip a Twin Barrel 20mm AA Gun it will have 40mm barrels and use 40mm ammo.

Another Graphical issue changed - on all the US Subs. Topside mounted Hydrophone in the way of the view finder on the deck gun. This has pissed me off multiple times so I moved it to behind the deck gun. So many ships I wanted to blow to pieces looking thru the scope have been behind the view of that damn hydrophone I had to change it

There is a lot more yet, but I will have all the details listed when the mod is complete for release.

Thank You for your interest and support
SloppyMk27 is offline   Reply With Quote
Old 04-07-10, 08:40 PM   #6
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
[REL] - American UltraSubs v4.31 Is Here

Untitled Document
American UltraSubs v4.31 [REL]

  1. Submarines:
    1. Armor all 100/100
    2. Hitpoints=1,500,000 on all Sub Parts, Equipment, and Weapons
    3. Hull Crush Depth 500 Meters
    4. Exposure for Crew, Weapons and Equipment = 0.05
    5. Repair Time 0.05 (For All Submarine Parts, Equipment and Weapons)
    6. Top Speed both Submerged and Surfaced = 60 knots with speed ratios adjusted to allow for slow travel in ports
    7. Max Torpedo launch depth = 300 Meters on all Subs
    8. All Subs are Equipped with their latest Conning Tower at all times of the game.
    9. All Upgrades are available right from the start and are all free.
    10. Torpedo Eject Time = 0.1 Seconds
    11. Torpedo Reload Time 0.01 Minutes
    12. Fore Torpedo Storage Tube Capacities increased to 50 on Tambor, Gato, and Balao; 20 on Smaller Subs
  2. Sensors
    1. Hydrophone Max Range 50km
    2. Visual Sensor Max Range 50km, Precise Range 45km
    3. Late Model Radars have 40km range
  3. Guns and Ammo
    1. 20mm Twin AA Machine Gun Modified (Graphically and Functionally)
      1. Given 40mmTwin Barrels and uses 40mm ammo
      2. Ammo Capacity increased
      3. Shell Damage increased
      4. Shell Speed Increased
    2. 5.25" Deck Gun
      1. Rate of Fire Increased
      2. Shell Damage increased
      3. Shell Capacity Increased
      4. Shell Speed Increased
    3. 4.5" Deck Gun
      1. Rate of Fire Increased
      2. Shell Damage Increased
      3. Shell Capacity Increased
      4. Shell Speed Increased
  4. Torpedos
      1. Mk18
        1. 3.2km Blast Radius
        2. 22km range
        3. 300 knots
        4. 20k-22k Damage Effect
        5. 50k Impulse
        6. All Dud Chance and Premature Detonation Factors reduced to 0
      2. Mk16
        1. 100-115m Blast Radius
        2. 15km Range
        3. 1800-2000 Damage Effect
        4. 20k Impulse
        5. 200 knots
        6. All Dud Chance and Premature Detonation Factors reduced to 0
      3. Mk27
        1. 100-115m Blast Radius
        2. 15km Range
        3. 20k Impulse
        4. 150knots
        5. 1000-1200 Damage Effect
        6. All Dud Chance and Premature Detonation Factors reduced to 0
      4. All Other Torpedos
        1. All Dud Chance and Premature Detonation Factors reduced to 0
  5. Crew
    1. Heal in 0.05 hours
    2. 1,500,000 Hitpoints
    3. Efficiency Mod for all Ranks is 1.0
    4. Qualification Skill bonus is 0.9 in all qualifications in all categories.
    5. All Crew member injuries reduce their efficiency by 0.01 instead of their much higher rates
    6. Recovery time for all injuries is 0.05 hours.
    7. Most Skill ranks are 100+/100 on most crew members
  6. Periscopes, UZO, Binoculars, and Gun Scopes
    1. 4 Zoom Levels
    2. Max Distance of view Increased
    3. Deck Gun Scope goes down to 100m
  7. Conclusion
    1. This Mod is free and is only to be redistributed for free.
    2. This Mod is not for commercial use of any kind
  8. Credits
    1. I have made this particular mod as a whole but some of the ideas came from existing mods that I applied to this mod.
      1. The idea of extra zoom levels for the deck gun became known to me from Pimp My Ride 2 mod
      2. The idea of dropping the minimum range came from Pimp My Ride 2
      3. Somewhere in the subsim forums I remember someone asking about extra torpedoes on the subs which gave me the idea to add more torpedoes to the subs.
    2. I Thank NEON DEON for the ideas I applied to this mod
    3. I Thank everyone else on subsim for their interest and input on this mod

SloppyMk27
SloppyMk27 is offline   Reply With Quote
Old 04-08-10, 05:21 AM   #7
Paulus von Rayburg
Watch
 
Join Date: Mar 2010
Location: England, UK
Posts: 20
Downloads: 71
Uploads: 0
Default

Sounds very nice Sloppy. I play SH3, would you consider developing this mod for SH3? I think that would appeal to a lot of people, thanks.
Paulus von Rayburg is offline   Reply With Quote
Old 04-08-10, 07:30 AM   #8
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
UltraSubs for SH3

I believe I should be able to make that possible. Thankfully with the Silent Hunter game series is the consistency (for the most part) of the development structure. I will look into that and post my findings in the very near future. Thank you for your interest in this mod
SloppyMk27 is offline   Reply With Quote
Old 04-08-10, 08:41 AM   #9
Paulus von Rayburg
Watch
 
Join Date: Mar 2010
Location: England, UK
Posts: 20
Downloads: 71
Uploads: 0
Default

Thanks Sloppy , I look forward to that
Paulus von Rayburg is offline   Reply With Quote
Old 04-09-10, 07:29 PM   #10
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
SH3 UltraSubs Progress

As by request I've started working on the SH3 UltraSubs project. A mod to releive the player of realistic damage and provide additional support to the player such as increased radar range, a deadly deck gun, for when you get stuck and many more features to assure a more successful patrol. The true nature of this mod is to be a safetynet while learning how to go into and get out of battles alive. Once a completed version of this mod is released I intend to make a similar but scaled down version of this mod. This mod is not complete yet. To give an approximation I am about 1/4 of the way done with it. It's been a long time since I've done anything with SH3, but I am intrigued by this challenge. I will post again on this subject when I am closer to completing this mod.
SloppyMk27 is offline   Reply With Quote
Old 04-09-10, 09:02 PM   #11
clayp
The Old Man
 
Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
Is this released yet?
__________________
clayp

clayp is offline   Reply With Quote
Old 04-09-10, 09:14 PM   #12
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
[REL] American UltraSubs v4.31

My mod American UltraSubs v4.31 for SH4 is released and is available:
http://subsim.com/radioroom/download...o=file&id=1715
A Secondary mod to ajoin this one called German UltraSubs for SH4 is still under construction and has not been released.

Sorry if this thread caused any confusion. The intention is to provide an UltraSub Series consisting of a mod for SH3, SH4, and SH5 that provides unrealistic advantages for the player when playing any and all playable subs in each of the games.

Last edited by SloppyMk27; 04-11-10 at 04:27 AM.
SloppyMk27 is offline   Reply With Quote
Old 04-10-10, 05:52 AM   #13
Paulus von Rayburg
Watch
 
Join Date: Mar 2010
Location: England, UK
Posts: 20
Downloads: 71
Uploads: 0
Default

Sounds great Sloppy
Paulus von Rayburg is offline   Reply With Quote
Old 04-10-10, 12:52 PM   #14
clayp
The Old Man
 
Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
Thank you 27,I want to look at some of your files..
__________________
clayp

clayp is offline   Reply With Quote
Old 04-13-10, 06:03 PM   #15
SloppyMk27
Mate
 
Join Date: Nov 2009
Location: Wisconsin
Posts: 59
Downloads: 82
Uploads: 4
Default Almost Done

Hi, I want to apologize for how long this is taking. Life likes to cause inconveniences at times. I do want to let everyone know that German UltraSubs will be done soon. Also SH3 UltraSubs is still in progress.
The link is a display of the efficiency of the "Modified" Deck Gun for German UltraSubs.
http://www.subsim.com/radioroom/albu...pictureid=1696

I thank everyone for their patients on this.

SloppyMk27
SloppyMk27 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:14 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.