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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What version of SH4 do you have? | |||
Orriginal SH4 (no U-Boot missions) |
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285 | 23.59% |
SH4 + Uboot Missions addon |
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923 | 76.41% |
Voters: 1208. You may not vote on this poll |
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Thread Tools | Display Modes |
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#241 |
Swabbie
![]() Join Date: Sep 2011
Location: Boston MA USA
Posts: 12
Downloads: 4
Uploads: 0
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Bouncy Depth Changes
I love the mod for the most part. The boat is beautiful. You did a great job on the graphics and design of it. Thank you so much.
I'm running a clean install 1.5 gold edition with no other mods but this one. I had a couple of issues, one that I fixed and one that I can't figure out how to resolve. 1. When I was running the boat at periscope depth with all periscopes down a wake was appearing above the boat. I fixed this by changing the periscope depth in the NSS_OhioSSBN.cfg file from 25m to 26m. Now it runs with no wake. 2. I have noticed that when returning to periscope depth from a dive below 200ft that the boat passes above the set periscope depth and pops out of the water, and at high speed will bob up and out a couple of times before it settles to the proper depth. ![]() Is there a way to fix this? It also happens on diving. It will dip pretty far below the desired depth and then rise and fall a couple of times before evening out. I would like a smoother transition to the desired depth. Is there a way I can fix this? or do I just fire my pilot ![]() Thanks for making such a beautiful boat, and I hope you can give me some insight into how to resolve this issue. |
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#242 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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this is a problem with most boats going faster then 13 knots.
The only way too avoid this is lowering your speed to 5 about 5 knots. You don't want your nose sticking out when you are tracking a task group :p |
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#243 |
Swabbie
![]() Join Date: Sep 2011
Location: Boston MA USA
Posts: 12
Downloads: 4
Uploads: 0
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Ok, Cool I guess I can manage the ascent rates by only going up to 100 ft and then going to periscope depth from there when at high speeds.
I thought I saw someone asking about this before, but I didn't recall seeing a reply... Is there any plan on getting the ICBM's to work on the Ohio class like they did on the Typhoon class? http://www.subsim.com/radioroom/show...=184167&page=4 I would love my Ohio even more if this was possible. Oh, and any idea what files I could edit to make the torp storage capacity the same as the typhoon? Thanks for your guidance. |
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#244 | |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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![]() Quote:
![]() you need to edit the ohio upc file and the sim file with silent 3ditor make sure the values are the same |
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#245 |
Swabbie
![]() Join Date: Sep 2011
Location: Boston MA USA
Posts: 12
Downloads: 4
Uploads: 0
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Cool, I upgraded my number of slots, but is there any way to make it so the modern torpedos load when I refit for a mission? When I dock I always get the old game standard ones and have to manually reload the newer ones.
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#246 |
Swabbie
![]() Join Date: Sep 2011
Location: Boston MA USA
Posts: 12
Downloads: 4
Uploads: 0
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I updated those two files, and all is well. If you want to update a career you also have to update the latest saved game file ActivePlayerUnits.upc file.
Now the only question is how to get it to load the torpedoes that I want when I refit, and not just put on the lame old ones. Adding in huge numbers of torps is tedious. ![]() Last edited by caesura; 09-07-11 at 11:32 PM. |
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#247 | |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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![]() Quote:
that is very possible; go back to the subs upc file where you changed the number of torpedo's. An example [UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=80 IDLinkAmmunitionIntervalDefault1= NULL, NULL, T7Torpedo, 40, T11Torpedo, 40 That would give you 40 torpedoes and 40 rockets ![]() change the amount to your desire |
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#248 |
Nub
![]() Join Date: Nov 2009
Posts: 4
Downloads: 37
Uploads: 0
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Is there any way to use this with TMO 2.2?
Because I want to use this sub really badly. ![]() |
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#249 |
Nub
![]() Join Date: Apr 2010
Posts: 4
Downloads: 15
Uploads: 0
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I have edited the NSS_OhioSSBN UPC file to look like the following
[UserPlayerUnit 1.Compartment 4.Bunker 1] ; Forward Torpedo Room ID=BowTorpedoRoom Capacity=80 IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk27Torpedo, 80 I have also edited the .sim file to state wpn_SubTordedoSys Rooms Fore Storage (80) (0) = MK27TorpUS etc etc etc BUT it still only gives me 28 torpedo's at the start of the game. What am I doing wrong? Thanks =) |
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#250 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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when you change these settings did you disable and then re-enable the mod?
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#251 |
Seaman
![]() Join Date: Aug 2011
Posts: 31
Downloads: 10
Uploads: 0
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used to like this but it is very glitchy
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#252 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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#253 |
Nub
![]() Join Date: Apr 2010
Posts: 4
Downloads: 15
Uploads: 0
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#254 |
Seaman
![]() Join Date: Aug 2011
Posts: 31
Downloads: 10
Uploads: 0
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What I meant the glitchy I meant for me anyways I do not want click dive cause It keeps going down even clicking maintain depth I diesd so many times of that four times I would click blow ballast if it would start rising then go back to down to crush depth so I stopped using that mod now I am into the surface ships
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#255 |
Nub
![]() Join Date: Apr 2010
Posts: 4
Downloads: 15
Uploads: 0
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Here's a question...
I line up my torpedo and let it rip... BUT it only goes about 2 feet and stops cold. It then waits 10 sec. and explodes. I can't for the life of me figure out why. If anyone has dealt with this at all could they please help me. Thanks. |
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