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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 | |
Soundman
![]() Join Date: Nov 2008
Location: Savannah, GA
Posts: 142
Downloads: 130
Uploads: 0
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"The depth charge is the oldest anti-submarine weapon, being developed during World War One. Original idea dates back to the "dropping mine" concept of 1911. The Royal Navy Commander in Chief, Sir George Callaghan requested its production in 1914. The first effective depth charge (Type D) was the 300-pound (140 kg) barrel-like casing containing high explosives, normally TNT being developed in 1916. A "pistol" actuated by water pressure at a selected depth detonated the depth charge. The 300-pound WWI depth charge could be detonated as deep as 300 feet (roughly 100 meters this is what britain was using early war, from what research i've done) but at the eve of that was the more formidable 600-pound (270 kg) version was developed. Even though the massive explosive power of the 600-pound charge was impressive to both the escort and the U-boat, highly unnerving to the latter even, the depth charge was not the answer to the U-boat threat. The pressure hull of the U-boat was strong enough to withstand anything but a charge exploding 10 or 20 feet from its hull. To place the weapon this close to the U-boat was extremely difficult to say the least, especially since the U-boat normally took drastic evasive maneuvers at the very last moment. Thus most U-boats that were sunk by depth charges alone probably sank due to accumulated damage from repeated depth charge attacks. Many U-boats survived as many as 300 depth charges over a period of many hours. The greatest amount of depth charges dropped on a single U-boat during a single-hunt in the war is believed to be 678 dropped onto U-427 in April, 1945. Amazingly the boat survived the onslaught." Hence why i think it could be toned back just a smidge, a barely audible charge (though it could be the direction i was facing at the time) that utterly devistates every component in ones engine room, to me, feels a little over the top, nor would it, from my perspective, roll a sub nearly sideways. As I stated in my previous post, i love the mod, to me, it just needs a bit more tuning to achieve something a bit closer to historical accuracy while still maintaining that tension filled thrill ride of being caught by escorts.
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![]() [Eat at Bob's Brain Shack] Last edited by scratch81; 06-05-10 at 11:38 PM. |
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#152 |
Swabbie
![]() Join Date: Mar 2005
Location: SoCal
Posts: 7
Downloads: 31
Uploads: 0
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I'm interested in this mod, but I'm hesitant in using it because, from the description, it totally disables the thermal layer. Perhaps the thermal layer should be toned down, but totally disabling it isn't the right thing to do, IMHO. After all, the thermal layer is a real thing, and it was used during the war with the specific intent of losing the DDs that chase you. So why remove it from the game?
(If there is a reason/explanation I don't know about feel free to enlighten me. ![]() |
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#153 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Hi Scratch,
If it destroyed your whole engine room, the charge must have been very close. I don't seem to recall the loudness of DCs being particularly indicative of how close they were, I could be wrong though. I look forward to your further comments with the help of the external camera ![]() Hi Adlerson, Yes, this is the first draft - second draft soon (TM). The thermal layer was far too effective before and was an invisibility cloak, perhaps it was a bit over zealous to completely remove the effects. but the thermal layer system is not well modelled. In the Atlantic, layers would form on hot sunny days over the course of the day, so that by late afternoon, conditions for ASDIC were very poor, but this is not modelled. It's on all the time, or off all the time. You can get night time or day time from the scripts, but I don't think you can get local time of day. I'll re-visit it later, as I'm thinking of a few things regarding this, flares and a few other things to do with ASDIC interference. If you want to re-enable the thermal layer, it's a setting in a /data/cfg/sim.cfg. Here is the original line: Quote:
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#154 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
Code:
def GetCurrentGameDateTime(): d = Game.CurrentGameDateTime if d.Hour in [ 3,4,5,6 ]: return True else: return False Also you can set up the above using different veriables so to have different action at different times ![]() Hope this is of help. ![]() |
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#155 |
Soundman
![]() Join Date: Nov 2008
Location: Savannah, GA
Posts: 142
Downloads: 130
Uploads: 0
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[QUOTE=Nisgeis;1413316]Hi Scratch,
If it destroyed your whole engine room, the charge must have been very close. I don't seem to recall the loudness of DCs being particularly indicative of how close they were, I could be wrong though. I look forward to your further comments with the help of the external camera ![]() Yeah scratch that, they were pretty close, maybe 13m away, which is what i'd been reading. as far as how i was gauging the "distance" by sound, the further they were, the more muffled and softer they were. however right on top of me, they sounded just the same as 20m away. odd... we need a better louder DC sound ![]() Edit: i've definately not found a difference in volume between distant and close hits. odd. i'd have thought if it exploded next to my pressure hull, 250kg of tnt would sound more like an explosion and less like someone beating my boat with a pillow.
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![]() [Eat at Bob's Brain Shack] Last edited by scratch81; 06-09-10 at 03:34 AM. |
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#156 |
Rear Admiral
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Nisgeis, i have a question.
Just because im a glutton for punishment, what do you suppose would happen if i reduced the hydrophone noise factor in the sim.cfg file from 1.3 to say, 0.75 or even 0.5? Maybe reduce the wave factor by that much as well? I'm just curious since your familiar with how the AI is scripted. I do love this mod, and couldn't play SH5 without out. ![]() |
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#157 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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I concur. Is there gonna be another update Nisgeis?
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***THE GENERAL*** |
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#158 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() Quote:
The hydrophone noise factor - that's the one that affects their passive sonar with respect to their own speed? If it is that, then I don't think that would have much impact. It would perhaps give them a slight edge over what they have now. There's a couple of scenarios I can see it making a small tactical difference, but they would be rare. If you're feeling adventurous, try it and see ![]() It's like food, it always tastes better if someone else cooked it ![]() Soon (TM). I have some bits and bobs to finish up on the 3D TDC and 40k yard radar range mod that I just put out for SH4, which took ages. I've got a few plans I'd like to put in though. Unfortunately star shells don't illuminate the area, just like they didn't in SH4, so I'm not so sure about them.
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#159 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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There is a very nasty feedback loop in the AI that keeps surface warships (friendly and enemy!) spinning around in your vicinity. It's as though they keep reaquiring a ghost contact nearby. A save/reload is the only way to break it (very annoying). Have you had any luck with this Nisgeis?
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***THE GENERAL*** Last edited by The General; 06-25-10 at 04:00 AM. |
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#160 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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Don't know if it happens to everyone the same but always happens to me when submerged. Surfacing while in TC and traveling a distance always gets rid of them for me, without having to save and restart.
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#161 |
Bilge Rat
![]() Join Date: Jul 2011
Posts: 1
Downloads: 95
Uploads: 0
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thanks
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#162 |
Seaman
![]() Join Date: Oct 2015
Location: Sunny, hot, humid, rainy MALAYSIA!
Posts: 31
Downloads: 177
Uploads: 0
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Hiya
I noticed that when I add U-Boat Killer AI mod to my soup, in the Marham Mission, when I surface my U-Boat, the destroyers take an awful long time before they fire on me. It is almost as though the British ships are *blind* to my 'sitting-duck' and surfaced U-Boat. So much so that I can steam right in the midst of the ships before they start firing on me! Is this a bug with the U-Boat Killer AI mod? Without the U-Boat Killer AI mod, the shells start coming in after 16 seconds or less when I surface my U-boat. I installed these mods: GWX - Alternate Loadscreen - Full Circle GWX - Alternative Flotillas GWX - Axis Mediterranean Aircraft Skins GWX - Black Sea Campaign Files Only GWX - Captain America's Officer Icons GWX - English Nav Map and Grid Refs GWX - Enhanced Damage Effects GWX - Fix French GWX - Indian Ocean Campaign Files Only GWX - Lite Harbor Traffic GWX - Main movie - 'Das Boot' GWX - Merged Campaign GWX - No Medals on Crew GWX - VIIC41 Player Sub U-Boat Killer AI Mod v1.02 Cheers Frankie Kam Update: I am so sorry. This mod is for Silent Hunter 5 !!! I installed it with JSGME inside Silent Hunter 3 (!) Arrgh!! Since I am on this topic, is there an equivalent mod for Silent Hunter 3 !? Last edited by frankiekam; 01-25-16 at 11:10 AM. |
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