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Old 04-12-07, 05:04 AM   #106
DimDoms
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Well I thought I'd wait out for the next Patch, but decided I couldn't - so promptly modded. Torpedos are still hardly working but I gather they didn't until 43 anyway. At least the air attacks have subsided....

But, one thing has made a difference, and that is the mods: they have certainly made a difference.

So, thanks!
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Old 04-12-07, 07:31 AM   #107
clayton
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Thanks man. Now I can enjoy the late war Gato's a little earlier!
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Old 04-12-07, 09:59 PM   #108
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Just a request for ya, in another thread someone found a fix to the radar. Can you implement that in your next version of this mod? Love what you've done so far!
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Old 04-12-07, 10:25 PM   #109
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Ya i guess. Will probably be the last version of this mod pre patch 1.2 though. After that ill need to do a through overhaul of this modpack due to patch changes.
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Old 04-13-07, 01:42 AM   #110
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Ok, just posted what i tink will be the last version of this mod until the next patch. Impleneted the fix for SD/SJ radar as described in this thread:

http://www.subsim.com/radioroom/showthread.php?t=111562


I also renabled radar station access on the orders bar, and increased the players visual sensors. Its the sensor your watch crew uses. By default its a percise range of 6,000 and a max visual range of 10,000. Just FYI. All i did was increase the percise range to 8,000. Combine that with the sensor.cfg changes and you probably have an eagle eyed watchcrew from hell. This change i would have made earlier, but i learned something new today. TT's tweaker is a bit more robust then i gave it credit for, as it can search for what you want without having the exact hex address. . Pretty cool, i never realized that. I suspect in a future revision after the next patch, that ill will be restoring aircraft back to their stock speeds. I reduced their top speeds by 25%. Combine that with the increased crash dive speed and watch crew visuals, you should be able to spot planes quick enough to dive. THe aim is to allow *JUST* enough time.. i mean barely. But not so much time as to make aircraft a nonfactor. Anyway, the idea behind all of this is when the SD radar decides it doesnt want to work anymore, but if the 181 degree fix is what the problem was, then all this balance tuning is a moot point.

anyway, .. i think thats a wrap until next patch. Then ill have my work cut out for me again.
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Old 04-13-07, 05:12 AM   #111
U56
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Thanks Ducimus!, the balance is getting better and better. Yesterday on patrol I was able to get close enough to an escorted convoy to send off a contact report without xray vision escorts swooping down on me from unrealistic distances. (previously they, and merchants, were spotting me before I spotted them). Also the aircraft spotting while the radar was nerfed worked very well, enough time to crash dive, but without making the aircraft a non factor. Well done on your mod, I look forward to all new versions!

Regards
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Old 04-13-07, 08:00 AM   #112
U-Bones
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Good work with this whole thing. Now spend some time playing before 1.2 is released !
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Old 04-13-07, 08:01 AM   #113
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Thanks a lot Ducimus, I just dont have the time to be programing and tweaking. I've barely finished a single patrol in a career since I bought this! The radar working now will be a big help, lets hope they include this in the up coming patch.
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Old 04-14-07, 12:11 AM   #114
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Just FYI, be really afraid of calm waters when conducting a submerged attack on a well escorted convoy I did just that at the start of 43, and one of those buggers got lucky. I had my gato down to 375 feet, and didnt want to push it any deeper.

Sooo, I suspect that under calm conditions, your going to have hell shaking loose the escorts once they start pinging you. Right now im slighly tunning back the AI a tinsy bit.

If you want, in the sim.cfg, in the sonar section, change the detection time from 5 to 10, and the thermal layer attune from 3, to 4... or even 5 if you wish.

So it should look like this when your done:


Quote:
[Sonar]
Detection time=10
Sensitivity=0.03
Waves factor=0.5
Speed factor=20
Enemy surface factor=200
Lose time=30
Thermal Layer Signal Attenuation=4.0 ;or 5.0 if you want
You should be able to make these changes mid patrol and not have it effect your game.

EDIT:

I went ahead and tossed up a quick version fix of the mod (ver 1.7a, see orginal post for link) . In addition to the above listed sim.cfg file changes, i also made the following changes to the AI_sensor.dat

- Type93_1A -> Max elevation from 100 to 100
- Type93_3A -> Max Elevation from 100 to 108
- Type93_5A -> Max Elevation from 100 to 116

The max elevation was a bit much before. I may later increase it another couple degrees, but not until the overhaul after patch 1.2.

You can install this new version while on patrol if you feel the AI is too hard.. The changes are subtle, so the game won't mind. Infact, its no different then running SH3 commander in the middle of a patrol - quite harmless. So Disable FTT 1.7, and then enable FTT 1.7a. I just did this in my own game and it worked fine.

Last edited by Ducimus; 04-14-07 at 05:07 AM.
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Old 04-14-07, 11:51 AM   #115
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I was going to post something about this, I have a patrol saved where I'm ahead of a convoy with 85m deep water. I attacked the convoy and went down to 84m and the escorts keep finding me. I enable silent running going at 2knots but after 3 hours of pinging and turning they're still on top of me. There's a thermal layer around 50m so I'm well below that but they have no trouble keeping up with me no matter what I do. The convoy is long gone and the escorts are staying on me. I may try knocking back the suggested settings to see if it helps. I attacked the convoy from periscope depth just after dusk, it's dark now but I can't surface with three destoyers circling above! They detected me from about 1500m away when I was down as deep as I could go running silent at 2 knots. Pretty tough! It's like being in the atlantic in SH3
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Old 04-14-07, 02:36 PM   #116
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Out of frustration I tried the old slicing and dicing periscope out! Went up to PD and raised scope and back 2/3! They didnt have a chance, cut those suckers in two! One was a destroyer and she managed to drop her charges as I was cutting and tore me up pretty bad.

I'll change those settings and try to continue from my save point next time
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Old 04-14-07, 05:16 PM   #117
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Ducimus,

I've created icons for the buttons you have added to the orders bar;

Max range at current speed
Range to course end
Id Target
Report nearest visual target
Report weather
Follow nearest warship
Normal Sweep

It simply requires a new hud.dds, hud.tga, and a minor change to your ordersbar.cfg. The change to ordersbar is simply because I made a Time to turn icon and then had to go back and make a max range icon. I kept both rather than replace the Time to turn icon so I had to change the index in your ordersbar.cfg to point to the correct Max range icon.

At the moment I am unable to upload the files to my FileFront account. I keep getting a malformed request error when it tries to send the file. If you'd like to PM me I'd be happy to send you the files for your review. If you like the changes you are welcome to include them in your future releases.

Regards,
Chris

edit: Finally got the file to upload properly. You can download it here: http://hosted.filefront.com/cdrake66/1929340

Last edited by cdrake66; 04-14-07 at 07:46 PM.
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Old 04-15-07, 02:10 PM   #118
bruschi sauro
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THANK FOR THE MOD.. SOUND GOOD
BUT WHERE IS THE PATCH 1.20 OF DEV TEAM?
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Old 04-15-07, 04:00 PM   #119
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Many Thanks cdrake66, Gonna d/l it now and take a look at what im sure is excellant work.



Quote:
Originally Posted by cdrake66
Ducimus,

I've created icons for the buttons you have added to the orders bar;

Max range at current speed
Range to course end
Id Target
Report nearest visual target
Report weather
Follow nearest warship
Normal Sweep

It simply requires a new hud.dds, hud.tga, and a minor change to your ordersbar.cfg. The change to ordersbar is simply because I made a Time to turn icon and then had to go back and make a max range icon. I kept both rather than replace the Time to turn icon so I had to change the index in your ordersbar.cfg to point to the correct Max range icon.

At the moment I am unable to upload the files to my FileFront account. I keep getting a malformed request error when it tries to send the file. If you'd like to PM me I'd be happy to send you the files for your review. If you like the changes you are welcome to include them in your future releases.

Regards,
Chris

edit: Finally got the file to upload properly. You can download it here: http://hosted.filefront.com/cdrake66/1929340
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Old 04-15-07, 06:30 PM   #120
Mraah
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Ducimus,

Considering the wealth of info on the web, have you had the chance to view the Wahoo's Patrol Report .... A must read! Aug 23-Oct 17, 1942

http://www.warfish.com/warpatrolfrm1.html

It makes me wonder if SH4 radar problems are bugs or features .
Might explain why the radar breaks after completing the first mission!
Or, why the radar switches on/off !!!!

After 1.2 is released, I'm wondering if you'd consider lowering the ProbInsideArc.
I'm going to play with the radar some more after it's released...
Perhaps this change ??? :
Radar uses crew efficiency=false [change to true]
ProbInsideArc = 0.75

Here's a snipet about the SD/SJ radar :


October 15- 0945(X) Sighted U.S.N. PBY at about 10 miles. He
passed within about 3 miles without registering on
the Radar. Perhaps the SD Radar is not functioning.

October 16- 1500(WX) Sighted U.S.N. PBY and exchanged
recognition. Radar inoperative.

9. MAJOR DEFECTS EXPERIENCED

5. SJ Radar caused considerable difficulty. The turning gear is
of faulty design and becomes almost impossible to turn. The antenna
tuning was thrown out of adjustment early in the patrol and without a
willing target it is impossible to re-tune. Probably the major source
of trouble came from improper operation by unskilled personnel, the
whole unit will require checking and tuning. A small turning motor
would be a distinct asset.

From: The Commander Submarine Squadron Ten

6. It is regretted that so much difficulty was encountered in
the operation of the SJ Radar. This has greatly handicapped the WAHOO
since valuable training in the use of this equipment has been missed.
During the current refit period, Radar personnel should receive
special instruction in its use. A training motor will be installed if
available.

From: The Commander Submarine Division ONE HUNDRED TWO.

4. S.J. Radar. It is regretted that so much difficulty was
experienced with the S.J. Radar. Had the radar been kept in operation
condition it might well have made the desired contact with RYUJO at
noon on October 5th. No effect should be spared to keep this valuable
instrument in perfect operating condition throughout a patrol. In
regard to the tuning of the system it is suggested that the proximity
of any high land in the patrol area at night will provide the
"willing" target required for this purpose. The urgent need for
trained radar maintenance men in submarines is again noted.


Rob
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