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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Strict Ranges 1.0 for Silent Hunter 4
by U-Bones @ subsim.com http://members.bellatlantic.net/~vze33y78/strict10.zip NOTICE: This mod is freeware, and is not to be used for commerical purposes in any way, shape, or form. All ideas herein are considered intellectual property that may not be used for any commerical and/or monetary gain. CREDITS: - TimeTraveler for his SH3 Mini-Tweaker - nvdrifter for his extensive SH4 tweakfile work - CCIP, for his orginal work on the sub battery fix. - Berry for his Real Fleet Boat modpack - Ducimus for his Trigger Maru modpack INSTALL: Use JSGME. http://www.users.on.net/~jscones/software/products.html COMPATIABLITY AND KNOWN ISSUES: You should be in port (not at sea) before enabling this mod. Any of these versions should be usable over any install, with no major issues other than the TMaru Gar in the museum museum. Only the sub cfg and sim files are changed. PERMISSIONS: This mod is more of an idea than a real mod. Anyone can adapt it to their own use, with appropriate credits. about: This mod is very simple, yet it can have a pretty profound impact on gameplay. Some will not like it, others will. I hope you enjoy it. In both SH3 and SH4, modders have entered range data into the sub sim files using the mini tweaker in the format "range at speed". The implication in most cases is that this is the most efficient speed. People also assumed this to be true in game, but it was usually not. The game simply uses 45% throttle as the most efficient setting. This often resulted in allowing the player to fine tune speed and end up with as much as 150% of configured range. Often this makes the distinction between "realistic fuel" checked or unchecked meaningless. So I decided to see what would happen if I ignored the speed provided by various sources as "range at speed", and simply used the speed that the game considers most efficient. I think it works out pretty well. STOCK Notes: In the stock 1.2 game, ranges for the fleet boats are 15,000 miles at 10 kts. This is actually pretty close to efficient, but 16.5 - 18K ranges were pretty easy to achieve. The porpoise is a little worse. The S class is horrible. It is listed as range 5000 by most sources, with notes indicating that radical loads could streach this to perhaps 8k. In game it was set to 8K, but was easily more than doubled. So the little boat with 5k legs ends up going 17k... bad. What I did was simple. 1. Set the telegraph to use .45 as "Ahead standard". 2. Checked new standard speed in game. 3. Set speed in "range at speed" to match actual 45% throttle. This limits ranges to really close to what is set in "range at speed". No more going way over this number. 4. I then went back and adjusted ranges. 5. Increased S class speed to 14.5 surf and 11 submerged (there is also a 9kt submerged file for LONG recharges. Use only with standalone.) The result is a S class that will suddenly make you SWEAT your fuel supply. You will curse headwinds, bemoan storms, be jealous of your battery charges, wonder if you will ever get where you are going, and then wonder if you will get back. If you play the 9kt submerged, recharging half your battery will cost you even more. The only downside to all of this is that you play a much slower cruise speed. The fleet boats will play really close to how they did before, very slightly slower cruise. (10kt was already close to 45% on most) Once you get over the telegraph change, the only real difference for the fleet boats is that you can not "find" extra thousands of miles by selecting a different speed on the dial. As part of this change, the telegraph is overhauled so some comments on that are in order, as it will be odd for most. First off, the new telegraph will be more in sync with verbal order confirmation, Slow, 1/3, Standard, Full, Flank. Slow is now much slower, and is intended for silent running or creep speeds submerged, and steerage speeds surfaced. 1/3 is well, 1/3. Verbally its a match, but on the telegraph its 2/3. You will get over it. This setting is best for patrolling an area with no schedule, or for cruising submerged. It is not range efficient, but it is time efficient. Standard is the most fuel efficient on the surface, but will drain batteries faster than neccessary submerged. Full is doubletime, military, shake it don't break it. Flank is flank. If you give these settings a chance, they will become very comfortable and usable. RFB Version Notes: I also applied this to RFB 1.27 files, but I only changed the telegraph and the speed of "range at speed". Nothing else. I left the ranges alone (as Berry did), and also left Berry's S class changes intact. The biggest issue with this mod and RFB is that there is no longer a "Show Range at Current Speed" button. I debated putting it back, but did not. TMaru Version Notes: I applied this to TMaru 1.2 files, and again changed the telegraph and the speed of "range at speed". S class range reduced to 5600. Other ranges were already reduced across the board. SPECIFIC SETTINGS: ================================== Telegraph settings Data\Submarine\NSS_*\NSS_*.cfg ================================== (Slow,1/3,Standard,Full) Stock .4, .57, .8, .94 RFB .4, .57, .8, .94 TMaru .25, .4, .6, .9 ALL NOW .125, .33, .45, .90 ================================== Batteries ================================== Data\Submarine\NSS_*\NSS_*.sim All versions use CCIP settings for submerged range @ speed ================================== New range@speed for T Maru version Data\Submarine\NSS_*\NSS_*.sim ================================== S Class = 5,600 @ 5.75 Porpoise = 11,640 @ 8.75 kts Salmon = 12,000 @ 9.6 kts Sargo = 11,250 @ 9.6 kts Tambor = 11.750 @ 9.25 kts Gar = 12,046 @ 9.6 kts Gato = 12,140 @ 9.6 kts Balo = 11,800 @ 9.25 kts ================================== New range@speed for RFB version Data\Submarine\NSS_*\NSS_*.sim ================================== S Class = 8,000 @ 6.4 Porpoise = 15,000 @ 8.5 kts Salmon = 15,000 @ 9.4 kts Sargo = 15,000 @ 9.6 kts Tambor = 15,000 @ 9.25 kts Gar = 15,000 @ 9.25 kts Gato = 15,000 @ 9.4 kts Balo = 15,000 @ 9.25 kts ================================== New range@speed for Standalone version Data\Submarine\NSS_*\NSS_*.sim ================================== S Class = 5,600 @ 6.4 Porpoise = 12,000 @ 8.5 kts Salmon = 12,000 @ 9.4 kts Sargo = 15,000 @ 9.6 kts Tambor = 15,000 @ 9.25 kts Gar = 15,000 @ 9.25 kts Gato = 11,800 @ 9.4 kts Balo = 11,800 @ 9.25 kts =================================== Enjoy ! |
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#2 |
Grey Wolf
![]() Join Date: May 2007
Location: Little Saigon, San Jose, California
Posts: 944
Downloads: 323
Uploads: 4
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Yes! Another realism mod for me!
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#3 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Looks great.
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#4 |
Canadian Wolf
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Nice, just saw this
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#5 |
The Old Man
![]() Join Date: Nov 2005
Location: USA, Massachusetts
Posts: 1,477
Downloads: 18
Uploads: 0
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Thanks!
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#6 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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Brilliant stuff and kudos on the research!
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#7 |
XO
![]() Join Date: Jul 2002
Posts: 436
Downloads: 59
Uploads: 0
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this is listed in the 1.3 compatible mods thread yet as I understnad it alters the sim files which were altered in the 1.3 patch were they not? Can i download this mod and just JSGME it into SH4 1.3? thanks.
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#8 |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
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I may be asking for trouble, but can I use this with 1.2?
(I'm hooked on RFB and Beery hasn't updated it to the new patch, yet ![]() ![]() |
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#9 | |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Regards, Bando |
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#10 |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
Uploads: 0
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Well, I like that you are working the game closer to real values. My only complaint is that the settings of 1/3, 2/3, standard, full, and flank should be adhered to. 1/3 means that it is 1/3 standard speed. 2/3 (or slow) is 2/3 standard speed. Standard is self explanitory. Full is faster than standard. And flank is max ship speed. The only problem is determining the settings for standard, full, and flank to match them historically. The 1st 2 settings would be an easy setup from there.
After some research (I can list where I got the doc if you like. and even where to find the info in the dock that matches this info) I find that the telegraph settings should be set to the following. (source is from a NROTC course document. That is Navy ROTC). Code:
1/3 = 25% of full 2/3 = 50% of full Standard = 75% of full Full = 100% of full Flank = 125% of full back 1/3 = 25% of full back 2/3 = 50% of full back full = 75% of full Code:
Speed Surfaced Submerged Percentage Flank 20.25kts 8.75kts 125% Full Full 16kts 7kts 100% Full Standard 12.15kts 5.25kts 75% Full 2/3 8.34kts 3.5kts 50% Full 1/3 4.05kts 1.75kts 25% Full The above give the following multipliers for the Balao class. (at least as far as I can get from the Batfish patrols) Flank = 1.0 Full = 0.8 Standard = 0.6 2/3 = 0.4 1/3 = 0.2 Code:
http://www.ussbatfish.com/batfish-main.html Cheers, ~F~ |
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#11 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
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This makes sense to me.
Thanks for looking into it. I'll tweak my settings to the standard you gave above and go for it.
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Regards, Bando |
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#12 | |
Loader
![]() Join Date: Jul 2007
Posts: 89
Downloads: 154
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Hope I can be of help. ~F~ |
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#13 | |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
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Any response to this? |
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#14 |
XO
![]() Join Date: Oct 2005
Posts: 429
Downloads: 20
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I'm not sure when I added this, but I believe I looked at the list of files modified by the last patch and it didn't alter the ones that this mod changed, so I assumed it was compatible with v1.3. However, I could definately be wrong. If someone could test it out and let me know if it is in fact compatible or not, I would appreciate it. Thanks
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__________________
Looking for a list of mods for SH4? Everything you need is here: List Of Modifications for SH4 v1.3 "The only thing necessary for evil to triumph, is for good men to do nothing." |
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#15 |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
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After some testing, and reading CCIP's RBL mod thread (which is part of this mod), I'm going to say... no.
As it stands, the included electric propulsion values have no effect in game and worse, cause CTD in the museum. Restoring all electric propulsion values to default eliminates the CTDs. Also, qc_height values have been changed since then, whatever that is. I don't think it was changed intentionaly by this mod. I've not tested the surface propulsion performance though. |
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