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

Reply
 
Thread Tools Display Modes
Old 07-27-07, 07:59 AM   #331
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,886
Downloads: 946
Uploads: 5


Default

Quote:
Originally Posted by tater
Wish some of the ship modding gurus had some interest in this stuff.

tater
Give it time, it will happen ^^^. Keep up the good work on this, now using it with Trigger.


RDP
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 07-27-07, 09:09 AM   #332
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

BTW, I can solve the reef problem, but only by making the nets shallow enough for ships (and therefore submarines) to pass over. I'll take a look and try to make sure that stuff passes away from the atolls as quickly as possible (I do this, actutally, I want them to dash out, then ZZ).

I'd love it if someone figures out how to mode ocean depth.
tater is offline   Reply With Quote
Old 07-27-07, 10:13 AM   #333
nimitstexan
Loader
 
Join Date: Jan 2006
Posts: 87
Downloads: 14
Uploads: 0
Default

Dare I say it, but maybe the sub nets as reefs is just not a workable idea at the moment? (I'll admit to being biased against that idea, though; they just look odd in the extrnal views . . .)
nimitstexan is offline   Reply With Quote
Old 07-27-07, 10:43 AM   #334
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

What's an external view?

Right now the choice is nets, or nothing. Nothing means you might as well delete truk, IMO.

If you don;t like the way they look in external view, don't get so close, no real sub would have. Sneaking in also didn't happen in RL. To the extent it's even possible I need to add more mines and elite escorts, lol.


tater
tater is offline   Reply With Quote
Old 07-27-07, 10:53 AM   #335
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

I can have a look at the nodes on some ships this weekend if you like..

I successfully managed to add two Y-guns to the stern of the Asashio, but I lost the file..

during the process I discovered that ONE Y-gun does not fire 2 DCs to each side, it actually fires 2 to port, or starboard and you have to add another facing the opposite direction to get a symetrical pattern..
Jace11 is offline   Reply With Quote
Old 07-27-07, 11:14 AM   #336
mavmcleod
Watch
 
Join Date: Jun 2005
Location: Frankfurt/Germany
Posts: 16
Downloads: 34
Uploads: 0
Default

tatar, probably you have thought about it, as long as your working on the reef problem:

In SH3 some clever modders inplemented the Kiel Canal connecting northsea and baltic sea. If I remeber right the depth was determined by the color of the map.

I don't know if this will work in SH4, just an idea....

Good Hunting!
Maverick aka Iconoclast
mavmcleod is offline   Reply With Quote
Old 07-27-07, 11:26 AM   #337
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I messed with that a little, but the image I saw didn't look like the map exatly, so it's very hard to calibrate. Also, the file claimed to be one size, yet when opened in PS, it was a different size altogether.
tater is offline   Reply With Quote
Old 07-27-07, 11:39 AM   #338
Peto
Ace of the Deep
 
Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
Default

Tater,

I say the nets for reefs at Truk are fine even if they do look a little wierd (although I disable external view). A ship going on a net is pretty much the same as running aground IMO. But go ahead and add those elites! I plan on staying out a few miles anyway LOL.

Jace11,

Anything you can do to help augment some smaller escort vessels would earn you a bottle of Boones Farm. If you could actually create a Kaikoban Class you'd get a bottle of Johnnie Walker (Red Label).

Thanks for all your work guys!

Cheers!

Peto
Peto is offline   Reply With Quote
Old 07-27-07, 11:52 AM   #339
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I've been kind of waiting for the new 3d modding tool to come along to retry.

I have messed with trying to make some alternate ships with just the eqp files already (done in the "bungo pete" fashion of making up a new ship, but having the cfg point at the 3d model of a ship that exists).

Of particular concern was trying to get some to have DCs.

The US Armed Trawler is supposed to have DCs. No dice. I tried DC rack, even throwers. I was able to make her have all japanese crew and guns easily, however. You may see her as a gunboat at least.

I can put guns on the minelayer, so that will get posted soon. We have no double open mount 5" guns, gotta see what looks best.

I had a go on a few others, but they are so close using this technique that it doesn't seem worth it. A minekaze minus a gun and a TT mount, that sort of thing. Small payoff for the effort (and possible system drain with more ships?).

A modded SC or MS might do well I guess.

I tried at some length to remove the greek flag from the german AMC. It would be interesting for the japanese. I reskinned it (the flag is in the skin file). No dice. I changed the greek flags in the game to meatballs (both normal and low res) no dice.

Another useful mod would be to add a DC rack to a PT boat, though it'd be nice to delete the torpedo tubes. Haven't messed with that yet, I forgot about it.
tater is offline   Reply With Quote
Old 07-29-07, 12:17 PM   #340
BH
Loader
 
Join Date: Mar 2006
Location: Houston, TX
Posts: 89
Downloads: 34
Uploads: 0
Default

tater,

Are there any german ships in your campaign layers? Not sure how many were actually in the pacific. I know there was few u-boats. Just curious.
BH is offline   Reply With Quote
Old 07-29-07, 02:30 PM   #341
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Not yet. They would be special cases. I was thinking of making some MAGIC missions around them when I get to that.

Last edited by tater; 10-01-07 at 02:51 PM.
tater is offline   Reply With Quote
Old 07-30-07, 10:44 AM   #342
Canonicus
XO
 
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
Default

Quote:
Originally Posted by tater
Yeah, I know what it is, I bet.

Any mission that has a subchaser or minesweeper will CTD for sure with this because I switched them to be type=1.

I now know how to have my cake and eat it too (I think), so in later versions I will make a new subchaser and minesweeper, but just have them point to the old models.

tater
Hey tater...

Exactly how do you go about getting the mission to "point to the old models"?
I've had the exact same problem, (CTD's on loading) ,with those two missions (Balikapan and Tokai-Saipan) and would preffer to not unload your mod to get them to play OK.
Thanks for the info.

Cheers!
Canonicus is offline   Reply With Quote
Old 07-30-07, 11:40 AM   #343
Grillkorv
Swabbie
 
Join Date: May 2007
Posts: 8
Downloads: 13
Uploads: 0
I'm wondering about what intelligence the allies had on Japanese shipping routes.

When I was using the stock campaign layer I could use the paper map that came with the game to find the shipping routes, and that way increase probability of contacts.

However, tater's campaign layer seems to be using different routes (at least I'm having no luck in the places I used to, and judging from the .mis files, there's quite a few more routes in there), and I'm wondering about what you think about creating new maps displaying the (larger) shipping routes.
Grillkorv is offline   Reply With Quote
Old 07-30-07, 11:51 AM   #344
Jace11
Seasoned Skipper
 
Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
Default

intel should manifest itself as higher probability of contact reports..
Jace11 is offline   Reply With Quote
Old 07-30-07, 12:00 PM   #345
Grillkorv
Swabbie
 
Join Date: May 2007
Posts: 8
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by Jace11
intel should manifest itself as higher probability of contact reports..
Yeah, I thought about that and started marking all contacts for future reference, trying to figure out where the shipping had gone to.
However, irl, i think that it was someones job somewhere to correlate all contact reports, and what have you, and not something each captain had to do on his own (and start over on each patrol, since the markings dissapear).

Also, in real life, there would have been intel on which ports were connected to oil pipelines, and other resources, and which Japanese harbors were receiving the shipments, and likely routes between those ports.
Grillkorv 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 05:05 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.