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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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#1 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
Uploads: 0
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![]() Quote:
Just did a successfull Cruise Missile attack on a Japanese Task force... took out 4 carriers with four ADCAPs and most of the rest of the Task Force with the remaining 20 or so Torps I had. I really am loving the nuke, although I wouldnt mind some dummy torps sometimes! :P ![]() |
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#2 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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Some answers to some of the questions:
a) Setting some tubes not to load Tomahawks is probably doable, but I think not straight forward. The thing is the 4 tubes are identical and you define the accepted ammunition for all of them at once(not for each - as in the case of defining the default ammo load). So probably the solution would be to add a second type of torpedo tube that loads only Tomahawk. Probably doable, but needs testing first. I'll keep it in mind. My hope was to be able to launch vertically from missile silos just like the SSGN. Still trying that. b) In beta 0.2 the ADCAP and Tomahawk are German torpedoes type XI and type VII (in this order). c) I do not know how to change the CO2 problem at the moment (without doing the realism change). The only workaround without decreasing the realism "number" is to probably change the realism weight of this setting to 0 so that fiddling with it does not change realism. Also don't know how to do this at the moment. d) In terms of explosive power the ADCAP and Tomahawk cause basically the same ampunt of damage. They have are however different guiding logic (Tomahawk has no logic in fact in terms of guidance - it is a straight flying dumb object with a spark in the head :rotfl: ). e) Anyone else reporting the model/texture problem UrPeaceKeeper reported? "My torpedo's actually changed to a green torp (which is black in game for some reason?? Skin missing maybe?) and the ADCAP which looks like a missile." f) The_Pharoah, what is the third torpedo you have in the loadout screen besides the ADCAP and Tomahawk? Or, are you using other mods? |
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#3 | |
Seaman
![]() Join Date: Dec 2008
Posts: 39
Downloads: 12
Uploads: 0
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this is great, im really enjoying this so far. have you increased the range on the sonar at all? i currently am downloading the newest version and look forward to some cruise missile action.
i just had a thought though, would it be possible to add in some vertical torpedo tubes for the missiles? *and i didnt see this right above my post, its getting late.... Quote:
Last edited by Pvt. Public; 03-16-09 at 04:26 AM. |
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#4 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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@Pvt. Public
No. Sadly no success with the guidance logic so far. |
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#5 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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This is why I used an unguided torpedo for my FliggendeTorpedo. I think, though I can't test it at the moment, that a speed of up to 150 mph could be possible. We could mod the early types of missiles this way. USS Cusk, the Navy's first missile-firing (diesel) submarine. picture of a sub firing a modified v-1 : ![]() USS Halibut : ![]() http://www.regulus-missile.com/RegulusModels.html German rockets : ![]() http://www.prinzeugen.com/V2.htm what do you think ? keltos early german air to ground missiles : http://en.wikipedia.org/wiki/Fritz_X http://en.wikipedia.org/wiki/Henschel_Hs_293 |
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#6 | ||
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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![]() Quote:
![]() I had the impression that was the way around ... the launcher was at bow not at aft... ok time to google for pictures ![]() |
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#7 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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not sure if is bow or aft on these pictures... but the tower seem to point at bow...
http://www.gibstuff.net/warships/ships/growl1.jpg http://www.gibstuff.net/warships/ships/growl2.jpg http://www.richard-seaman.com/Aircra...ler2oClock.jpg |
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#8 | |||
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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![]() Quote:
http://www.usscusk.com/1948.htm |
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#9 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
Uploads: 0
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![]() b.) Mkay, I guess I got a bit confused as to what torpedo's where what (in my post the ADCAP was refering to the missile, now I've straightened myself out and realize that is the torpedo :P <Duhr!> c.) Changing the weight of the realism is always an option. I cant imagine doing manual targeting with a nuke sub with targeting computers hence why I run at 27% realism ![]() d.) Shame we cant get the Tommy guided. I'll keep building my Tommy lead table so people can get some serious accuracy with them. Bigger shame is how Ubi wont release the SDK ![]() e.) I'm taking some pictures to show what I mean, thats what I'm doing right now, so expect an edit or another post with pics of the screen. The ADCAP's (the homing torpedo's) are green in the torpedo screen in both the harbor and on patrol, but when launched into the world they are black with bright yellow props. Anyway I found an additional error while shooting at stationary targets. The Tommy wont make more than a 90 degree bend to hit a target. After it comes out of the water and splashes down it makes an imediate 90 degree but nothing more. So shots that are not within the 180 degree frontal arc are always off. I dont know if this was intentional or not but being as the real missile is guided I'd imagine shots like that would not be too hard. Occasionally the Tommy's dont stay on the surface. I've manually set the depth as high as it will go (even though it's already pre set there) and sometimes they fall back under the water. Not a HUGE deal, but kinda uninteresitng but I suppose thats probably the limits of the game amirite? ![]() I'll keep testing ![]() ![]() EDIT: Alrighty, following pics are self explanatory, bright green in torp loading screen, not so green in the world ![]() ![]() ![]() EDIT 2: Found another graphical glitch. This one occurs when you are at periscope depth. If you raise the periscope up you get these large splashes (which are a bit over the top, I personally liked the stock ones but ok) but once you lower the periscope they stay! Oi! Pic... ![]() Just a minor graphics thing! Trying to get em all so they can be worked out ![]() Last edited by UrPeaceKeeper; 03-16-09 at 12:45 PM. |
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#10 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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Thanks for the detailed feedback UrPeaceKeeper. Will look into it.
Missile falling back into water is due to engine limitations. As you said, an SDK would probably add more modding options. The maximum 90 degree turn of missiles is intentional. I thought it would look weird during launch to make it flip back towards some target. With the black torpedo I am out of ideas for the moment. Are you using the english version of SH4+U-Boot missions? Are you using other MODs? Did you install with JSGME over a clean SH4? It should definitely be green (ok, textures are a bit in a hurry, because other aspects needed to be solved). The water splash above the tower I know and will be addressed. |
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#11 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 106
Downloads: 41
Uploads: 0
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I'm currently using PE4 +SH4 v1.5 (With U-boot missions) in English. I wonder if PE4 is the cause of the torpedo being almost black. I will disable PE4. Yes I did install JSGME over a clean SH4 install. The textures look fine to be honest, it's just very very 4 tone on the submarine and there isnt a whole lot of detail to them (probably because we dont have a whole lot of detail in pictures). Did you happen to find out the cause of hte Camera Out of Range problems when clicking on crew members? It's like the animation for them moving their head is causing the issue? I'm no expert with S3D (I dont even have the latest version, GASP!) but how would I go about changing the splash for the periscope back to the stock one? ![]() EDIT: Yahr, it was PE4 that makes them almost black, it's really a dark green. After disabeling PE4 it's still fairly dark but it is green. Perchance lighten it up? Still no other bugs to report though. I did have an Anti-Ship missile go circle route on me. That was funny, a destroyer that came for me later found it very appetizing and took it hook line and sinker to the bottom of the Pacific lol. Last edited by UrPeaceKeeper; 03-17-09 at 11:52 AM. |
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#12 | |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\Cfg\GameplaySettings.cfg Open it in wordpad or notepad. Go all the way to the bottom and you can edit the realism percentage values. Edit: The file lists it as O2 not as CO2, just took a look at it. Not that it matters, same result in the end.
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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