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Old 04-04-10, 03:12 PM   #1
audessy
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"35km is practically BB gun range. Deadly? Sure it'd be deadly, so would adding antimatter cannons in place of the deck gun—and it would be about as realistic."

It doesn't matter if it doesn't look right.

Here's how it should be done.
1. Press button. Timer starts.
2. Timer counts down and planes spawn over the aircraft carrier.
3. Give them a waypoint as you would with the scout planes on the uboat campaign.

Since when does it need to be realistic to be fun and challenging?

The harder part would be to give the aircraft carrier escort ships and maybe a CA,BC, or BB to follow it around for protection.

To help the issue with a max of 35km you scale everything down if you can't increase the environment. Drop all gun ranges by 50%. Considering that battleships in WWII hardly ever fired at max angle unless it was for shore bombardment.

I've seen mods for other games such as Pirates of the Caribbean 'build mod' that do things seemingly impossible due to the aging game engine. I know there's a way. I just wish I was better with programming language so I could figure it out.
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Old 04-04-10, 03:44 PM   #2
tater
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Since I only care about realism, I'll punch out of this thread.

But it's hard to balance magical units against other, more realistic units without changing, well, everything. As for the u-boat scout planes, don't know anything about them, never seen a u-boat in sh4, myself, never bothered to try one. Since that functionality is actually useful for theIJN subs, you might ask keltos.
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Old 04-05-10, 02:33 AM   #3
audessy
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Since you never tried the u-boat campaign I'll clue you in. The scouts get launched from airbases not from the u-boat itself. But theres a possibility of getting the players unit to drag an airbase with it.
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Old 04-05-10, 08:30 AM   #4
iowa101
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i beg to differ, i have a uss hornet model, my idea is to implement the use of torpedoes for the main weapon so to speak. of course the use of long range weapons and anti aircraft weapons to even the odds a little. the aircraft carrier downt have to launch aircraft to be playable in game. as long as it can hold it's own in a fight against multipule ships then who cares.

my idea of the weapons would be to have large enough weapons that can easily engage a target at close range and long range. torpedoes that have three times the distance of a normal torpedo but still the same impact force.

say about 2 tubes at the front, with a back up off 50 torpedoes to reload with. and the same for the back. also depth charges if possible to use againt subs
have the long range weapons set to the range of a deck gun and the anti- air set to the range of 5-10 thou and bob's your uncle.
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Old 04-05-10, 08:46 AM   #5
tater
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Quote:
Originally Posted by audessy View Post
Since you never tried the u-boat campaign I'll clue you in. The scouts get launched from airbases not from the u-boat itself. But theres a possibility of getting the players unit to drag an airbase with it.
AI CVs have airgroups.

What they seem to be doing is calling an airstrike as-if an enemy was sighted in the airstrike cfg.

Bottom line is that CV ops in SH4 are a joke.
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Old 04-06-10, 01:41 AM   #6
audessy
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You'd have to try it to understand what I mean.

In the u-boat campaign you click on a airbase and it shows the max radius of the plane. You then right click to give it a waypoint. Then it searches the area. You can update it's waypoint. They do get shot down or return for more fuel. You can ALSO command a small group of ships.

Here's my proof. Go to upcdataGE/upccrewdata and open specialabilities.upc. Scroll to the bottom and you'll see this:

; player abilities

[SpecialAbility 22]
ID=Ability-Player-CallReconnaissanceAircraftsFromAirbaseLand
NameDisplayable=Ability-Player-CallReconnaissanceAircraftsFromAirbaseLand-Name
Description=Ability-Player-CallReconnaissanceAircraftsFromAirbaseLand-Description
AbilityType=CallReconnaissanceAircraftsFromAirbase Land
AbilityValue=100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

[SpecialAbility 23]
ID=Ability-Player-CommandGermanAuxiliaryCruiser
NameDisplayable=Ability-Player-CommandGermanAuxiliaryCruiser-Name
Description=Ability-Player-CommandGermanAuxiliaryCruiser-Description
AbilityType=CommandGermanAuxiliaryCruiser
AbilityValue=100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

[SpecialAbility 24]
ID=Ability-Player-CallReconnaissanceAircrafts
NameDisplayable=Ability-Player-CallReconnaissanceAircrafts-Name
Description=Ability-Player-CallReconnaissanceAircrafts-Description
AbilityType=CallReconnaissanceAircraftsFromAirbase Land, CallReconnaissanceAircraftsFromCarrierSea
AbilityValue=100, 100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

[SpecialAbility 25]
ID=Ability-Player-CommandGermanCruiser
NameDisplayable=Ability-Player-CommandGermanCruiser-Name
Description=Ability-Player-CommandGermanCruiser-Description
AbilityType=CommandGermanAuxiliaryCruiser, CommandGermanHeavyCruiser
AbilityValue=100, 100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

[SpecialAbility 26]
ID=Ability-Player-CommandGermanCruiserAndJapaneseCruiserGroup
NameDisplayable=Ability-Player-CommandGermanCruiserAndJapaneseCruiserGroup-Name
Description=Ability-Player-CommandGermanCruiserAndJapaneseCruiserGroup-Description
AbilityType=CommandGermanAuxiliaryCruiser, CommandGermanHeavyCruiser, CommandJapaneseCruiserGroup
AbilityValue=100, 100, 100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

[SpecialAbility 27]
ID=Ability-Player-CommandGermanCruiserAndJapanese
NameDisplayable=Ability-Player-CommandGermanCruiserAndJapanese-Name
Description=Ability-Player-CommandGermanCruiserAndJapanese-Description
AbilityType=CommandGermanAuxiliaryCruiser, CommandGermanHeavyCruiser, CommandJapaneseCruiserGroup, CommandJapaneseTaskforce
AbilityValue=100, 100, 100, 100
AbylityActsIn= ALL
SkillRequiredLeadership=0
SkillRequiredMechanical=0
SkillRequiredElectrics=0
SkillRequiredGuns=0
SkillRequiredWatchman=0

; end of file



So the idea isn't so far fetched after all is it?
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Old 04-07-10, 11:51 AM   #7
iowa101
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well i have a model of the uss hornet, done in sketchup, only problem is the person who said he'd help is never online.
if someone with experience in making playable ships can convert it over to SH4 then add this small list to their work load (i dont know how, not that good yet)
.propellers.
.weapon locaters.
.torpedo tubes (6 fore, 4 aft).
.deck planes.
.interior planes.
.crewmen.
.this texture if possible.
http://www.kmaw.com/af/cv8e.jpg

all this will make this model something to enjoyed. i will not however send the file to someone who will not work on getting it into game. i want this done with a few weeks if possible as this mod will be in memory of the crew that died during the battle the solomen islands and during the sinking.

also the same model is to be used but with a different texture for the uss enterprise. this is to be in the memory of all that fought onboard that great ship. and all who sadly died protecting the united states of america.
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