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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-10-13, 07:16 PM   #1
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I looked at the stuka in goblin . It uses 5000 AP shells . Is the plane shells too powerful or something . Change them to AA .
THE_MASK is offline   Reply With Quote
Old 01-10-13, 07:18 PM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by sober View Post
I looked at the stuka in goblin . It uses 5000 AP shells . Is the plane shells too powerful or something . Change them to AA .
Thank you for the headup sober. I haven't looked into the planes yet, but they are in the todo list of this mod
gap is offline   Reply With Quote
Old 01-10-13, 07:41 PM   #3
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Sorry mate,

I used to practice in a laboratory, back in the days I was an university student of biology. Most of what I learned in those years is the importance of following a written method and to record thoroughly even the silliest experiment. Call it an occupational disease
It's OK..
I can forget or confuse anything, but with your instructions that's not possible..

Quote:
Originally Posted by gap View Post
Okay, let's do some tests with the C/38 twin, then.

Tomorrow I will do the needed changes to our mission. I need to rest now
OK.. see you tomorrow..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 01-10-13, 07:56 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by volodya61 View Post
It's OK..
I can forget or confuse anything, but with your instructions that's not possible..
OK.. see you tomorrow..
Give me a moment: since you are still awake and lively, I will adjust the mission right now, so to keep you busy
gap is offline   Reply With Quote
Old 01-10-13, 08:21 PM   #5
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Sorry, it is taking longer than expected... I've yet to find the right combination of date and U-boat model

You can try one of the airplane missions included in IRAI and in Fx updates, if you want. I've to go now, see ya tomorrow
gap is offline   Reply With Quote
Old 01-10-13, 10:36 PM   #6
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Guys, don't you have to train your gunners in stock SH5... just like we did in SHIII? Once trained well enough they'll knock those Tommies out of the air.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 01-10-13, 11:18 PM   #7
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by GT182 View Post
Guys, don't you have to train your gunners in stock SH5... just like we did in SHIII? Once trained well enough they'll knock those Tommies out of the air.
If that was the case then maybe there should be some anti aircraft training in the OH2 campaign . The first mission could be to shoot down 10 planes in a certain area before heading to the Baltic mission . 10 biplanes or something .
THE_MASK is offline   Reply With Quote
Old 04-04-21, 06:34 AM   #8
U-190
Duplicate account

Not Allowed
 
Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
As announced in another thread, I've started collecting information on historical specs of both AI and human playable guns featured in game. If I manage to do it, this knowledge is going to be included in a mod that will introduce a general rebalance of armaments /ammo / zones and armour system in SH5. So far, this the detailed list of features I plan to implement:
  • Realistic guns specs:
    - train and elevation min and max angles;
    - train and elevation speeds;
    - train and elevation dispersions;
    - cyclic and practical firing rates (i.e. recoil and reload times);
    - muzzle velocity;
    - gun's max range;
    - gun's additional drag coefficients (left/right, up/down and front/rear for guns selectable as U-boat upgrades).

  • Realistic ammo outfits for each gun:
    - round types;
    - number of round carried for each type;
    - number of rounds held per magazine.

  • New shell definitions, reflecting different ammo used with different guns of the same caliber, with realistic damage figures:
    - detonation range;
    - min and max damage effects;
    - armour penetration;
    - min and max radius.

  • Reworked FX:
    - different sounds for each of the main guns used in game (especially for sub's guns);
    - if needed: improved/new GFX effects for guns and shells featured.

  • Reworked damage zones for ships and guns whose historical armour figures are known:
    - new zone definitions with realistic armour settings;
    - if needed: reworked/improved damage zones to reflect available historical data and expected sinking dynamics (including both vanilla and recently imported dat units).

  • New ship definitions, with different and realistic gun equipments for each of the nations that operated them:
    - when needed: existing units cloned to reflect subclasses or different riggings/equipments of the same unit (for both GR2 and inported dat units);
    - if needed: revised ship's specs to reflect available historical data and expected in game behaviour (for both existing GR2 and dat units and their clones);
    - when needed: revised ship's equipment to reflect different armament outfits during the war and for different nations;
    - cloned units assigned in roster to the nations that historically used them.

In future, I could decide to make similar changes to torpedo / depth charges / aircraft weapon's systems.

This is the list of mods that, with permission by their respective authors, my project should be based on for maximum compatibility with (and among) them:

Moreover, selected features and fixes from the following old mods will be possibly included in the present mod (again, granted that permission to do so will be given by their original authors):

If you think that my list is missing any important mod that the present project might conflict with, or that shoud be included in it anyway, please let me know and I will get in touch with its author.

Indeed, I am also open to anyone wanting to co-work with me on this project and to any suggestion or complaint about pertinent aspects of the game that need still to be addressed.

I rely on your inputs, guys


================================================== ========

EDIT:

this mod is still in its alpha stage. At this moment only few of the aforementioned aspects have been addressed with separate patches that will be merged in the final release of the mod. You can get their latest versions from the following links:

Rongel's Torpedo malfunctions test v 2
download link and realease notes available HERE
NOT COMPATIBLE WITH LATEST TORPEDO FAILURE PATCHES BY TDW

Armaments & equipments patch v 0.2
download link and realease notes available HERE


Thank you for testing!
WOW
U-190 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 06:11 AM.


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.