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Old 05-19-13, 10:02 AM   #1
captnmike
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Originally Posted by Traveller View Post
Thanks. Yes, they are Vargas girls from the 1940's. I got tired of staring at sweaty, half-naked men while waiting for my game to load.

Regarding the larger wave movement, I was worried it might be too much in v2.4, and I was planning on toning it down some. But if people are liking it, I might leave it unchanged in the patch. Sure makes torpedo attacks difficult.
Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)
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Old 05-19-13, 11:36 AM   #2
Traveller
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Originally Posted by captnmike View Post
Yea, the Vargas girls are great! I've spent a lot of time at sea( in real life) in 30' -40' boats, and your version of "heavy sea's" is pretty accurate. One thing I notice is that the Submarine does seem to roll a little too much when the water is calmer, say 6-11 knots of wind but even that can be misleading because you can still have heavy seas and little or no wind if a storm has just passed over? So my vote is to leave it the way it is!!
Thanks, captnmike :-)
Thanks. Glad you're enjoying them (waves and the girls).

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button.
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Old 05-19-13, 07:54 PM   #3
Bubblehead1980
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Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.
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Old 05-19-13, 11:12 PM   #4
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Really loving this mod Traveler, FINALLY able to pull off a realistic like night surface attack, able to close in to 2,000 yards of tankers in a convoy, no hawkeyes magically spotting me in the dark night, able to execute attack much like the accounts in various books by O Kane, Fluckey etc. Much more to explore in this mod but so far, loving it.Engaged two convoys in Celebes Sea in January 1944, tankers in both, sank 6 tankers total, wiped out two convoys.Great mod.
Sounds great. Thanks for the feedback. Glad you're enjoying it. I agree about the more realistic night surface attacks.

I'll be releasing v2.5 final this afternoon. Some fixes and new features. It was going to be a small patch at first, but it grew into a full version. Lol. I think you'll like it.
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Old 05-20-13, 02:15 AM   #5
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Originally Posted by Traveller View Post
Thanks. Glad you're enjoying them (waves and the girls).

I agree about too much rolling motion in smaller waves, but unfortunately it's all connected regardless of wave size. I could tone down the side to side rolling, but it would affect all wave sizes. But I do need to tone down wave motion just a bit, because smaller patrol boats sometimes give off the sinking sound when they fall below the submerged depth in large waves. But don't worry. They'll still be big.

Also, v2.4 patch will be out tomorrow. A few fixes and new features, including my much-needed campaign career game return to base button.
Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.
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Old 05-20-13, 03:29 AM   #6
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Trav, what values are you adjusting for wave size and rolling motion. Haven't had time to play your mod yet, but started comparing your values to TMO. I see you adjusted the MaxWaveHeight to 850. I thought that maxed out at 256, but I guess not. Seems in the past when I increased that value, I got no results. I always adjusted the Wind/WaveProperties, mainly scale and bumpscale and then tweaked the sim cfg waves
amplitude waves attenuation. Just interested in your approach.
Hey Armistead. Actually, it does go higher than 256. I think 256 was their recommended max size to prevent ship damage from larger waves. You can go way higher than 850, but it's not really practical in my opinion. Plus I also adjust the amplitude and attenuation. As you know, it's hard to find the right balance.
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Old 05-20-13, 07:56 AM   #7
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Thanks! Maybe I was just happier using scale and bump, being able to control the height and width of waves more. Course, as you know they're several other factors. I think this was my first attempt, haha, lil rough ride.

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Old 05-20-13, 08:09 AM   #8
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Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.
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Old 05-20-13, 09:53 AM   #9
Bubblehead1980
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Anyone else having trouble getting the "cold weather clothing" mod to activate? Im in December 1941 with a porpoise class heading to Japan.Activated via jsgme.
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Old 05-20-13, 11:04 AM   #10
Traveller
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Originally Posted by Armistead View Post
Oh, maybe you can answer. You have 3 weather types in the EnvATL/EnvColors, clear, cloudy, storms. You can add another array/weather type, but I've yet taken the time to try it to see what would happen. My guess is code won't allow it, but maybe you know? Even if it worked, not sure how the added type would fall in sequence. It would be nice to have more sunsets, etc., but I assume if it worked someone would've long tried it.

Course, most items have the add array option, but seems some have effect, some don't, moreso in scene dat. I tried to add a extra wave pattern at 25mps, let's you do it, but never saw any effect. On the other hand, it worked with clouds.
Lol. Those are some serious waves! And about adding weather arrays... I had no idea you could do that. That's really cool. If you could get the extra wave arrays to somehow work, that would be amazing.

Also, right now I'm trying my hardest to get v2.5 final out, but decided to add one last thing- a campaign game 'return to base' feature like in Silent Hunter 3. It works fine now, but I don't want it abused as a cheat. So what I'm in the process of doing is adding a campaign renown penalty for using it. In doing this, I think it's a good feature to have in case of running out of fuel or having diesels, rudders, etc destroyed and being left stranded at sea. So in a way this will simulate being rescued- at a price. And it will be replacing my Rescue Sub mod, which is no longer necessary.

Last edited by Traveller; 05-20-13 at 11:14 AM.
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Old 05-21-13, 08:45 PM   #11
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Opps wrong thread.
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Old 05-21-13, 10:41 PM   #12
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V2.5 is out. I tested the heck out of it, so there should be no major problems. I'm quite satisfied with it. I hope you guys all enjoy it. Here's what's new in the final version:



v2.5


- Automatic Ship ID option was not showing ship ID names in the periscope and TDC views. Fixed.


- Automatic Ship ID option was not showing gramophone. Fixed.


- Sounds of unexploded depth charges bouncing off the submarine hull were missing. Fixed.


- S-18 and S-42 submarine clean fuel oil tank status was missing from equipment repair screen. Fixed.


- Added a campaign game 'Send SoS' feature. Simply by clicking a button, you may now be able to send a radio SoS and be rescued, returning to base immediately. This button with a large and small plus icon is located under the 'Send SoS' submarine orders bar menu button on the far right of the list. You must be surfaced to use it. What it does is simulate you sending an SoS radio signal requesting help, being rescued, and returning you to base. I did not include this feature as a cheat, but more as a necessity. There is always the very real possibility of running out of fuel in the middle of the ocean due to damage or poor planning. Of course, if this happened in real life, a rescue force would be sent to your location. So this was added to simulate that. Also, there is that horrible save game bug that randomizes crew injuries and deaths upon reload. And sometimes (due to real-life circumstances) we are all forced to save our career games with dead or injured submarine crews. This feature will also help avoid that by allowing you to retain your dead crew upon instantaneously entering port- no messed up save game reload required. There you can dump off their bodies and bring on some new hands. Plus, you will now be able to issue Purple Heart medals. And to prevent cheating and abuse of this new feature, I have added a career renown point penalty. You will now incur a -400 renown penalty in your campaign game when using the Send SoS feature.

How this all works: There will now be an extra mission objective showing on your clipboard and navigation map at the beginning of each new patrol mission. For example, 'Depart Midway' will show up. Just begin your patrol and start heading out to your main objective area as you normally would. A few hours later you will notice that your 'Depart Midway' objective is complete, and a 'Return to Midway' objective is now showing. Upon returning to Midway (or wherever), be sure that this objective is complete before docking, or you will incur the -400 point renown penalty. To complete the 'Return to..' objective, travel toward the map marker until a pop-up message displays telling you it is safe to end your patrol. If you use the 'Send SoS' button while on patrol, you will be unable to complete the 'Return to..' objective, and you will automatically incur the renown point penalty. If you are on patrol and your base relocates automatically to a new location, you always receive a radio message informing you of the transfer. Upon receiving this message, you will have 5 days to send a radio message reply. Once a radio message is sent, you will receive a message saying to transfer to your new base. Sending this message is very important, as it will allow you to avoid the -400 point renown penalty for not returning to your previous home base to complete the mission. Upon sending a radio transmission anytime during patrols, you will also sometimes receive pop-up messages telling other boats where their new base is. Just ignore these if they don't pertain to you. Be careful... using the 'Send SoS' feature too often can abruptly end your career, as SubPac headquarters isn't too happy about sending rescue forces to save you each time!


- All submarine equipment, such as rudders and diesel engines, is now destructible and unrepairable. If your sub gets stranded at sea, use the new 'Send SoS' feature.


- Removed Rescue Sub feature from v2.4, as it is no longer necessary due to the new 'Send SoS' feature.


- Enemy harbors are no longer left undefended. I got tired of cruising into enemy harbors and frequently finding them full of docked merchants and tankers, but not one warship patrol in sight. Not too realistic in my opinion. No more. Now all enemy harbors will have at least one warship patrolling at all times.


- Reinforced all completely undefended enemy harbors, such as Manila, Shanghai, etc. with coastal guns and searchlights.


- Reworked submarine crew death and injuries. Your sub crew will now sustain more injuries during combat, and may even die in the interior compartments. Also, at crew injuries of 50%+, their efficiency will be zero. Be careful!


- Moonlight is brighter now, and has much more effect on visual spotting. On partly-cloudy nights, moonlight will be less bright than on clear nights. Take care if the moon is out!


- Added white cross symbols for dead crew members.


- Increased submarine compartment bulkhead repair times.


- Increased submarine clean fuel oil tank repair times.


- Increased enemy air response chance upon player sub detection.


- Reduced interior camera shake and bounce even more. If you experience interior camera bounce after bottoming out at the end of a crash dive, just slightly readjust your depth again and it will stop.


- Toned down wave movement influence.


- Increased nighttime ambient light for partly cloudy and stormy conditions.


- Merged Tater's IJN Radar Fix Mod. Credit to Tater.




** PLEASE REMEMBER - TRAVELLER MOD IS NOT COMPATIBLE WITH ANY OTHER MODS. IF YOU INSTALL ANY OTHER MOD OVER (AFTER) THIS MAIN MOD OR THE INCLUDED OPTIONAL PATCHES, YOU WILL LIKELY BREAK MAIN FEATURES OF THIS MOD AND IT WILL NOT WORK AS INTENDED. **

** You must start a new campaign game after installing Traveller Mod v2.5 Final**




Thank you everyone for using my mods, and for your feedback. I have put many, many hours into creating, tweaking, and testing them. And I have tried to find the best balance between difficulty, realism, and playability. I hope you all enjoy it as much as I have. Please let me know how you like it. Have fun!

Traveller


Download Traveller Mod v2.5 here: http://www.mediafire.com/?mwbj19fohjh3mda

Harder Enemy AI Escorts for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/9i..._AI_Escorts.7z

No Midway Transfer for Traveller Mod v2.5 TMO: http://www.mediafire.com/download/f9...ay_Transfer.7z

Last edited by Traveller; 05-22-13 at 11:35 PM.
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