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02-28-21, 07:31 PM | #2281 |
Swabbie
Join Date: Jan 2021
Posts: 6
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02-28-21, 09:09 PM | #2282 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,367
Downloads: 527
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Oh, I don't know about that, it's fine too.
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03-01-21, 04:16 PM | #2283 |
Navy Seal
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03-01-21, 04:18 PM | #2284 | |
Navy Seal
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Interesting. Obviously, you have done your research. Curious, because I seem to find contradictory information in various sources. Did Allies have active sonar, i.e. ASDIC during WW I? I know they had hydrophones (referred to as sonar sometimes). Did they sink any u boats via depth charge attack ? After sonar detection? |
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03-02-21, 08:50 PM | #2285 | |
Silent Hunter
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However, I plan to make submarine combat extremely deadly through a variety of means! 1) EXTREMELY deadly surface guns (this is a big one). WOTK will have no "tank submarine" like stock Silent Hunter III. Any weapon larger than about a 3pdr (47mm gun) will demolish your sub with just a few shots. The British 3-inch/12 pounder gun was what many surface escorts and merchantmen were equipped with at a minumum, and many escorts had at least 3 or 4 4-inch gun mounts. Plus pom-poms, machine guns, and crewmen with small arms. The art of successful gameplay will involve EVADING enemy gun attacks. Not ABSORBING them, like unrealistic players do. 2) More torpedo units. SH4 gives ships working torpedoes, and they will be common! WWI Royal Navy doctrine called for DD's to use torpedoes as well as depth charges to attack subs. Also, many big ships like Dreadnoughts & Armored Cruisers will have torpedoes...often mounted on the beam. This gives them a perfect shot if you are careless while coming in for a flank attack. 3) Q-Ships. As just about everyone knows they were heavily used especially after 1915. They were not always affective and did suffer heavy losses, but they did claim their share of subs. As well as inflicting severe damage on several others that barely returned to port. 4) Extensive mining. Mines were the biggest killer of U_Boats, and the Allies laid huge barrages of them in the North Sea and English Channel. In WOTK these fields will become denser and deadlier. Especially by 1917, when the British copied the German contact mine to develop a reliable mine of their own.
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03-03-21, 11:23 AM | #2286 |
Frogman
Join Date: Apr 2015
Location: Trieste/Siena Italy
Posts: 292
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IABL, sorry for the stupid question, but what kind of merchant shipping'll be present in the mod? "unlike" ww2 era, a Great War scenario opens to an enormous roster of ships:not just "generic" steamers, but from old sailing ships, to paddle steamers and to old "vintage" steamers of 1880ies and 1890ies.
And an other question: will you use only scratch built ships or will be present any vanilla game ships? like crab boat, large fishing boat, biyo maru, tahioshan maru, zimbu maru and haruna maru
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ALFA TAU!!! Rapidi Ed Invisibili-the campaign (an italian mod for SH4) Last edited by Kapitain Oliver Leinkraunt; 03-03-21 at 11:54 AM. |
03-03-21, 02:08 PM | #2287 | |
Navy Seal
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Thanks, I tend to believe ASDIC was not around either but then read things using the term SONAR, and way things are described, sounded like active sonar not passive i.e. hydrophones. Love all the things listed, especially not "tank" submarines. One of my biggest annoyances in the series is how tank like the subs are. I've tooled around with damage model on US subs but can never get them right, they become way less durable then US fleet boats were so go basically back to defaults in TMO mod, which did make them less tank like. |
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03-03-21, 07:41 PM | #2288 | |
Silent Hunter
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OCEAN LINER Heavy: 45,000 GRT - 19,000 GRT Medium: 20,000 GRT - 12,000 GRT Light: 12,500 GRT - 9,000 GRT FREIGHTER/CARGO LINER -Heavy: 10,000 GRT - 8,000 GRT -Medium: 8,500 GRT - 5,000 GRT -Light: 4,000 GRT - 3,500 GRT MERCHANT -Heavy: 5,500 GRT - 4,000 GRT -Medium: 3,500 GRT - 2,500 GRT -Light: 2,000 GRT - 1,200 GRT -Small: 1,200 GRT - 750 GRT TANKER -Heavy: 13,000 GRT - 10,500 GRT -Medium: 11,000 GRT - 8,000 GRT -Light: 5,500 GRT - 4,000 GRT -Small: 1,800 GRT - 1,000 GRT ORE CARRIER -Heavy: 11,500 - 9,000 GRT -Medium: 6,500 - 5,000 GRT -Light: 3,500 - 2,000 GRT COLLIER/COAL SHIP -Heavy: 6,500 - 5,000 GRT -Medium: 5,000 - 3,000 GRT -Light: 2,000 - 2,500 GRT -Small: 2,000 - 750 GRT REEFER/PRODUCE CARRIER -Heavy: 12,000 GRT - 9,000 GRT -Medium: 6,500 GRT - 4,000 GRT FERRY -Heavy: 2,500 GRT - 1,900 GRT -Medium: 1,000 GRT - 950 GRT -Light: 900 GRT - 450 GRT WEST CLASS MERCHANT ~ 5,650 GRT LUCKENBACH MERCHANT ~ 6,000 GRT WAR CLASS MERCHANT ~5,200 GRT SAILING SHIP ~1,000 GRT BRIG ~400 GRT SCHOONER ~300 GRT THAMES BARGE ~120 GRT STEAM LAUNCH ~15 GRT SAILBOAT ~45 GRT ROWBOAT ~500 - 1000 lbs SURVIVOR ~120 - 200 lbs
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03-03-21, 09:06 PM | #2289 | |
Silent Hunter
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03-07-21, 04:28 AM | #2290 |
Pacific Aces Dev Team
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@IABL: There was also the towed depth charge and the towed nets & hooks which claimed some uboat in shallow waters. I guess it should be possible to model that in 3D and have some patrol units carry them so that they can "ram" you underwater. Since the AI will try to ram you and go over your position, you could be fool enough to dive only like 8 meters thinking the destroyer will run above with no hopes of damaging you - only to get rammed/caught in the extended 3D underwater part of it.
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03-08-21, 07:27 AM | #2291 | |
Silent Hunter
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03-08-21, 07:31 AM | #2292 |
Silent Hunter
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A little batch of weapons testing images that may not have been posted...
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03-08-21, 07:43 AM | #2293 |
Silent Hunter
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Good news - I resolved a big issue that had been holding down framerates! Some of my units did not have a "unified render controller" for sub-parts of the hull - thus, for units with 50,000 - 100,000 polys I was getting bad framerates of about 25-60 fps, and no more than about 30fps when I had a squadron of battleships. Adding a URC for all major parts corrected this - now it will be possible to have huge surface battles and convoys.
Before making the correction: ~ 25 - 60FPS After: ~ 100 - 250FPS. Even with big battleship groups. Took the opportunity to finish up a ship that had been missing from the roster for a long time ..... will be doing ingame tests soon. Still have various errors to correct, more details to add, & human figures to place. Feels good, knowing that the complex and high-poly surface units are nearly all complete.
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03-08-21, 11:32 AM | #2294 |
Admiral
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Re: URC question...
Ahoy, IABL...
Just out of curiosity... That 'URC' you mentioned, that brought the framerates down with large batlegroups with high poly counts... would that controller work for other SH4 (or even SH3 or 5, for that matter.. if you know, that is...) mega mods, to allow for bigger battlegroups or even recreating in the campaigns files, historic battles that took place.? If so, it would be a BIG game changer, in allowing to really flesh out history in say like FotRS or Op. Monsun: Dark... if that is the case. Not to mention your own work you're doing with WotK.... M. M.
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03-08-21, 07:17 PM | #2295 | |
Silent Hunter
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However, if you are getting low frame rates with stock SH4 ships then your hardware is probably the issue. Hope that makes sense.
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