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Old 03-23-07, 05:51 AM   #1
Ducimus
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Default [REL] SH4 - Flavored to Taste (Updated 12 Apr. 07)

edit:12Apr07

WARNING: After patch 1.2, DO NOT use this version of this mod. I will be coming out with a new version, in a new thread.

New version 1.7
http://www.ducimus.net/sh4/release/R..._taste_1-7a.7z ( 3.82 mb )

----------------------------------------------------------
Recommended additional mods to run with this one:
http://www.subsim.com/radioroom/showthread.php?t=108359
http://www.subsim.com/radioroom/showthread.php?t=108555
http://www.subsim.com/radioroom/showthread.php?t=110064
http://www.subsim.com/radioroom/showthread.php?t=110655
http://www.subsim.com/radioroom/showthread.php?t=110756
http://www.subsim.com/radioroom/showthread.php?t=108917
----------------------------------------------------------
New to version 1.7

- Radar adjustments. (the max elevation =181 fix)

- enhanced watchcrew visual.

- new fanfare music fo that rare occasion you acutally see a band at the dock

- renabled radar station access, cause im not sure if physicially using the radar caused buggy behavior or not anymore.

- toned down 20MM HE a little more




What is this mod?
It's just a personal project, and for me is acutally a source of enjoyment. I can't just play this game, i have to get into its inner workings too. When i really get into a game like this, i tend to hone it around the edges to make the game more to my liking. Hence the name "flavored to taste", for want of a better term. This mod represents modfications to refine the game to how *I* would like to play. I document what changes i make as best i can and provide the package as sort of a gesture of good will if it will help make the game more enjoyable for you. You can change, edit, and remove whatever you don't like to flavor the game more to your own taste.

Scope of mod
This is not meant to be a "super mod", nor will i intentionally go down that road. My overall intent is to make the game more pleasing to play, and to provide a challenge to the player . In the course of those two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". SImply put, i've always felt that sometimes one must compromise on historical accuracy for various reasons. Either for reasons of gameplay, or by limitations imposed by the game itself.

Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.


List of features:

- increased hitpoints for compartments, watchtower, and bullkhead. Intent is to reduce the likleyhood of fatal damage. Also doubled the time it takes for a compartment to flood.

- doubled crew hitpoints. Intent is so they don't die as fast.

- adjusted AI to present a little more of a challenge.

- adjusted depthcharges to be be semi "realistic" and not pin point drops.

- first early version of SJ radar now available at war's onset.

- moved conning tower change's forward in date a ilttle bit. (IE, I hate that bathtub around the AA gun with a fervant passion)

- SD radar should pick up less surface contacts. After extensive testing i've come to the conclusion that its nearly impossible to eliminate surface contacts entirely. Only to reduce their frequency.

- "snorkel depth" (the ; key) has been re-enabled and is now "radar depth".

- Remapped "R" key to toggle radar on and off

- lowered frequency of night air attacks, and reduced number of aircraft at JP airbases.

- lowered contacts report radius, hopefully reducing the number of messages you get which lags the hell out of the clipboard in game. (bugfix)

- Compromised realism cam. As in gwx flavored to taste, the next/previous ship cam has been removed, but the F12 free cam remains. Realism values adjusted accordingly.

- updated help menu, alot more helpful now. Now has speed/range chart in attack section. (metric version available on support directory)

- sligthly lowered volume on some klaxon sounds.

- sub tweaks galore. CCIP's battery fix, adjusted crash dive depth, adjusted crash dive speed, and slightly increased crush depths.

- removed annoying clicking noise when rotating periscope and UZO.

- removed the A key, (Bugfix)

- Added missing commands that were hotkeyed onto the UI order bar itself. Such as Identify target, max range at current speed, nearest visual contact, weather report, etc etc.

couple screenshots:






KNOWN ISSUES:
- It's been long reported that some users have trouble with the 0 kb movie files that disable the intro movies. If your game crash's after enabeling this mod when first starting sh4, then just delete the movie files from this mod and your good to go.

Readme:
Quote:
//format wordwrap


Flavored to taste ver 1.7 By Ducimus


DISCALIMER:
This mod is freeware, and is not to be used for commerical purposes in any way, shape, or form. All ideas herein are considered intellectual property that may not be used for any commerical and/or monetary gain. This means you X1 software, or any of your associates! Buzz off freeloaders!


ADDITIONAL CREDITS:

- CCIP for his orginal work on the commands.cfg and sub battery fix.


changlog:
****************************

/DATA/ZONES.CFG
-----------------------
- changed various sub compartment hitpoints from 200 to 400.
- increased sub flooding time from 120 to 240
- increased toughness of aircraft by applying GWX settings to them.


/DATA/LIBRARY/DEPTHCHARGES.*
-----------------------
- changed max damage radius from 40 to 15
- changed depth percision from 5 to 18
- changed explosion range from 40 to 50


/DATA/LIBRARY/BOMBS.SIM
-----------------------
- depth percision from 5 to 10 on all bombs
- explosion range from 30 to 40, 50, and 60

/DATA/LIBRARY/SENSORS.DAT
-----------------------
- Visual->Precise range from 6,000 to 8,000


/DATA/LIBRARY/USSUBPARTS/Sensors_sub_US.sim
-----------------------
- SD radar -> minheight from 6 to 8.3
- SD Radar -> Precise range from 12,000 to 13,000
- SD Radar ->MaxRange from 55,560 to 18,000
- SD radarLate -> Surface from 100 to 75

- SD radarLate -> minheight from 6 to 8.3
- SD radarLate -> Surface from 100 to 20
- SD RadarLate -> precise range from 23,000 to 15,000
- SD RadarLate ->MaxRange from 111,120 to 19,000
- SD RadarLate -> ProbInsideArc from 0.95 to 0

- SJ radar -> sweep period from 20 to 15

- NSS_SS, reversed precise/max range from 23,000/12,000 to 12,000/23,000

- All radar max Elevation now 181

/DATA/LIBRARY/USSUBPARTS/DECK_GUN_*.*
-----------------------
(5/25 deck gun not part of these changes)

- changed reload time from 4 to 6

/DATA/LIBRARY/SHELLS.ZON
-----------------------
88MM->HE from 10/25 to 8/20
88MM->AP fom 8/16 to 6/14

105MM->HE from 14/24 to 12/20
105MM->AP from 10/20 to 10/18

20MM->AP maxEF from 2 to 1.5
20MM->AA maxEF from 4 to 3

20MM->HE MinEF from 3 20 2
20MM->HE MaxEF from 5 to 3


/DATA/LIBRARY/AI_SENSORS.DAT
-----------------------
- Type93_1A -> Max elevation from 100 to 100
- Type93_3A -> Max Elevation from 100 to 108
- Type93_5A -> Max Elevation from 100 to 116



/DATA/CAMPAIGNS/CAMPAIGN/*.MIS
------------------------------
- crew rating 4 changed to 3
- crew rating 2 changed to 3
- crew rating 1 changed to 2
- crew rating 0 changed to 1
**exception to this rule is task forces. They may still contain elites.


/DATA/UPCDATA/UPCAMPAIGNDATA/CAREERSTART.UPC
-----------------------
-can now start career game in 12/41, 1/42, 6/42, 1/43, 6/43, and 1/44

/DATA/UPCDATA/UPCAMPAIGNDATA/FLOTILLAS.UPC
-----------------------
-changed gato availability date to 1942-01-01 for Pearl Harbor, AND 1942-06-01 for the Asiatic fleet.


/DATA/UPCDATA/UPCUNITSDATA/UNITPARTS*.UPC
-----------------------
- increased main pump hps from 100, to 200
- increased bulkhead hps from 100 to 200
- increased conning tower bridge from 200 hps to 400 hps

- Midwar tower availablity changed from 6/42 to 1/42.
(Porpoise,Tambor, Gar, & Gato only)
- Late war tower changed from 8/43 to 1/43
(Porpoise,Tambor, Gar, & Gato only)

/DATA/UPCDATA/UPCUNITSDATA/UPGRADEPACKS*.UPC
-----------------------
- first version of SJ radar available 6 months earlier then normal. (IE start of war)

/DATA/UPCDATA/UPCCREWDATA/CREWMEMBERS*.UPC
-----------------------
- changed hitpoints from 5 to 10


DATA/CFG/COMMANDS.CFG
---------------------------
- added goback to navigation map view, and a few other stations
- changed torpedo inventory screen to "I"
- reconfigured torpedo doors and cycling to sh3 settings.
- disabled the "a" key to maintain current depth as it causes a CTD
- disabled "r" key to view radar, beleived possible cause of radar ceasing to work. Now turns on radar unit only
- disabled next/previous cam
- re-enabled snorkel depth command.

/DATA/CFG/CONTACTS.CFG
------------------------
- lowered opportune contacts from 1500 to 300
- lowered important contacts from 3500 to 600
- contact range -> medium from 3000 to 4,000
- contact range -> from 20,000 to 8,000

/DATA/CFG/SIM.CFG
------------------------

- ai cannons max fire range from 6K to 9K
- Ai cannons / Max error angle from 3 to 4
- lost contact time from 15 to 30 mins

- visual / enemy surface factor from 400 to 150
- visual / enemy speed factor from 15 to 9
- Visual / light factor from 1.0 to 2.0


- hydrophone / sensitivity from 0.03 to 0.04
- hyrophone / waves factor from 0.5 to 0.95
- hydrophone / noise factor from 1 to 0.35
- hydrophone / thermal layer attun from 3.0 to 2.0

- sonar / detecton time from 20 to 10
- sonar / thermal layer attun from 5.0 to 4.0


/DATA/CFG/SENSORS.CFG
------------------------
Visual->RangeFactor from 0.5 to 0.2
Visual->FogFactor from 1 to 0.5
Visual->LightFactor from 0.8 to 0.4
Visual->WavesFactor from 0.8 to 0.2


/DATA/CFG/GAMEPLAYSETTINGS.CFG
------------------------
- No external view setting changed from 8 to 0
- realistic fuel changed from 8 to 16.
- changed default realism settings
- reversed listing order of starting renown drp dwn list box

/DATA/CFG/AIRSTRIKE.CFG
------------------------
- max aircraft range from 2500 to 2000
- night modifier from 0.5 to 0.2

/DATA/LAND/LAB_*AIRBASEJP
-------------------------
-changed 24 squadrons to 12
-changed 12 squadrons to 9
-changed 9 squadrons to 6
-changed 6 squadrons to 4
-changed 3 squadrons to 2

/DATA/AIR/*.*
-------------------------
- ADB_B5N2_Kate max speed from 166 to 125
- ADB_D3A1_VAL max speed from 275 to 206
- ADB_Kyushu_Q1W1 max speed from 275 to 206
- AFB_A6M2_Zero max speed from 275 to 206
- AFS_F1M_Pete max speed from 185 to 139
- ALBS_G4M_Betty max speed from 275 to 206
- ALBS_H6K max speed from 185 to 139
- ALBS_H8K max speed from 290 to 218

- Reduced top speed by 25% in all sim files.


DATA/MOVIES/INTRO
---------------------
-disables intro moies

DATA/CAPTAINPICTURE/PICTURE.TGA
---------------------
- Now what captain really keeps a picture of himself on his desk?


/DATA/SOUND/MUSIC/MUSIC.CFG
--------------------------
- disabled all normal ingame music. (battle, tension, stalker)

/DATA/MENU/HELP.TXT
--------------------
-New and improved


/DATA/MENU/MENU.TXT
--------------------
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"


/DATA/MENU/CFG/DIALS.CFG
---------------------------------------
- disabled clickng noise when using perisope and TBT

/DATA/MENU/CFG/ORDERSBAR.CFG
---------------------------------------
- added missing functions to the UI command bar.
- renabled commands to go to radar station.


DATA/SOUND/
----------------
- added quieter internal ambience for sub
- reduced background whitenoise on hydropones
- improved sound for AA guns.
- sonar ping from das boot
- changed dive and crash dive alarm klaxon's so it sounds like "arrooga, arroga, dive, dive".
- new engine sound
- torpedo launch
- improved creaks
- periscope up down
- decreased volume on crashdive, divealarm, and surface kalxon's.
- replaced fanfaire music. (band at dock)


DATA/SUBMARINE/NSS_*/NSS_*.cfg
-------------------
-changed engine throttle settings. Ahead slow adjusted for silent running, ahead 1/3rd is like the old ahead slow.

- changed storm conditions from 7 kt winds and 0.1 rain to 15 kt winds and 0.2 rain.

- changed crash dive depth to 160 feet (48.8 meters)

- changed snorkel depth to 40 feet (12.2 meters), intent is radar depth.

DATA/SUBMARINE/NSS_*/NSS_*.eqp
(Porpoise,Tambor, Gar, & Gato only)
-------------------
- Midwar tower availablity changed from 6/42 to 1/42.
- Late war changed from 8/43 to 1/43


DATA/SUBMARINE/NSS_*/NSS_*.upc
(Porpoise,Tambor, Gar, & Gato only)
-------------------
- Midwar tower availablity changed from 6/42 to 1/42.
- Late war changed from 8/43 to 1/43
- Moved crewmember stationed at xmas tree to occupy empty planesman station (gato only)


DATA/SUBMARINE/NSS_*/NSS_*.sim
------------------------------
- ccip's battery fix

- ManBT_flood_speed on Tambor/gar/gato from 20,000 to 35,000
(crash dive speed from 1min 10 seconds to 46 seconds)

- ManBT_flood_speed on Salmon/Sargo from 20,000 to 29,000
(crash dive speed now 45-48 seconds)




DATA/SUBMARINE/NSS_*/NSS_*.zon
------------------------------
- Slowed the rate at which sub hulls will crush when below crush depth (crash speed) from 2, to 1.

- *slighly* increased maximum crush depth (dont expect much, you'll just have to find out what it is the hard way)



Last edited by Ducimus; 04-17-07 at 12:47 AM.
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Old 03-23-07, 06:44 AM   #2
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I knew it wouldn't take you long. You've barely said good bye to SH3 and already you're trying to change your new mistress. You crazy man.
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Old 03-23-07, 06:49 AM   #3
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Sounds good.
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Old 03-23-07, 11:37 AM   #4
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Quote:
Originally Posted by P_Funk
I knew it wouldn't take you long. You've barely said good bye to SH3 and already you're trying to change your new mistress. You crazy man.
I can't help it. I startinng messing around in the submarine school and my first thought on one item was.. "Well, i just HAVE to change that...... ummm and that...... and that...... and... oh damn, here we go again".
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Old 03-23-07, 11:55 AM   #5
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With you, NvDrifter and the devs working hard to be fixing the game, we "might" get a decent version of SH4 much sonner then some people thought.

Great work!
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Old 03-23-07, 02:26 PM   #6
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First version up. I have no time table for this little work in progress. STuff will come up as the itch to scratch annoyances occurs. And glossing over the mod forum, i can see some stuff that ill want to include later. Im thinking ill have to again toss up that catch all discalmer, "nothing here is orginal work, all credit to mod community at large" Less i inadvertantly step on someone's toes.
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Old 03-23-07, 04:38 PM   #7
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A major sound mod based on Pacific Aces and other sources has just been done. I don't have my computer handy so I can't listen to it, but it looks pretty good. PA used several different submarine movies to good effect.
http://www.subsim.com/radioroom/showthread.php?t=108512

Ducimus, did you edit the U-571 file at all? The annoying thing is that he sounds the klaxon three times instead of two.
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Old 03-23-07, 07:53 PM   #8
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Quote:
Ducimus, did you edit the U-571 file at all? The annoying thing is that he sounds the klaxon three times instead of two.
What i did was take that soundbite, delete everything before he says "dive", and everything after the second time he says "dive".

THen i spliced that, onto the end of the SHIV dive kalxon. So you have, "Arroooggaahh, Aroooghha, Dive dive".
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Old 03-24-07, 12:05 AM   #9
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Very cool Ducimus

I sort of deconstructed your last SH3 flavors a bit, an used my favorite bits. I'm a bit of a minimalist too. We're going to go a long way with this game, and it's practical user friendly mods like this that make it possible.

Thanks a lot, and I'll put up extra lookouts for it.

I finally got my game copy Long Beach.
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Old 03-24-07, 01:13 AM   #10
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I ended up doing the digital d/l. bah.
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Old 03-24-07, 12:34 PM   #11
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Ok new version is up if anyones interested. I think ive adjusted it enough to were i can acutally play it and not get upset over something minor now .
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Old 03-24-07, 12:47 PM   #12
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Ducimus! God Bless!
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Old 03-24-07, 05:59 PM   #13
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New version. Dammit.

All i can say is, i didnt get very far into the game before i had a "you gotta be kidding me" itch i just had to scratch. Torpedo tube controls were just simply JACKED. Drove me nuts. I HAD to fix it.

Sorry if the text is hard to read, but im sure you get the drit. (Again, thanks to CCIP for the orginal commands.cfg work, ive taken his mod and built up on a wee bit )


This entire menu was changed to reflect what has been changed in the controls, and what was added back.


How Ubi left those out is beyond me.



Tube operation fixed.


Note, it says TEST depth. You can go deeper. A pourpoise crushs around 110 meters
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Old 03-24-07, 06:24 PM   #14
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Glad you got the game even if you had to do it the hard down way.

You mean those important commands (max range at speed, etc.) where there and just not mapped to keys? I actually can believe that, as unbelievable as it is, after seeing some of the things they went to the trouble of putting in.

Thanks Ducimus.
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Old 03-26-07, 03:02 AM   #15
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Bumpity. New version, good stuff, games getting more tolerable by the day.
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