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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Chief
![]() Join Date: Mar 2004
Location: Peoples Republic of West Yorkshire
Posts: 326
Downloads: 70
Uploads: 0
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Hi CCIP just a quick question, with the patch for SH4 that adds the S-42 class as a separt type to the other S-boat are there any planse (if it hasent been done already?) to update this mod to include it in the files. or is the s-42 crush deapth good as is (got flattend at about 380/90 ish FT in an 42 with this mod installed and now preveas damage)
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Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#2 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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The Gar uses the Tambor. Look in the NSS_*.cfg file for the clue. |
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#3 | ||
Chief
![]() Join Date: Mar 2004
Location: Peoples Republic of West Yorkshire
Posts: 326
Downloads: 70
Uploads: 0
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__________________
Running subs aground since SH1 and Silent Service Running SH5 @ 100% difficulty + TWoS 2.2.19(RealNav + BDU + port smoke + food) + Carotio_IntercontinentalRadioPack tweaked + The Little Ships of SH5 - Coaster Pack |
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#4 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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Could someone who's using the CCIP crush depth mod confirm or refute a weird thing I just noticed?
I took out a Gar to see what would happen when I took her to crush depth. I took her down to 450ft and nothing - she took it fine. Then I tried to set my dive planes to dive to get her deeper but instead she started to surface. Basically I can't get this thing to sink. I'm not sure if this is due to the mod anyway, as it doesn't seem to address the Gar (although the Tambor/Gar thing has me confused).
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#5 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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I just took out an s18 boat and the same thing happened - 450ft, no crush, although there were lights going out and glass smashing. I kept her at 450 for a minute or two then did a emergency blow.
Then I checked that the s18 zon file was the same as that of the crush depth mod and it's definitely the same as the one available now. Is there another file that I might be missing? The zon file is the only one that determines crush depth, right? Could it be that the game is still set to metres and we're assuming the crush depths are in feet? That's the only thing I can think of that would make an s18 boat get to 450ft (if 200 is 200m then I could probably take her another 150ft). Now I'll test with the game's original zon files just in case something else is causing this.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#6 |
Sailor man
![]() Join Date: Feb 2007
Location: Guildford UK
Posts: 45
Downloads: 71
Uploads: 0
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Dive button (D) only seems to take you to 330ft if you are lower than that you rise, either that or my crew are playing with me.
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#7 |
Rear Admiral
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The zon file defines:
Hitponts crash depth (crush depth) Crash speed (rate at which your boat will crush or lose hull integrity when below crush depth) rebound = unknown to me. The acutal measurement type that defines the crash depth ive never fully understood. It seems to be neither in meters or feet. For example you could specify something like 385 or 410 crash depth, and in meters it came out to be around 285 meters. |
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#8 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
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Well, with the stock game I took an s18 out, took her down to 450ft. She got down there but after a few seconds water was splashing into the control room and after about a minute everything started going south. An emergency blow didn't do any good either.
Strangely enough, there was no sound of glass breaking or water gushing. Is that a known bug? Next I took an s18 (unmodded) to 250ft - she held that depth with no problems for half an hour. Then I took her to 300ft, but she only reached that when things started going bad. I reckon I'd spent about six minutes under 250ft when she went out of control.
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. Last edited by Beery; 04-05-07 at 01:03 AM. |
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#9 |
Rear Admiral
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Well.
I think so. Heres the deal. It goes back to crash speed. Default is 2. This slows down the rate at which a sub is crushed. It makes for some great gameplay mechanics because you can slow that crush rate WAAAAAYY down. from 2, to 0.1. Give the player a shallower crush depth and what you have is a semi realistic way a hull could take deep dive stresses. IE, a boat could dive REALLY DEEP once or twice, but after that it's hull was too fatigued. You coould stay below crush depth (and below a sonar cone) for 30 mins or so before forced to shallower depths. it doesnt seem to work that way in SH4, and ill illustrate how i know. Mod the MK 14 torpedo to have a 100% chance to loop. Then go to the torpedo practice scenario in the sub school. Allow yourself to get hit. If you surface right away, or get hit on the surface, you can probably keep the boat afloat. Now back it up into shallow water.. say.. 40-50 feet and let the boat dive. You'll notice a few things: a.) even though the hit compartment has been pumped dry it still takes on water. (presumably becaus theres a hull in the pressurehull) Fair enough. But the problem comes with B.) What you also notice is a domino effect. Even totally unrelated/undamged compartment's will basically fold in and start taking damage and flood. In deep water its understandable, but youll see this behavior even when theres barely enough water to cover the top of the conning tower. |
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#10 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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is there anyway to set the max depth to lets say 1500 feet ?
Already tried that in the cfg files but for some reason when im at like 890 feet then there is damage. Or do i have to edit other files to ? |
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#11 |
Rear Admiral
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>>is there anyway to set the max depth to lets say 1500 feet ?
If past experience with SH3 is any indictor. Probably not. I think at about 500 meters, the player sub stops being rendered. You wont crush, but you wont rise. YOu wont go forward, or backward. Your simply stuck. ON a side note, in SH3, deep charges will not go down any deeper then 300 meters. At the 300 meter line they just POOF. Since SH4 is based on SH3, it isnt a far stretch to assume this limitation is still there. So basically. going that deep is just one big honking fat cheat. |
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