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 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.72%
Version 2 79 10.49%
Version 3 29 3.85%
Version 4 77 10.23%
All of them 490 65.07%
Multiple Choice Poll. Voters: 753. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 02-08-09, 02:00 PM   #1
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

RL has slowed production of the Super-Mod, but work will pick back up soon. I am still hoping for a May release of Version 1, or at least a beta.

What need to be done for TSWSM: Version 1:

SHIPS:
-Renown-class (BC)

-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (PBB)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

CAMPAIGN:
Convoys
Patrol Objectives
Minor issues with bases
Coastal batteries

DAMAGE MODEL:
Needs to be finalized and added to all ships

VOICE:
Need new voices for the German, British, Australian navys
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 02-08-09, 02:50 PM   #2
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default Playable Depth Charges

A new feature for TSWSM: Playable DCs!
Now we can finally take revenge for all the ships we sank as a sub commander!


(oops... forgot to delete that huge radar antenna from the bridge)





It are altered torpedoes that behave as depth charges.
You can sink moving AI u-boats with them, although the subs can't dive/surface, in other words have a fixed depth (currently 50m for testing, will change it to something deeper)
DarkFish is offline   Reply With Quote
Old 02-08-09, 02:58 PM   #3
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Is the fixed depth set by the end of run? GREAT work.

You might consider this:

Make multiple DC "torpedoes." Have them named based on set-depth. So you can drag the DCs in the racks/throwers until you have the desired pattern of depths.

For IJN ships these would be 30m settings (30m, 60m, 90m, then later 120m).
tater is offline   Reply With Quote
Old 02-08-09, 03:12 PM   #4
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by tater
Is the fixed depth set by the end of run?
well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.
DarkFish is offline   Reply With Quote
Old 02-08-09, 05:20 PM   #5
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

loving the DC's
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 02-08-09, 05:32 PM   #6
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Remove the magnetic radius, or make it vanishingly small.

Where did you put the DC controller.

I'm interested in this, since the IJN didn't aim DCs at particular depths, but set the depths at 30, 60, 90m, etc, then threw patterns. SH4 has AI override the detonation depth.
tater is offline   Reply With Quote
Old 02-11-09, 03:40 PM   #7
antarcite
Nub
 
Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
Default need help

somebody can help to install this mod?

where I obtain the necessary files and where I place them in the SH4
It is simple?


Thanks for your help
antarcite is offline   Reply With Quote
Old 02-11-09, 04:59 PM   #8
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by tater
Remove the magnetic radius, or make it vanishingly small.
I think the enemy would then be very hard if not impossible to hit. In real life DCs usually didn't get that close to the enemy's sub either. 5m off is IMO a very good archievement for an escort commander.
Also, there's a limit to the magnetic detonition radius. If I make it too small the DC controller will make it explode before the torpedo controller will. And in that case you won't get any renown.
Quote:
Originally Posted by tater
Where did you put the DC controller.
In the sim file. The DC controller only controls the sinking speed and the explosion in the event the enemy sub is missed (when it reaches a set depth below the submarine, for now 60m, sub depth = 50m).
DarkFish is offline   Reply With Quote
Old 02-16-09, 04:35 AM   #9
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by DarkFish
Quote:
Originally Posted by tater
Is the fixed depth set by the end of run?
well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.
then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 02-16-09, 03:12 PM   #10
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Yeah, contact or proximity DCs are far more effective than "normal" DCs going off at set depth.

In testing DC mods, I have watched... way way too many DC attacks.

In many cases, I was looking for what would happen with a near contact hit, and they'd sink right past and blow well beneath the boat. Basically, with the way the AI treats depth error on DCs, ~1/3 blow above you, about 1/3 below, and the remaining 1/3 at around your depth. A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.
tater is offline   Reply With Quote
Old 02-16-09, 03:17 PM   #11
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

Other idea for ya for the DCs.

You are using torpedoes. So presumably they are auto-loaded, OR the player can drag them to each "tube."

Assuming you cannot make "set depth" work, make several DC types. They all look identical, and make the names that show up to the player identical.

Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.
tater is offline   Reply With Quote
Reply


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 06:13 PM.


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.