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Old 06-30-09, 02:17 PM   #1
Munchausen
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Quote:
Originally Posted by I'm goin' down View Post
Refer to post 13 in this thread. That may help.
I think I've tried everything ... no soap. I suspect it's simply a glitch in my install (please don't send me the "how to uninstall SH4" link ... I already used it once ... and then discovered it wasn't specifically for Windows XP ... but that's another story).

It isn't the first glitch ... when I cursor over a torpedo on the loadout page, the data window only gives me the type of torpedo ... none of the other data your supposed to get. So this could be something similar. Evidently, another promising career (2nd patrol) down the tubes ... time to clean 'er up, from stem to stern (uninstall SH4 again) then start from scratch.

'Cause this mod is too good to pass up.
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Old 06-30-09, 04:48 PM   #2
I'm goin' down
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Default Manchausen

I changed the data file in FOTRS per Mr. Nicolas. In TMO/RSRD there was not a data file to change so I changed the stock game. I quit FOTRS for tjhe time being because of the number of planes, which was too much to deal with. But the visuals in FOTRS are terrific.

I am still missing some shots, but I have hit a few in the middle of the night in a dark sea at 1000 yds, firing at around +/-30 degrees off heading, and I nailed a tanker as it crossed my stern with aft tubes firing.

I am sold. I like the fact that once you find course and speed, you can play with the TDC dial for AOB and verify the corresponding TBT result on the attack map. Oce you do that, turn on the PK and sit back and relax until the target changes course. Destroyers often alter course, so they are tough to track.

This mod is right up there with Nisgeis' torpedo angle calculator, and aaronblood's MoBo. Just to be able to tackle thes types of mods requires math and computer skills beyond most skipper's capabilities.
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Old 07-01-09, 12:41 AM   #3
ddrgn
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Not much of poster here mainly a reader and mod leech , but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).

Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.

[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360



Thanks for finding this gents, truly awesome find

-depthdragon
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Old 07-01-09, 01:20 PM   #4
Munchausen
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Quote:
Originally Posted by ddrgn View Post
Not much of poster here mainly a reader and mod leech , but the problem others are having not getting this to work is easily solved and my mouth refuses to stay silent (no pun intended).

Dial 14 is loading the command "Cmd=Set_TDC_angle_on_bow" first on some configs, i play GFO atm not sure if this fix applies to TMO or RFB, ill let others take a look. Just comment out that command on dial 14 (as below) before you apply post #13s step by step.

[Dial14]
Name=Sol_Angonbow
Type=27; DIAL_SOL_ANGONBOW
;Cmd=Set_TDC_angle_on_bow
Dial=0x3B0F00FF
CrtVal=0x3B0F0001
NewVal=0x0
DialVal=-180,180
RealVal=-180,180; degrees
Circular=Yes
CmdOnDrag=Yes
SndStep=5
SndList=1,Menu.TDC.AngleOnBow,360



Thanks for finding this gents, truly awesome find

-depthdragon
Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.

ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?
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Old 07-01-09, 01:50 PM   #5
Nicolas
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I see, well i corner this way: Anyone can use this mod or part of it, if it given proper credit to the author. Should be enough cornering?, just thinking about many mods that came out after someone had an idea, i think stole ideas is worst than copy code. If you have an idea you can make it code, if you do not have the idea, well, code/mod can't be done.
So, i corner more adding: if someone make a mod based on this work must give proper credit..
Just talking... because for the good of the comunity i dont care much, along many other people that work hard making the games better
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Old 07-01-09, 03:14 PM   #6
ddrgn
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Quote:
Originally Posted by Munchausen View Post
Not sure if I should cry or celebrate. This, indeed, is probably what I had wrong (I say "probably" because I uninstalled the game and have yet to reinstall it to test this change). I assume the correction is to disable the "Cmd=Set_TDC_angle_on_bow" command for dial 14 by adding the semi-colon ... something I needed to do.

ddrgn, I also noticed your post below ... not sure if it means you can now make the target heading change even with PK on. Or does it mean you can now insert target heading and speed directly to the TDC after getting an estimate (clicking on the little stopwatch)?
With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.

You will need to enter range or aob data in the TDC before you will see the PK gyro angle move.

Just a truly awesome find by Nicolas!

Oh and the dials.cfg can be found in at:

C:\Program Files (x86)\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu\cfg

edit it with notepad

-depthdragon

Last edited by ddrgn; 07-01-09 at 03:57 PM.
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Old 07-02-09, 02:05 AM   #7
I'm goin' down
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Default To Mr. Niclolas.

How is this for a convoy attack? I attacked a task force convoy during a single mission. It was at night, and very low visibility. I could not get close enough to correctly measure the aspect ratio using the stadimeter, so I spun the stadimeter dial to what I approximated (e.g. guessed) was the closest position to line up the respective shadow target's keel with the target's mast (I am playing TMO/RSRDC.) I believe the targets were roughly 1,000 yards away, at various torpedo angles. As soon as I fired at the first target I pivioted the periscope to my next target, and so on. I fired in the following order: two shots at a light cruiser, two shots at a heavy cruiser and two at a Kongo. I could not see the torpedoes running, and as soon as I shot at the light cruiser, I moved om to the to the heavy cruiser and then to the Kongo. I hit the heavy cruiser and the Kongo. I did not see the torpedoes hit or see any explosions on impact, but the heavy cruiser blew up after it sunk, and then I heard a loud explosion. The Kongo did not sink. It was darn near shooting blind, as I never had a good look at the targets.

I was being bombarded with depth charges when I spied a Yamato and shortly thereafter, I saw a Ise. I swung around to take shots with my aft torpedeos, but it was all for naught because depth charges had knocked out the aft torpedoes.

Summary: Task force attack, very dark and no moon, after midnight, weather clear, calm seas; visibility was poor at 1,000 yds. 6 shots on three boats; two shots sunk a heavy cruiser weighing over 9,000 tons, and two hit a BB. Two missed shots directed at a light cruiser. Task force course determined by Nicoloas's easy AoB, and its speed was approximatley 16.5 kts.

Last edited by I'm goin' down; 07-02-09 at 03:49 PM.
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Old 07-02-09, 02:51 AM   #8
SteveUK
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Thanks depthdragon for the heads up on how to open the file can't wait till I get home to try this . And thanks to Nicolas of course for modding this
Steve
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Old 07-02-09, 07:33 PM   #9
Munchausen
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Quote:
Originally Posted by ddrgn View Post
With the speed dial fix I added to the AOB fix by Nicolas, you can drag the speed dial and the gyro angle will change at the same time on the PK. Basically you can now see the gyro angle move as you set the solution.
I'm still not sure how this works ... but I've copied your instructions and will mod the "Dials" file accordingly. In game, I should be able to figure out what's what. And thanks, again, for pointing out the problem with Dial 14 ... I, too, needed to disable it. (I'm not sure why it was already disabled for other players.)
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