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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-18-10, 11:27 AM   #1
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,109
Downloads: 109
Uploads: 2


Default

Quote:
this means we should really remove the TDC altogether !
Not altogether, the fruit machine had two important functions:

1) By generating a continuous position of the target (Like the US position keeper) it allowed to check if estimates were correct or not. If the target appeared on the expected bearing, you knew your solution was OK

2) It showed the lead angle, i.e. how much further from the target you had to aim in order to get a hit.

Locking the torpedoes to zero GA is enough, in my opinion.
__________________
One day I will return to sea ...
Hitman is offline   Reply With Quote
Old 04-18-10, 11:50 AM   #2
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by Hitman View Post
Not altogether, the fruit machine had two important functions:

1) By generating a continuous position of the target (Like the US position keeper) it allowed to check if estimates were correct or not. If the target appeared on the expected bearing, you knew your solution was OK

2) It showed the lead angle, i.e. how much further from the target you had to aim in order to get a hit.

Locking the torpedoes to zero GA is enough, in my opinion.
got mixed up I meant the TBT since they didn't have one.

as for the torpedoes I am still looking for intel as to how much they could set the gyro to, I know the later mark III computer could go as far as 70 degrees, still looking up the mark I computer..

I plan on replacing the mk23 with the Mark IV british torpedo too to be available at the start of the war.

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 04-18-10, 11:56 AM   #3
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,109
Downloads: 109
Uploads: 2


Default

Hmmm but they had a rudimentary sight with bearing azimuth, so I think we should keep it. Otherwise you also would not be able to shoot when surfaced, unless from the periscope.
__________________
One day I will return to sea ...
Hitman is offline   Reply With Quote
Old 04-18-10, 02:01 PM   #4
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

Quote:
Originally Posted by Hitman View Post
Hmmm but they had a rudimentary sight with bearing azimuth, so I think we should keep it. Otherwise you also would not be able to shoot when surfaced, unless from the periscope.
the TBT causes CTDs with our 11 tubes, strangely that doesn't happen with the periscope ???

keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 04-18-10, 03:06 PM   #5
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

I am trying to add one more torpedo to the torpedoes available without having to "replace" an existing one.

I cloned one in the .dat gave it a new id, linked to a new one in both .sim and .zon

I added one in ammunition and localization

now I have to add it to the weapons and the sub and see what gives



the new type shows in the torpedo loadout, that's a start !
this would be much better if it worked

keltos
__________________
"Honorable Builder of Sinking Ships"


Last edited by keltos01; 04-19-10 at 12:52 AM.
keltos01 is offline   Reply With Quote
Old 04-19-10, 12:55 AM   #6
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

localization :

Mark 23 Torpedo=Mark 23 Torpedo
Mk23TorpInfo=Speed: <b>35 / 25 kt</b>|Range: <b>13,500 m / 8,000 m</b>|Propulsion: <b>Steam</b>|Explosive charge: <b> 515 lbs. (234 kg) TNT</b>
Mk23TorpNotes= Mark 23 -IV Due to shortage of mark VIII torpedoes these were available to submarines at the start of the war. From 1912, used by destroyers and other surface ships and was an important weapon in the first World War. In the Second World War they were carried on HMS Hood.

Mark 27 Cutie Torpedo=Mark 27 Cutie Torpedo
Mk27TorpInfo=Speed: <b>12 kt</b>|Range: <b>4,570 m</b>|Propulsion: <b>Electric</b>|Explosive charge: <b> 95 lbs. (43 kg) Torpex</b>
Mk27TorpNotes= A variation of the airborne Mark 24 adapted for submarine use. The Mark 24 Mine was also known as as "Fido." A very small anti-submarine homing torpedo. Homing was by four crystal hydrophones around the body with simple steering towards the noise. It was a passive homer intended for self-defense against ASW escorts. Used only against the Japanese. A larger version, the Mark 27 Mod 4, was capable of 15.9 knots and was in service from 1946 to 1960.Torpedo Mk 27 Mod 0, developed by Bell Telephone Laboratories, was an acoustically-controlled, submarine-launched, anti-escort ship weapon. Used during the second World War, the torpedo had a single propeller driven by an electric motor. This torpedo was essentially a Mine Mk 24 modified for submarine launching in a 21-inch submerged torpedo tube by the addition of wood guides on the outer cylinder shell. Approximately 1000 units were produced by the Western Electric Corp., Kearney, N.J

Mark IV Torpedo=Mark IV Torpedo
MkIVTorpInfo=Speed: <b>35 / 25 kt</b>|Range: <b>13,500 m / 8,000 m</b>|Propulsion: <b>Steam</b>|Explosive charge: <b> 515 lbs. (234 kg) TNT</b>
MkIVTorpNotes= new mark IV - Due to shortage of mark VIII torpedoes these were available to submarines at the start of the war. From 1912, used by destroyers and other surface ships and was an important weapon in the first World War. In the Second World War they were carried on HMS Hood.




weapons.upc :

[Weapon 8]
ID= TorpedoTube21inUS
NameDisplayable= 53cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo, MkIVTorpedo, MkVIIITorpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun




description is linked to the new type (mark IV)

start a mission...

CTD..


keltos
__________________
"Honorable Builder of Sinking Ships"

keltos01 is offline   Reply With Quote
Old 04-19-10, 07:47 AM   #7
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default

There were some common ids on different nodes

fixed that,

fixed the zon file too (all the calculations are in an excell file with the mod, they are based on the stock hit points of the mk 14 used as baseline)

mk VIII TNT
min 96,1
max 144,2
AP 80,1
max turn angle = 35

mk VIII TorPex
min 225
max 337,5
Ap 187,5
max turn angle = 35

mk IV
min 107,5
max 161,4
AP 89,6
max turn angle = 10

the max turn angle should really be set to 0 but since I know they could turn them up to 70 degrees at the end of the war with the mark 3 computer, and they had mark 1 computer during the war, I set them to a low value but one that doesn't require to turn the boat all the way towards the heading the torpedo should take to hit the target.

keltos
__________________
"Honorable Builder of Sinking Ships"


Last edited by keltos01; 04-19-10 at 08:04 AM.
keltos01 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 01:11 AM.


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.