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 02-10-12, 05:57 AM   #1
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Todays update

This on not just my work. Ship came with some of it(peabody), the rest have just been puzzle/tweak work(other mods and other persons work. Keltos1 admiral and others). This is how far i have got, with the help and tools provided.

so far so good



Only mod i have installed is TMO 2.5 then the ship, and i have not had a glitch so far...

In the workshop

Damedge

Long lance torpedoes (corrupt file, works)

Implementing Japanes equiptment names/upgrades (keltos1 japanese sub mod)

Single mission "sea trials"

Depart Yokosaka sail to bla bla conduct combat drills. Something like that.

In progress

Torpedo storage (not sure Furusaka came that way, but i have no spare torpedoes) that is fixed today (corrupt file, works)

Note!

Ddid a test mission at night where i caught up with a convoy. I was able to launch and hit with both torpedoes before the escort when nuts. The beta damedge model did work, but the two DD`s couldnt stand up to the Furusaka. But for night attacks, the torpedoes are a great tool.

Was looking around the mods, and noticed some changes to the UI and stations some have made. This gave me this idea.



With the changes others have made, this should not be imposible. Another small project in the project on the sideline lmao

TBear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress

Last edited by TBear; 02-10-12 at 09:08 AM.
TBear is offline   Reply With Quote
Old 02-10-12, 03:02 PM   #2
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Tbear,

What file was corrupt? I don't want a download with a corrupt file in it.

As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.

The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)

A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.

I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.

I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 02-10-12, 04:01 PM   #3
chrysanthos
Grey Wolf
 
Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
Default

and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
chrysanthos is offline   Reply With Quote
Old 02-10-12, 05:09 PM   #4
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by chrysanthos View Post
and now my critical question....in some playble battleships there is no cfg file with the crewAI inside so the turrets when i gave the order to fire they shoot once...and they returned to neutral position....i try to copy and paste from stock game the cfg file but nothing so far any suggestions please? oh peabody this problem i have faced with wevbarkers king george ship and new mexico....what do you think?
I think you should ask Wevbarker in his thread, I have never tried that ship so I do not know. Maybe they are losing the lock on the ship after the first shot.

I can not change his ship, that is his project.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 02-10-12, 04:37 PM   #5
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by peabody View Post
Tbear,

What file was corrupt? I don't want a download with a corrupt file in it.

As for the torpedoes, there are 16 spare plus the two in the tubes. I checked the .sim file and the Furutaka.sim and they are correct. It works on mine, so If the corrupt file is in the download I want to fix it and upload a new version.

The idea for getting the DDs to leave the taskforce to attack will not work. I don't know why I didn't think of it. The leave to attack a threat from a sub and the Allied side will not have any subs in the convoy/task force. So they will not leave. The reason they attack my task force is because a playable ship is actually a sub (the game sees it as a sub)

A minor point: the base is actually Yokosuka, not Yokosaka, just so you can have it spelled correctly on the map

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

If there was a way to fire them the way the ships did it would be great but it was never completed accurately, there were problems. The idea worked but it wasn't accurate.

I think maybe the compartment: "Deckgun" need a new name too, I did not think of it before, and I could add more men to that station also.

I notice in the image you said you have the correct ranks. Just to make sure, what files did you use? I have the correct ones, done by Takao.

Peabody
one of the one, two etc responces

1. Corrupt file was my bad. When ships are in gazilion pieces and you assamble them, something might go wrong, ooooh ya it did...my bad entirely, not your download.

2. Idea didnt work, that happnes alot. Stil think the key atleast to have shoips ollow lies within the editor.

3.Ya noticed my slight misspell...well that will happen alot, keep forgetting where i put my glasses, so dont look to much on the screen typing lmao

4. Looking into the torpedoes. This is a ship for a game. Overall it have to look and work like it did. But since its a game the true load out are more needed than how torpedoes was fired. (as i have statet many times. Its a ballance. but if you made these surface ships to actual historic sata, half of them wouldnt survive the weather engine in SH 4 lol....

For me its about trying to create a finnished working surface ship. That bring you the imersion and stil stay true to its origins. That do leave abit room for "shortcuts/cheats artistic creativity" as long it dosent compremise the big picture.

5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better

More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..

6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship

***********************

Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....

Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)

So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...

NOTE!

****************

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

****************

The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....

Beer and mod time...cheers

TBear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 02-10-12, 05:54 PM   #6
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by TBear View Post
5. Deckgun. if it can fit "Main battery" <--- deffently recembles a warship better

More crew. Would be awsome, but only if you have the spare time. In my original plan was two crew members for each main gun..

6. Rank and names. Here i have a problem. I know eher i got the japanese crew names from (Keltos1 sub mod) but the ranks i dont recollect. Im pretty sure they came with the ship. When i get to my laptop i can answer that one, but im sure it was names by file, ranks build into ship

***********************

Been looking abit more into the firecontrol UZO, can deffently make it work, only problem is how to lock without shoot with guns....

Next darn problem is to locate that torpedo fire control in the files. I can find the yank one...but not the German one....have template ready...i can atleast change the gfx of it before relocating buttons (that will be a pain timewise)

So far everything concerning the ship look doable, with your help, the pointers i get from others are making this alot easyer. I never even had the hope you would "join" in on the fun....its just awsome...

NOTE!

****************

Also, if you decide set it up properly the Furutaka had 8 torpedo tubes, two groups of 4 torpedoes each. This was standard on many ships, the torpedoes tubes were in groups of 4. I only did two as a test.

****************

The above i looked at for another project some time ago. My idea (never realy got to it) was to use AFT tubes, flip them 180 relocate them to the fron and add them as second group. That way you could have two groups of 4 with two controls. Limitation was that you could obly fire salvo of 4 not salvo of 8....dont think i have any file leftovers on that one...but that was my idea on how to do it....

Beer and mod time...cheers

TBear
Main battery sounds better, more men is good.

Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)

I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.

I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.

You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 02-10-12, 06:17 PM   #7
TBear
Medic
 
Join Date: Jul 2008
Location: Denmark
Posts: 160
Downloads: 27
Uploads: 0
Default

Quote:
Originally Posted by peabody View Post
Main battery sounds better, more men is good.

Ranks and name are not in the ship MOD. I do have the necessary files, the same ones as Keltos has (make by Takao, not the ship a member of this forum, but I have not seen him in a while.)

I created 2 extra tubes in the Menu1024_768.ini, the German boats only had 6. USA subs had more.

Im pretty sure that one of peabodys subs have 8 forward tubes, hes subs also have German origin.....

I deleted the Fat and Lut buttons, but the Type 93 Long Lance is not one of them so that part does not affect the ship.

You may find what you need for torpedos in the Menu1024_768 in section [G3B I156] possibly, just looked quickly.

Yupz, deffently usefull information and files there.

Peabody
But now i have the test beds ready

one silent hunter IV 1.5 stock

one silent hunter IV 1.5 Keltos1 japanese sub mod

one silent hunter IV 1.5 TMO 2.5 for sea trials with ship in workshop

one silent hunter IV 1.5 with my reworked campaign files with ship in workshop

Holy beer and chips.....so many files....soooo many folders......

I have contactet DRJones and he send me towards dicimius for abit help regarding the UZO--- > firecontrol thing.

In all a good days work



and talk to ya soon again

LTbear
__________________

IJN rules, but peabody makes it float!

"TAKAO" Status: work in progress
TBear is offline   Reply With Quote
Old 02-10-12, 09:17 PM   #8
Admiral Von Gerlach
Seasoned Skipper
 
Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
Uploads: 0
Default

Japanese Officer Naval Ranks WWII

Commissioned officer ranks

All-forces ranks

IJN Insignia

Admiral
Kaigun Taish



Vice Admiral Kaigun Chujo
*

Rear Admiral Kaigun Shosho




Captain ; Kaigun Daisa


Commander Kaigun Chusa


Lieutenant Commander Kaigun Shosa



Lieutenant Kaigun Daii


Sub Lieutenant Lieutenant Junior Grade Kaigun Chui



Enlisted Ranks (there was a reorganization after 1942
all ranks below are given in two figures:
Before 1942
After 1942
Non-commissioned officers *(Kashikan) - selected from conscripts and given one year of training in the Navy NCO Academy.

Petty Officer First Class Ittoheiso
Chief Petty Officer Jotoheiso




Petty Officer Second Class Nitoheiso
Petty Officer First Class
Ittoheiso




Petty Officer Third Class Santoheiso
Petty Officer Second Class Nitoheiso







Enlisted/seamen

Sailor First Class Ittosuihei
Leading Seaman Suiheich***333;



Sailor Second Class Nitosuihei
Able Seaman Jotosuihei




Sailor Third Class Santosuihei
Seaman Ittosuihei




Sailor Fourth Class Yontosuihei
Seaman Recruit Nitosuihei




there were also Cadet and Warrant Officer Ranks:

Midshipman: Kaigun Shoi Kohosei

Warrant Officer Kaigun Jun-i



Remarkable progress with the ships, very good to see. Yes they used Quad Tube mounts for Torpedoes on Surface ships standard, their doctrine was to have overwhelming numbers of fish available on demand, rather than the more limited torpedo attack scale of the RN and USN, the USN really did not like TT in surfave ship engagments and it was a stunning surprise to them when the IJN TT doctrine tore the pants off of some USN units and engagments.

Re getting the DD to attack a fleet, why not station a sub UNDER the fleet and have it travel that way as a "lure" for attacks, it would have the mission to shadow the fleet and would not need to engage?

I finished a project successfully for my work this week, and now have time to catch up. Marvelous progress Peabody and please e mail me or PM with any questions or discussoin to support your remarkable work here.

It is true as you said, OJN doctrine was to engage surface elements, they considered attacking supply lines below the dignity of the service and not the Samurai way, not until late in the war was there a sizable support for such but by then it was too late. IJN subs were allowed to attack convoys if they came across them AFTER they had accomplished primary mission, however the slow surface and dive time of many of the classes of IJN subs made it a risky business (this was due to the need to change drive train, from one format to another, poor design but they tried all along in development of the IJN fleet to engineer and design as much as possible using native..ie Home Island resources, and know how.)

Bravo i say to all of the great work from everyone helping with the testing and ideas.

Sadly the forum format does not allow for correct phonetic marks for Japanese language, i can give anyone who needs them correct the link for the proper names.
__________________
Erlaubnis an Bord zu kommen.

Last edited by Admiral Von Gerlach; 02-10-12 at 09:54 PM.
Admiral Von Gerlach is offline   Reply With Quote
Old 02-10-12, 10:31 PM   #9
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

As always thank you very much Admiral. Like I have commented before to all, Admiral has given me tons of info. Appreciate every bit of it.

I noticed in the ranks Takao gave us you started as a Chu-i. In yours it lists a "Kaigun Chui" , then I realized the Kaigun part stands for Navy. Some of the other ranks are the same and some are not.I think he was trying to match up with the German ranks and sometimes there wasn't a match.

As for the submarine idea, I tried it with a US sub I made and it didn't work, but only a simple one mission test since I didn't have time for more. The problem to solve is that if you use a normal sub from the game, it does NOTHING. It won't move. To make it move you need to make it a ship which they will not attack. The ships will shoot at ships that are close enough, but will not leave the escort position to attack (and DC) like they do with a nearby player sub.
So what is a bit ironic is the US DDs will attack the IJN surface ships because they need to be converted to subs to make them playable. But the IJN DDs won't attack the US sub because to make them AI they are converted to ships. Catch 22.
I did leave the unit type to 200 which is a sub, but it still didn't work.

Now I have read about a sub that submerges when attacked, but I haven't seen it so I don't know how that was done. On mine since it is a ship if it submerges it is basically a sinking ship and it stops moving. The way around that for me was to make a submerged sub by moving the center point of the ship. That made the game think it was still surfaced, but that created another problem if there was more than one DD attacking, they would shoot at it with guns, and since there was nothing to hit (the sub is submerged) they usually ended up shooting each other.

So maybe with a little thinking I may get an idea, but I am also trying to find time to put the IJN Campaign together. It has taken forever and now it is frustrating, there is so much I do not know about modding this game. And I am now working it alone. That is why I have given my partially done ships to Tbear, at least it is a start. Maybe he can complete something.

Thank you once again.
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody 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 12:32 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.