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Old 07-14-13, 08:27 PM   #46
Gryffon300
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Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
PS, I could not find your mod in the SH4 "Downloads" section (and I looked fairly hard for it). It appears that this thread is the only place it appears. Maybe it would be better known and utilised if you uploaded it there as well? (Assuming it's not there and I just missed it in the Gameplay Mods thread.)

Just a thought.

Regards

Gryff
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Old 07-14-13, 09:23 PM   #47
in_vino_vomitus
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Originally Posted by Gryffon300 View Post
Thanks, BR, look forward to it.

As an aside, do you know where I should go to get the DarkWraith's fire mod?

Salut!

Gryff
Here it is.........

http://www.gamefront.com/files/20131...ge_v1_4_SH3_7z
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TMO 2.5
1.5 Optical Targeting Correction 031312 for TMO 2.5
1.5 OTC Realistic Scopes for TMO
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Improved Stock environment v3_TMO&RFB
TMO_Alt_engine-sounds
TMO_Alternate_JS_Radar_performance
TMO17_19_different_smoke
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Old 07-15-13, 02:32 AM   #48
Gryffon300
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Originally Posted by in_vino_vomitus View Post
Thanks, mate!

Gryff
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Old 07-15-13, 03:08 AM   #49
in_vino_vomitus
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Bitte.......
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[SIGPIC][/SIGPIC]
TMO 2.5
1.5 Optical Targeting Correction 031312 for TMO 2.5
1.5 OTC Realistic Scopes for TMO
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Improved Stock environment v3_TMO&RFB
TMO_Alt_engine-sounds
TMO_Alternate_JS_Radar_performance
TMO17_19_different_smoke
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Old 07-16-13, 09:09 PM   #50
Gryffon300
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Too Successful?

OK, I have a strong suspicion that there is something wrong. I know I'm Pretty Terrific, but I've just had a 218,433 ton mission! Bragging rights seem a little tarnished if one suspects one is being given an unfair advantage.

I'm running at 85%, or occasionally 75% realism if I want some shots (but DON'T use external camera for anything other than screen shots). Here is my current Mod line-up (in this order):
TMO 2.5
RSRDC TMO V502
RSRDC V5xx Patch1
1.5 OTC 031312 for RSRDC v502
OTC Gato Sonar Bearing Fix
Less Plankton 1.2
LST TMO v2
TDW Ship Plane Fire Damage v1 4 SH3
Websters Real Lifeboats Fix for v1.5

(I'm also intending playing with adding TMO17 19 Different Smoke. I have ensured that the data file in each folder is only one level down - no 'nested' duplicate folders.)

Now, here is my "problem". On this latest cruise (a new Balao), I took out a Fleet Carrier with two torps. "Lucky", I thought. Then went on to a bunch of solo merchants with gun, and the last one I had to add a torp to finish him off as I'd run out of ammo. No worries. But THEN, I intercepted the best task force I have ever seen. BBs; FCs; HCs; LCs and a bunch of DDs.

It was a hairy engagement, with me initially positioned at 90 degrees in the middle of the 4 columns so I could fire fore and aft. I elected to assign only two torps to each of 5 targets in the initial round. I expected to get one, maybe, but really, I was only expecting to be able to slow them down so I could take them out later once re-loaded.

In this extended engagement (including a 125 nm chase, through 3 re-positionings to intercept ahead of the fleeing TF that did two 90 degree course changes before finally getting at the remaining Kongo), I launched 22 torps, for 18 impacts and 4 misses (AND NO DUDS OR PREMIS!! - that's another thing - what happened to the dud scenario?? OK 50% was probably silly, but this seems a tad low...)

So, Shokaku FC; Kongo BB; Hiyo FC; Hiyo FC; Kuma LC; Kongo BB for 178,998 tons ALL on two torps each (except the last Kongo, and that was unnecessary, as I was tired and couldn't be bothered with another long chase to try and do a single fore and aft shot to try and get one of the Takao Heavies.)

Now, I know the instruction manuals suggest up to 10 torps for a BB - not bad, but maybe a tad OTT, even if realistic, but justifiable. BUT, all those BBs and FCs consistently on only 2 torps each? I know I'm good, but I'm not that good. Something is off.

Comments? (Other than, "What's your beef, you Lucky Bastard?" I know: there's just no pleasing some people....) Recommendations?

Gryff
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Old 07-16-13, 09:30 PM   #51
Gryffon300
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Quote:
Originally Posted by Bubblehead1980 View Post
Webster's lifeboat fix will solve the fast moving lifeboat problem.
Thanks, BH. Yep, that indeed fixed the problem (I ran the 'offending' scenario by re-starting the saved game just prior to my attack half a dozen times with the mod variously on or off. Bouncing rafts every time without, no probs with it on. So. Sorted.

Danke.

Gryff
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Old 07-17-13, 12:00 AM   #52
TorpX
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You don't say what the date is, but since you are in a Balao, it must be well into the war. The worst of the torpedo problems were fixed after 18 mo., so you shouldn't have many duds or prematures.

As for the seeming fraility of the enemy ships, I don't know. This is the only thing I can see that might explain it:
TDW Ship Plane Fire Damage v1 4 SH3

Or, maybe you're just very, very lucky.
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Old 07-17-13, 01:38 AM   #53
Gryffon300
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Originally Posted by TorpX View Post
You don't say what the date is, but since you are in a Balao, it must be well into the war. The worst of the torpedo problems were fixed after 18 mo., so you shouldn't have many duds or prematures.

As for the seeming fraility of the enemy ships, I don't know. This is the only thing I can see that might explain it:
TDW Ship Plane Fire Damage v1 4 SH3

Or, maybe you're just very, very lucky.
The mission was Jan-Feb 43.
I suspect this indeed is where the issue may lie (though the mod is supposed to lower Hit Points per torp, and there wasn't much time for fire effects to really come into play).

Thanks for the input. I'll explore with the modder.

Regards

Gryff

PS, on re-reading my original post, I sounded like a wuss to myself, so went back and re-ran the last engagement, altering the attack profile. This time, I put a rear into the Kongo on a perfect side-on at 2,000 for a straight shot, followed by an intended forward shot after a flank turn to come to bear. The Kongo, in the interim, had slowed from 16 to six knots (ONE ONE TORP to the guts! - with no spread offset). I had contemplated waiting to see what would happen, so had paralleled, but the damage control boys must have been doing a good job, because speed increased up through to 8 knots, so, I nosed over and put in the coup de grace.

THEN, I had two forwards to take out the Takao passing at 3,000 at 30 knots. So, I'm afraid I'm now up to a total gross tonnage of 234,303. Bizarre, but kinda nice....

Last edited by Gryffon300; 07-17-13 at 01:59 AM.
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Old 07-17-13, 06:24 AM   #54
BigWalleye
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Balao, the class lead boat, was commissioned 4 Feb 1943 and reported to Brisbane for operational duty on 10 July 1943. How did you get one six months earlier, you lucky dog? If you had enough pull at BuShips to get a Balao rushed into service 6 months early, you probably got the top-secret developmental ultra-high-explosive torpedo warheads as well.

I urge you to be VERY careful on your next patrol, because you used up a lot of good luck on that one!

On the other hand, if you are always this lucky, who do you like in the World Cup?
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Old 07-17-13, 08:17 AM   #55
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the only thing my mod does is increase how long it takes for ships to sink, roughly 10x longer than stock. It does not change the hit boxes.

v2 lowered the torp damage by 50% with corresponding reduction in the ship damage, to maximize the chances that the ships will sink from flooding. Make sure both files are installed and have not been overwritten.

Most BBs take 2-4 torps to sink. Yamato generally takes 6+. CAs 2-3, DDs 1-2 which actually fits in to historical accounts.

CVs will sink with as little as 1-2 torps, may be a problem with the stock game, although again this matches most historical accounts.
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Old 07-17-13, 03:24 PM   #56
Stoli151
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Quote:
Originally Posted by Bilge_Rat View Post
the only thing my mod does is increase how long it takes for ships to sink, roughly 10x longer than stock. It does not change the hit boxes.

v2 lowered the torp damage by 50% with corresponding reduction in the ship damage, to maximize the chances that the ships will sink from flooding. Make sure both files are installed and have not been overwritten.

Most BBs take 2-4 torps to sink. Yamato generally takes 6+. CAs 2-3, DDs 1-2 which actually fits in to historical accounts.

CVs will sink with as little as 1-2 torps, may be a problem with the stock game, although again this matches most historical accounts.
I like the idea of ships sinking by flooding in your mod. However, after reading "Clear the bridge" by Dick O'kane, he describes many of the ships he torpedoed going down in a few minutes to several seconds. If you put enough holes in a steel vessel it completely loses buoyancy. After that, the vessel becomes just a piece of steel in water. Put just a piece of steel in water, it will sink rather quickly. Is there any way to randomize some quick sinkings in the mod? Or better yet, have some quick sinkings based on how your torpedoes hit the vessel?
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Old 07-17-13, 08:45 PM   #57
TorpX
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Quote:
Most BBs take 2-4 torps to sink. Yamato generally takes 6+.
This seems rather low to me.
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Old 07-17-13, 09:45 PM   #58
Stoli151
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Quote:
Originally Posted by TorpX View Post
This seems rather low to me.
Was this post intended for me? I was not referring to the amount of torpedoes that take to sink a vessel in the mod, which I do think is accurate. I was referring to the speed of the sinkings. I just thought it may be a good idea to have some vessels go down quickly under certain circumstances, if possible, depending on vessel type, torpedo hits and where hit.
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Old 07-18-13, 03:12 AM   #59
Gryffon300
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Quote:
Originally Posted by BigWalleye View Post
Balao, the class lead boat, was commissioned 4 Feb 1943 and reported to Brisbane for operational duty on 10 July 1943. How did you get one six months earlier, you lucky dog? If you had enough pull at BuShips to get a Balao rushed into service 6 months early, you probably got the top-secret developmental ultra-high-explosive torpedo warheads as well.

I urge you to be VERY careful on your next patrol, because you used up a lot of good luck on that one!

On the other hand, if you are always this lucky, who do you like in the World Cup?
Ah, well, I think they were a little awe-struck with the last couple of missions, that, plus the fact that the head of the R&D Commissioning group inside the BuSub has a little brother in the submarine force. He is a Nav on a certain sub currently operating out of Midway. No names, no pack-drill, as they say in the Ground Pounders. You think maybe that helped?

OK, guys, maybe I have been too pessimistic about the number of torps it takes to put 'em down. I'm certainly getting much better results than I ever did in SH3, but then I'm paying much more attention to depth settings, so maybe that's paying off. (That and Robert Oppenheimer obviously tweaking the yield on the torpex!!) Having said that, BilgeRat's changes certainly adds a nicer sinking profile (though I'm still chasing a failure to show some sinkings and therefore credit them.)

This cruise, so far, I've caught a convoy of smallish merchants heading into Wewak, but was too late to then intercept a Pelau to Truck group, also advised via Flash-traffic. So, I decided to infiltrate Truck (as I've done successfully before).

I think you are right about the luck thing - I tagged a HC doing 18 knots heading South near Truck with 2 torps set on slow at 6,200. Sloppy skip in a hurry - no zig-zag. Previously, I would never have bothered 'wasting' two precious torps on a shot like that - KNOWING I would never have had a prayer!

Now, I'm in Truck main lagoon whiling away the day (April 18, '43) till I can go after the at-anchor TF (I have to do it at Radar Depth, so definitely a night time raid). I'll surface and breath and recharge for an hour or so after moon-set, then head in for the 3 HCs, the FC, and, the piece de resistance, the Yamato. First time I've encountered The Beast.

So, maybe I've just got a cauldron-full of the Luck of the Irish - so, as to your question, I like Bhutan for the World Cup. Now, I know they are not even in it (at this time), but what the heck? That would be no more unlikely than the results I seem to be having!

Thanks all, gotta go and see if I can sink the Yamato with a 'Cutie'!

Cheers

Gryff

PS, I've just seen my new 'image' and tag. Now where DID you guys dig up the picture of me in the "Crossing the Line" outfit the first time I had to get done up as Neptune's Daughter.? That's way before I grew the beard, back when I was a handsome cove. Thanks for the memories...

Last edited by Gryffon300; 07-18-13 at 03:26 AM.
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Old 07-18-13, 03:57 AM   #60
Gryffon300
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Quote:
Originally Posted by Bilge_Rat View Post
Make sure both files are installed and have not been overwritten.
You've got me curious now, BR...

When un-zipping, the file structure unpacks like this:
LST_TMOv2
-LST_TMOv2
--Data (plus read me + zones cfg explained)
---Library (plus zones cfg)
----TorpedosUS

So, following JSGME's manual, I eliminated the first LST_TMOv2 duplicate folder. It installed fine (from memory JSGME indicated a list of files that would be altered prior to 'enabling').

So, can you clarify what you mean by 'both files' and what should 'not be overwritten'. (I'm usually the one that gets accused of 'over writing', so if I have done so, it would not surprise me....)

Thanks

Gryff (Of the FABULOUS shade of lipstick!)

PS where did my recently donated "One night in Bangkok" tag and photo go? I already miss it!
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