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Old 08-07-13, 05:05 PM   #16
Admiral Halsey
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Your releasing a mod?
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Old 08-07-13, 06:23 PM   #17
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Bubblehead,
Whatever became of the cool mod for the Donation Narwhal you did that had the shark with a torpedo in it's mouth on the conning tower and other eye candy improvements?
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Old 08-08-13, 08:55 AM   #18
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Originally Posted by chris455 View Post
Bubblehead,
Whatever became of the cool mod for the Donation Narwhal you did that had the shark with a torpedo in it's mouth on the conning tower and other eye candy improvements?
That was not me, not sure who it was.Sorry
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Old 08-08-13, 09:04 AM   #19
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Your releasing a mod?
Eventually, yes Basically, since Lurker(creator of RSRD) has been MIA quite a while now I went through RSRD and updated it and added some traffic in areas that were lacking as well as adding specific ships at historical times and dates, updated Task Forces that were missing historical ships since the models such as the Nagato became available later.Added some US wolfpacks(AI fleetboats) starting n late 43, going through 44 and 45, still getting things just right but they do help pull some of the escorts off player, they do fire their deck guns and have destroyed escorts.Hopefully one day someone with the ability will make the AI fleetboat able to fire torpedoes.. This along with some outstanding work Armistead had done with making nights darker and visuals sensors so can have realistic night surface attacks(not always get spott, able to get close as subs were at night) yet not be a cakewalk. Eventually it will all come together.

Not sure what the title mod yet, other than an "unofficial RSRD patch or update"

Eventually i'll start a sticky or whatever for the update.
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Old 08-09-13, 12:52 AM   #20
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Well, finally got the Proper Narwhal installed, and ran it out on a new career. ...or two. Which performances we are going to call "tests."

What it Can do.

....

What it cannot do.
....

Interesting report there.

I think part of the reason the Narwhals seem to lack any pizzazz in the game, is that the game's gunnery model is so poor. We expect that 2x 6 inch guns should offer a dramatic improvement, but in SH4, a 4 inch gun can sink a medium sized merchant fairly well, so what's the point? If the shell damage numbers were more restrained, there might be some value in the 6 inchers.
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Old 08-09-13, 04:27 PM   #21
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Interesting report there.

I think part of the reason the Narwhals seem to lack any pizzazz in the game, is that the game's gunnery model is so poor. We expect that 2x 6 inch guns should offer a dramatic improvement, but in SH4, a 4 inch gun can sink a medium sized merchant fairly well, so what's the point? If the shell damage numbers were more restrained, there might be some value in the 6 inchers.
I just tried it myself and I have to say the guns are better then what the Pseudo-Narwhal had for sure.(Plus since it has better protection I have yet to fire a torpedo at any ship that only has AA guns.)
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Old 08-10-13, 12:24 PM   #22
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With a carefully selected gun crew, I find the 6" guns on the Donation Narwhal to be devastating.
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Old 08-10-13, 07:51 PM   #23
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With a carefully selected gun crew, I find the 6" guns on the Donation Narwhal to be devastating.
Even more so when one of the gunners has the tin can crossover ability.
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Old 05-18-15, 01:05 AM   #24
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Hello all, new to the forum
I used to have SH4 when it came out, but unfortunately was unable to play it properly at the time thanks to a machine that wasn't up to the task. I've recently repurchased it, and very much wanted the Narwhal mod to relive the days of playing Silent Service II. Having donated, I've downloaded the Narwhal Mod (1.8.5), but am completely stumped as to how to get it to work. Can someone please post a step-by step guide to doing this properly without me mucking everything up? I really want to get stuck into the game again, especially with my favourite US sub.
Much obliged!

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Old 05-18-15, 01:24 AM   #25
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Old 05-18-15, 08:08 AM   #26
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Is it only possible to man to for'rd gun? I can't seem to find a way to get to the aft mount
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Old 05-18-15, 08:33 AM   #27
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Managed to get the Narwhal mod to work. Likewise, can only seem to get the forward gun to work. I also noticed that the calibre of the gun was 6/50, I think it was supposed to be 6/52 or 53 (nitpicking, I know). I started a career in Pearl Harbour at '41, but I noticed a loadout of only 20 torpedoes. I take it I'll get more later on?

I also wanted to know if it was possible to change the name of my boat, and if there is some way in SH4 to add an emblem to the conning tower.
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Old 05-18-15, 11:06 AM   #28
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Old 05-18-15, 12:26 PM   #29
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Quote:
Originally Posted by Lambtron84 View Post
Managed to get the Narwhal mod to work. Likewise, can only seem to get the forward gun to work. I also noticed that the calibre of the gun was 6/50, I think it was supposed to be 6/52 or 53 (nitpicking, I know). I started a career in Pearl Harbour at '41, but I noticed a loadout of only 20 torpedoes. I take it I'll get more later on?

I also wanted to know if it was possible to change the name of my boat, and if there is some way in SH4 to add an emblem to the conning tower.
yes, Welcome!

You can change the name of any boat through editing one or two of the upc files in your saved game folder. I use a computer program to change it.

The files are:
ActiveUserPlayerUnits.upc and maybe the last entry in CareerTrack.upc that can be hand edited using a text editor like Notepad.

Your gun crew mans the other. I let my gun crews man both of the 6" guns and watch.

Before the big overhaul in 43 when they doubled the engines, I would have thought there was more room for torpedoes. NARWHAL also had four external tubes which would bring it to 24. Later they added more storage under the deck for torpedoes, so it seems there would be more than 20.

Reading the reports for each war patrol gives the actual loadout and number of torpedoes fired on each patrol.

I like doing the missions that are similar to the missions NARWHAL actually conducted by using a different campaign.

Happy Hunting!
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Last edited by aanker; 05-18-15 at 12:33 PM.
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Old 05-18-15, 02:21 PM   #30
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I've tried tinkering with these files, I've renamed UnitName in activeplayer, and UserPlayerInstanceDisplayableName in career, to no avail. When I load up my current save, or if I start a new career, I keep getting the USS Narwhal. Am I missing something?
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