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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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First thing, don't believe everything you read on the internet. Some sources say the early Porpoise class had two diesels instead of four, and riveted hulls, but they actually were the first all welded hulls with four diesels. Primary difference between the Porpoise and later classes was the length and size of the torpedo rooms to accommodate more tubes and storage, the main pressure hull (although slightly thicker on Balao) was the same 16 foot diameter all welded cylinder.
As for all the questions, keep in mind two things; 1. Ubisoft was in Romania, translation to English sometimes missed the target. "Crash" depth in the CFG file is the depth at which the crew automatically levels off when a crash dive is ordered. Crash depth in the ZON file was incorrectly translated, that should read CRUSH depth. The MAX depth in the CFG file actually only controls the red needle on the deep depth gauge in the HUD, crash depth in the ZON file is the actual max depth beyond which the damage starts. Simplest hack is to double the hit points and change the "crash speed" from 2.0 to 0.2 so there's more tolerance for damage and the crush damage is slower. 2. SH4 is actually SH3 expansion - they started with SH3, added some files, changed others, deleted some files that were not used for the "new" game but left in a bunch of unused files and datablocks. The ZON files for each sub control the hull damage, but the internal equipment is in the zones.cfg file with various U-boat types applied to the fleet boats. For example [RudderXXI] controls how hard or easy it is to destroy the rudder on all fleet boats. Since there are assorted surface ships mixed in along with sub types used in SH3 but not used in SH4, you need a lot of trial and error - and keep notes. |
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