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Old 10-03-21, 04:15 PM   #1
4H_Ccrashh
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Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.
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Old 10-03-21, 07:03 PM   #2
Kal_Maximus_U669
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Default after a difficult start

I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....


Star Campagne ...













I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...

Last edited by Kal_Maximus_U669; 10-03-21 at 07:15 PM.
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Old 10-03-21, 10:33 PM   #3
Bubblehead1980
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Quote:
Originally Posted by Kal_Maximus_U669 View Post
I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....


Star Campagne ...













I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...


Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.
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Old 10-04-21, 12:22 AM   #4
Mad Mardigan
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radar

Quote:
Originally Posted by Bubblehead1980 View Post
Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.
Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...



M. M.
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Old 10-04-21, 01:45 AM   #5
Bubblehead1980
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Originally Posted by Mad Mardigan View Post
Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...



M. M.


Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.
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Old 10-04-21, 02:33 AM   #6
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Default Screenshots from first three war patrols in TMO 2.5 Update

Most of these are from patrols # 2 and #3 as I left external cam on for those. First patrol had no cam.

Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.

Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.


Circular run torpedo. Torpedoes can now run quite a bit deeper than set. If you are submerged and his happens, best to go to 100 feet and watch the dive angle, avoid keeping stern sticking up for torpedo to hit.




DC explosion,.















Beautiful ship. The KOBAYASHI MARU

KOBAYASHI MARU sinking. (3rd patrol)

Mavis above me just after firing torpedoes and damaged a ship, which would later sink.

launching a MK 14 at night.



Torpedo detonated itself in front of the target.

Vickers excellent smoke mod.

Friendly sub I nearly torpedoed on my first patrol in December 1944. Made contact on surface at night in Luzon Straits...set up to attack sun was rising. This is why in TMO update mod, always a good idea to confirm your target before shooting, could be a friendly submarine.





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Old 10-04-21, 03:33 AM   #7
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Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.
Ahoy, Bubble head1980...

In the immortal words of AOL...

"You've got mail.!"...



M. M.
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Old 10-04-21, 07:28 AM   #8
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Default Tmo_BH_revision

hello captains
as for the card there should not be any problem it is supposed to change the color only .. I have not had any problem for the moment .. be careful when passing the "Manila" pass out do not exceed 64x the time compression especially near the odds under penalty of immediate CTD.
The revision of the environment of DrJester will not affect your work because I modified it in order not to have the environment thus to keep your work ...

but I haven't finished it yet, maybe I'll see tonight ...
I encountered a lot of graphical problem ... and that without having to modify anything of the said mod especially with the smoke of the boats ... is when it starts with that ... it's never good .. .. moreover I find that marine life is overplayed especially certain species. . as well as graphics problems ... (already discussing with the designer) so I recommend making this mod optional, especially if you are playing "realistic" you cannot see the outside ....
I would love for Vickers' interiors to be there ... it could not be otherwise ... as well as the skins ... I tried ... they are really too dark ..
I'm like Mad Mardigan ... Vickers ... Vickers ... I want to thank you for these tips on Jyunsen B, Kaichu and kaidai IJN mod which is in the works .. greetings M.M

it's all for the moment see you soon

Last edited by Kal_Maximus_U669; 10-04-21 at 07:44 AM.
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Old 10-04-21, 11:02 AM   #9
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Originally Posted by Mad Mardigan View Post
Ahoy, Bubble head1980...

In the immortal words of AOL...

"You've got mail.!"...



M. M.
Now... AOL copied off of the Big E:




@ Bubblehead1980 (and all):
You should be able to get Vickers03's current interiors mod to work with TMO, and Bubbles update by editing some of the NSS_SubName.upc files, just changing a few "strategic" lines. Some of the subs are quite different between FotRSU and TMO, and there might be a few tweaks need in the NSS_SubName.dat files, as well as maybe the UnitPartXSubName.upc files to match Vicker's mod, but it should be doable by comparing the TMO versus FotRSU versus Interior versions of the upc files and changing appropriate lines. There ~might~ be a conning tower or two dat file that might need some matching work also (equipment nodes, crewing). Leave Vickers alone so we get the rest of his artwork into the subs sooner - unless of course, he needs a break from the art, and wants to do text for a while instead... lol
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Old 10-03-21, 10:24 PM   #10
Bubblehead1980
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Originally Posted by 4H_Ccrashh View Post
Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.

Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?

Last edited by Bubblehead1980; 10-03-21 at 10:35 PM.
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Old 10-14-21, 10:39 AM   #11
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Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?
The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!
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Old 10-14-21, 10:55 AM   #12
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Originally Posted by 4H_Ccrashh View Post
The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!
Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/dow...o=file&id=5190

Let me know how new campaign works out.
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Old 10-14-21, 03:30 PM   #13
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Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/dow...o=file&id=5190

Let me know how new campaign works out.
hey Bubblehead1980
I saw all the explanations that you provided it is fantastic it is exactly how it happened December 1941 It is to say several times seen by the Kawanishi H6k & Jake planes the day before then arriving in the archipelagos the invasion begins but I found their attitude strange yes it is indeed an invasion because 3 of the ships were transport of troops & tank protected by a heavier building we see it in the telescope on the screen but my ignorance of this war of the Pacific ... . you now understand why i found it strange now i saved at the right time i am going to redo it with a different approach at the time of the attack it is really great the dimension that you bring thanks to this unavailable radar. Now I can not wait to fire to test the torpedoes because I took a load of mark 10 & mark 14 I said to myself we are going to see the behavior here I put my card to you with what confirms your say



first attempt to destroy them my sent by the bottom .. even with Arnold Schwarzenegger on board

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Old 10-15-21, 03:32 PM   #14
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Critical depth comparison: S-boat vs. Tench in this mod:

The implosion is sudden and complete. S-Boat at 350', Tench at 900'.

(It would be nice if the audio clearing the bridge wouldn't happen when submerged.)

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Old 10-15-21, 04:15 PM   #15
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Critical depth comparison: S-boat vs. Tench in this mod:

The implosion is sudden and complete. S-Boat at 350', Tench at 900'.

(It would be nice if the audio clearing the bridge wouldn't happen when submerged.)

Thanks for the videos. I did enjoy them


Just a heads up, if share spoilers such as crush depths etc, please include a "SPOILER ALERT" in the topic and at head of the post, and do not give too much away early in the post, so do not see information may not want to know.

I revised the crush depths of the boats and did not share them for a reason in the README, to keep a certain element fo the unknown present in the mod, the element of not knowing just how deep boat can go, and being forced to operate in a certain manner on patrol, unless go out of way to find out.

Actually, even as the developer of the Update for TMO, I am not sure of the exact revised crush depths in the mod as I did not test them to find ou. I did this in order to maintain that element for myself, even as a developer. Now, I do have an estimate , and tested to make sure boats would make it to a certain depth as they historically were able to, based on the class of submarine. I believe I guaranteed can get at least 100 ft below test depth without concern, if have ZERO hull damage i.e. full hull integrity. Tried to use as much historical fact as could in calculating crush depth estimates.


The dive sounds with the voices are not part of my up recent TMO Update, you must have a sound mod running which overwrites them. The dive alarms included in the update are just authentic dive alarms that sound twice for diving, three times for surface. I dislike clunky dialogue chunks cut from movies etc for this exact reasons so decided not to use them. Check JSGME for overrides of the sound files.

912 feet for Tench ? lol like I said never tested the exact depth but that one surprises me, figured it would crush around 825-850

The S Class was revised in the update. They are much more vulnerable, reflecting the obsolescent nature. They have been, since SH 4 was released like tanks, always annoyed me. As you see, they can not dive very deep either but 350 is quite a bit below the test depth so for that type of old boat, not bad.

I did decide to retain the "instant death" upon reaching crush depth in TMO as felt it was more in line with reality, then reaching crush depth and being able to recover, so once below crush depth have just a few seconds before its .

Last edited by Bubblehead1980; 10-15-21 at 04:32 PM.
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