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Old 04-01-22, 03:41 PM   #1
Captain Wreckless
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Originally Posted by Bubblehead1980 View Post
In testing, it was interesting. Only thing is obviously can't make it as dramatic as would like, since can't set up explosions ashore . Landing party when enemy lookout posts, shore based radar, and patrol boats in area certainly brings a certain bit of tension. Then coming back to recover later, searching for the rafts, esp if patrol comes into area. Second time PT boats boxed me in while was recovering one of the rafts, couldn't dive in shallow waters nor outrun PT boat so ordered guns manned, when one spotted me opened fire and attempted to run me down, opened fire with 5 inch and 40 mm guns (gotta love the AA gun mod, makes the crew fire them at surface targets) set one on fire, which slowled and eventually sunk managed to evade the second one.

I can't seem to find that AA gun mod.
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Old 04-01-22, 04:03 PM   #2
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Originally Posted by Captain Wreckless View Post
I can't seem to find that AA gun mod.
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... )



Hope this info helps...




M. M.
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Old 04-01-22, 04:59 PM   #3
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Originally Posted by Mad Mardigan View Post
Should be in 1 of the optional mods folders... should be tagged AAtoDG or something similar... iirc... don't have the files unzipped... after I got them copied over to My SH4 set up, I dumped the unzipped... to save space on the HD I have the zip mod files on... or saved to... (take pick here, on how to pic which way to say that... )



Hope this info helps...




M. M.



I forgot it was there.



I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. Alot of times I can't do a night surface attack, because of the IJN uber DD's and have to resort to submerged instead.
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"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)

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Old 04-01-22, 07:17 PM   #4
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Originally Posted by Captain Wreckless View Post
I forgot it was there.



I'm finding the night/observation scope absolutely useless at night. Can't see anything. Even the attack scope. Probably realistic but annoying as Hell. A lot of times I can't do a night surface attack, because of the IJN uber DD's and have to resort to submerged instead.


Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).

Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.


Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.


However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...

1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.


2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.


3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'



Far as night surface attacks....


I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.

One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.

For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.

I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.

Last edited by Bubblehead1980; 04-01-22 at 11:43 PM.
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Old 04-02-22, 12:56 AM   #5
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Quote:
Originally Posted by Bubblehead1980 View Post
Yes, it is realistic and agree, can be quite annoying lol. I've been in situations were needed a night scope but part of the experience of the mod. US subs until very end of war never had a "night periscope", and most never went on patrol with one. US fleetboats had a Attack Scope(No. 2 periscope) and Observation Scope (No.1 periscope).

Attack scope had a smaller head, allowed less light, had limited up/down movement, but included the built in range finder (stadimeter). Obviously was more difficult for targets to spot, but trade off was that in lower light conditions it was not very useful, if at all, as it is in the mod. Observation Periscope had the larger head, better up down movement, did not have a stadimeter for range finding. If periscope attacks were made when there was sufficient moonlight, it was done with the observation periscope. The lens in TMO "Night Periscope" does pick up light better , present a somewhat better
view in proper light conditions at night. This was done for there to be a difference in the two but not provide some special advantage. Some circumstances, it is best not to attack at night, but to pull ahead and just after dawn when there is enough light for periscope attack.


Original TMO changed the "observation periscope" to "night periscope" and had some glow in dark green crosshairs, bit too gamey/unrealistic but understand why it was used when night surface attacks were not possible. Now, they are possible, basically like real skippers, so things are set up to force player to conduct things as skippers would have had to, only conduct night time periscope attacks when sufficient moonlight is out. In V.20 name of scope has been changed back to "Observation Periscope" as finally found out how to do so.


However, I can in most circumstances see targets at night via the scope well enough to target with radar assistance for range etc., talking with map contacts off. Here are some tips...

1. Adjust the gamma in your graphics settings to the right (raise) it will increase brightness of things and will be easier to see at night.


2. Try the Observation Color Filters mods (link below). In real life color filters were used to provide better picture at night through the scope. They could apparently be removed at will, in the sim we have to enable one via jsgme before patrol. Choices are Red, Yellow, Green. I have found red works the best for me.


3. If these don't work for you, there is a late war scopes mod (I believe included in download, if not, I will send it to you. ) which essentially just restores default TMO "night periscope.'



Far as night surface attacks....


I am confused as to why having trouble pulling these attacks off. Make sure to read the Night Surface Attacks Tactics in the documentation with the mod. Covers a lot of things. Some point I plan to do a youtube video as well. Absolutely doable really changes the experience once learn how, just a exciting method, especially if are inside the convoy attacking.

One of the main keys is judging the visibility conditions and conducting accordingly. Moonlight is the key factor.

For the upcoming version....the New Construction Career Starts in 1943 and 1944/45 will have night surface attack training as part of the third sea trial. I will also add patrol objective where at start of a patrol in mid career in 1943 when tactic became SOP, have to attend "Convoy College" before departing on patrol. "Convoy College" if not aware, is where skippers and attack parties began attending in Fall 1943 at Pearl Harbor during refit/training periods. After classroom and simulated practice (including on the ballroom of the hotel), subs would go out at night, locate the convoy, conduct mock attacks on US convoys underway. Escorts would shine their lights to simulate gunfire. Still working out some particulars but things worked fine in first test.

I also plan to release a stand alone training mission for night surface attacks and perhaps even a youtube video.

No link but I have that mod.

I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me.

If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards.
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"Quando omni flunkus moritati"


United States Navy 1979-1982
"AD2" Aviation Machinists Mate 2nd Class
VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
FAA Air Traffic Control Specialist, Fairbanks, AK 2000-2020 (Ret)

Last edited by Captain Wreckless; 04-02-22 at 01:11 AM.
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Old 04-02-22, 03:47 AM   #6
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wolf_howl15

Can confirm, that adjusting the gamma... will leave the mod settings for nighttime, as they need to be... while making things a bit less... like feeling of being in a closed in well or bank vault.

I bumped My settings up to a read of "53" on the "GammaCorrection" setting, just enough to be able to see but still retain a sense of it being night.

Sample of My 'GFXSettings.cfg' file, located in the save folder:

[Current]
DepthBufferEffects=1
Filters=1
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=6
TerrainObjectsLODSize=8
GammaCorrection=53
VolumetricFog=0

Hope this info helps...




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Old 04-02-22, 05:08 AM   #7
Bubblehead1980
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Originally Posted by Captain Wreckless View Post
No link but I have that mod.

I think you may have left out Night Surface Attacks Tactics readme as I'm not finding it. I did a global search of the mod and it found every other text file but not that one or my age is catching up with me.

If the merchie is unescorted, no problem. If it has any escorts, I can't get within 5000 yds before I'm spotted or picked up on radar. Essentially, if I spot them they spot me soon afterwards.


Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
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Old 04-02-22, 07:47 AM   #8
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Hello everyone, I'm happy to see that Captain Wreckless is having a hard time with the attacks because all of the things described above have been experienced...
I find that the mod draws all its splendor here ...
you have to constantly adapt to the situation, that's what makes the strength of this mod here. We must adopt the attitude of a real submarine commander
I too have experienced difficult night attacks, the destroyers are formidable.
obligations to follow the convoy to wait for dawn for better visibility
I restarted certain attacks several times and things did not look quite the same each time...
As for the periscope, I almost gave in... installing filters... no filtres realism obliges...
then after reading reports from Bubblehead1980 who had approached this theme of periscopes, I prefer to remain realistic..
for me it's all these little things that increase the realism and give the challenge..
to complement what MadMardigan says
Sample of My 'GFXSettings.cfg' file, located in the save folder:
[Current]
DepthBufferEffects=1
Filters=0
Glare=0
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=0
Ship3DDamage=1
CharacterDetail=1
ParticlesDetail=8
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=49
VolumetricFog=0

Really what is missing this mods is some thing that Fotrs has which interiors vickers... Nippon Maru mod & Nikon Kaigun mod
Come on, I feel that Bubblehead is preparing something heavy for us...
the weather is not terrible the change period is sometimes long I find but hey we all know that it is one of the problem of the game...
this work of reports among other things... what productivity it is really incredible..
Bubblehead thank you

Last edited by Kal_Maximus_U669; 04-02-22 at 08:24 AM.
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Old 04-02-22, 09:15 AM   #9
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Originally Posted by Bubblehead1980 View Post
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.
I've been got at 9,000 yards on a very dark night on the surface in the last release I played. It was mid-1943 so I presumed at the time that I got RADAR'd, but you seem to think that wouldn't have mattered.
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Old 04-03-22, 01:02 AM   #10
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Quote:
Originally Posted by Bubblehead1980 View Post
Apparently the doc on night surface tactics was in the original upload in September, , then I had to upload again due to couple file issues and did not realize the tactics file was not in the second upload. I am in process of editing/updating it as have learned some things since I wrote it in September, will post later today.


I don't get how you are being detected, esp at that range. I just tested a new patrol objective earlier, ran into large convoy* four columns five ships each with 7 escorts) October 1944. Slipped inside screen to center columns, sunk two tankers, crippled large merchant, which later went down, came under fire but didnt get hit, evaded. Chased through center of convoy by escort but outran him. Radar equipped DE closed in on me me, fired from guns at me from 4000 yards, I fired a MK 14 "down the throat" from stern tubes, when he saw the wakes, he turned to evade, bought me time to escape, he lost visual and radar contact, I disappeared into the night.

Even with enemy radar, can pull surface attacks off. Hopefully tactics write up will help you.

Well you're having better luck at night surface attacks than I. I always seem to get noticed no matter what.
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VT-23, HS-1, USS Carl Vinson CVN70 (Plank Owner)
NAS Kingsville, TX; NAS Jacksonville, FL; NOB Norfolk, VA
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Old 04-01-22, 04:13 PM   #11
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Originally Posted by Captain Wreckless View Post
I can't seem to find that AA gun mod.
Yes, as MM stated, check optional mods folder. Mod is titled "AAtoDeckguns+Radio" Install via JSGME per the README.
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