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Old 01-04-23, 10:00 AM   #1
Onkel Neal
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Default Best of SUBSIM noms - SH4 Modder

Best of SUBSIM noms - SH4 Modder
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Old 12-16-24, 08:54 AM   #2
fitzcarraldo
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
SH4 Modder
Nomination basis: Best graphic work for SH4.
Forum: SH4 Mods Workshop

Nominated Member: vickers03
Nominated Post: Link
Quote:
some shots of the lower decks:




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Old 12-16-24, 08:56 AM   #3
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
SH4 Modder
Nomination basis: A work of a life...

Not finished yet, but Wolves of the Kaiser deserves a recognition. A lot of graphic and modding work, and, maybe, this year is out.
Forum: SH4 Mods Workshop

Nominated Member: iambecomelife
Nominated Post: Link
Quote:
Quote:
Originally Posted by Pochalo View Post
Sorry for my English. There are many of us who are eagerly awaiting this very attractive mod. To move forward a little and while the mod is being finished, it might be useful to know how the firing solution was calculated in the First World War. In the First World War, there were no stadiometers on the periscope, for example. What calculations were made before launching the torpedoes? I think that is one of the fundamental and at the same time most fun aspects of the game. On a theoretical level, would it be possible to have, right now, a pdf manual on how this firing solution was calculated? Thanks.:salute:
I am going to quote another Subsim member, Rhodes:

"From what I gather, WW1 "(...) computing a target intercept course for a torpedo was a manual process where the fire control party was aided by various slide rules[13] (the U.S. examples were the Mark VIII Angle Solver (colloquially called the "banjo", for its shape), and the "Is/Was" circular sliderule (Nasmith Director), for predicting where a target will be based on where it is now and was)[14] or mechanical calculator/sights.[15] These were often "woefully inaccurate",[16] which helps explain why torpedo spreads were advised." from Wiki.



And http://www.tvre.org/en/torpedo-attacks-during-wwi

this has the slide ruler image and drawings of attacks methods.


So i think they did what the TDC during WW2 did manually, almost like Curd Jürgens character says in the movie."

Unfortunately I will not be including 100% accurate WWI slide rule and manual computer firing in the game - due to time limits and also due to not enough primary source material to make the aiming devices look accurate. Lastly, I am just not that good at devising targeting interface mods. :oops:

In Wolves of the Kaiser, WWII equipment will be retained, but with technological advances disabled. For instance, there will be no FAT/guided torpedo provisions in either aiming equipment or in torpedo loadout. :yep:

On the plus side, although you will not have guided torpedoes in the game, you WILL have demolition parties that sail out in rowboats. That way you can save a torpedo when sinking unarmed merchants that are standing still. To prevent cheating by the player, demolition parties will be slow (3-4 kts) and have a very long arming distance. So no stupid stuff like using them against a destroyer, or an undamaged merchant ship.
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Old 12-16-24, 08:59 AM   #4
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fitzcarraldo has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
SH4 Modder
Nomination basis: Continued work on FOTRSU for SH4. And great support.
Forum: SH4 Mods Workshop

Nominated Member: propbeanie
Nominated Post: Link
Quote:
And an update:
Various other projects that various other members of the team have been working on are winding down finally, and there should be some more steam built-up for a final flurry of activity on the next FotRSU. As usual, some aspects desired have been dropped due to the shortcomings of the game, as well as shortcomings of the modders abilities. A recent spite of medical setbacks has really impacted us, and all development did completely stop, and will probabbly be stopped for at least another week, while I recover the rest of the way from a "Nasty C" encounter, that saw me hospitalized for almost a week, and that was after almost two weeks of being sick at home. My humble advice: do NOT ignore your wife and/or significant other's advice to GO TO THE DOCTOR if you are ill and it lasts more than a few days. I went into what they call hypoxia, which is a combination of low O2 and high CO2 in your blood stream (blood gas ratio). My finger tips turned purple, and my brain went "TILT TILT TILT". Recovering from that depth of a COVID infection is not easy. Your lungs are coated with crap that will not allow the blood gasses to pass properly, and I was days in that condition. Since my brain has already been damage from "CTD of the SH4 file system", I should have an eventual, full recovery, but DO NOT IGNORE what your body is telling you about being sick. End of PSA, and we now return you to your regular Silent Hunter gaming fun... :salute:
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Old 12-29-24, 09:41 PM   #5
propbeanie
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propbeanie has made a Best of SUBSIM nomination.
Nomination Category:
Quote:
SH4 Modder
Nomination basis: Beautiful work on SH4
Forum: SH4 Mods Workshop

Nominated Member: jimimadrid
Nominated Post: jimimadrid HUD
Quote:
Changes the HUD and top bar graphics to a more mechanical look.








9 different buttonstyles, Vanilla uses only 4
Toggle switches and toggle buttons are easy to distinguish


Since several lines in the Menu_1024_768.ini and the Ordersbar.cfg have to be changed, the SH_menumerger (included) must be used.Please use version 1.6 or upper, as the previous versions cannot change two different target files.


Please install jimimadrid HUD Mod first with the JSGME and then merge with the SH_MenuMerger. All mods can be selected individually. Please keep the order. Different choices for FotRS and TMO




Download: https://www.subsim.com/radioroom/dow...o=file&id=6297


Enjoy
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