SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-26-07, 11:55 AM   #1
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Neal Stevens
[REQ] Mod request: Jettison debris in place of decoys

I'm not terribly disturbed about the inclusion of Pillenwaffers in US subs in SH4, but I don't care for it, either. It does not affect gameplay at all as long as I ignore it, and those are the kind of things I can live with. But it got me to thinking how cool it would be to mod this to resemble SH1 and the tactics seen in old sub movies where the skipper, under heavy attack, would order the crew to jettison debris (and sometimes a dead crewman, see Rub Silent, Run Deep). The Japanese would see the floating stuff and sometimes think the sub was destroyed and leave. In place of bubbling decoys, have some general purpose stuff; mattress, shirt, cork, oil, small food boxes, etc. And if the buoyancy characteristics can be made for the debris to float, even better. Use would need to be limited to once a day (24 hours) or so. The tricky part, would be to mod the effect the debris would have on enemy AI. Decoys as they exist in the game obviously have an effect on enemy AI; does it make them depth charge in the wrong area? Or does it make them give up and go away? If the latter, perfect. If the former, well, I can live with that as a substitute.

If this sounds dumb, ok, just ignore me, lol. If anyone wants to tackle this, let me know how I can help. I will get into stuff like this after the review is finished and I have more time to play SH4 for fun.

Cheers
Neal
I'm actually working on a mod for sh3 to simulate the water disturbance produced by deep charges (blinding the sensors for several minutes), I'm using a modified decoy, they fool the AI into thinking that the decoy is a sub, the tricky part is to disctract them enough to simulate the contact lost but not enough to make them drop charges on top of their own, resuming, the decoys can be tweaked to atract the AI but not enough to drop charges, and the bubbles they emit can be replaced by other objects, including debris and oil spots, so it's perfectly doable, the problem is to limit they use once a day, what can be done is like with any other weapon in the sim to have a finite amount aboard per patrol.

Ref
__________________
ref is offline   Reply With Quote
Old 03-26-07, 11:59 AM   #2
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,385
Downloads: 541
Uploads: 224


Default

Quote:
Originally Posted by ref
Quote:
Originally Posted by Neal Stevens
[REQ] Mod request: Jettison debris in place of decoys

I'm not terribly disturbed about the inclusion of Pillenwaffers in US subs in SH4, but I don't care for it, either. It does not affect gameplay at all as long as I ignore it, and those are the kind of things I can live with. But it got me to thinking how cool it would be to mod this to resemble SH1 and the tactics seen in old sub movies where the skipper, under heavy attack, would order the crew to jettison debris (and sometimes a dead crewman, see Rub Silent, Run Deep). The Japanese would see the floating stuff and sometimes think the sub was destroyed and leave. In place of bubbling decoys, have some general purpose stuff; mattress, shirt, cork, oil, small food boxes, etc. And if the buoyancy characteristics can be made for the debris to float, even better. Use would need to be limited to once a day (24 hours) or so. The tricky part, would be to mod the effect the debris would have on enemy AI. Decoys as they exist in the game obviously have an effect on enemy AI; does it make them depth charge in the wrong area? Or does it make them give up and go away? If the latter, perfect. If the former, well, I can live with that as a substitute.

If this sounds dumb, ok, just ignore me, lol. If anyone wants to tackle this, let me know how I can help. I will get into stuff like this after the review is finished and I have more time to play SH4 for fun.

Cheers
Neal
I'm actually working on a mod for sh3 to simulate the water disturbance produced by deep charges (blinding the sensors for several minutes), I'm using a modified decoy, they fool the AI into thinking that the decoy is a sub, the tricky part is to disctract them enough to simulate the contact lost but not enough to make them drop charges on top of their own, resuming, the decoys can be tweaked to atract the AI but not enough to drop charges, and the bubbles they emit can be replaced by other objects, including debris and oil spots, so it's perfectly doable, the problem is to limit they use once a day, what can be done is like with any other weapon in the sim to have a finite amount aboard per patrol.

Ref
Good show, ref. Yes, twice per patrol would be plenty.

And yeah, we want the debris to have an inverse attraction effect... go away, DD, go away.... but if possible, only 50% succesful...
Onkel Neal is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:17 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.