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 04-18-08, 04:06 PM   #166
W4lt3r
Ensign
 
Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
Default

Intresting, i'll take a look into those later this night and see if i can adjust it so that there wont be photograph missions for a might pocket battleship or even a pesky DD.

By the way, i've managed to adjust the visual lock on capabilities that i can lock a target from 15km away! And by having the black smoke 1.5v mod, it allows me to see their smoke trails from that distance.

I'd suggest you ask the creator of Black smoke mod to have it in you'r mod. Because it's going to be vital if you want badass long range combat. I can even see targets that are beyond the max range of 5" duals (15km 735 or so meters).
Or then suggest people themselves to get the same mod also.
W4lt3r is offline   Reply With Quote
Old 04-18-08, 04:43 PM   #167
Kron161
Sailor man
 
Join Date: Mar 2001
Posts: 47
Downloads: 7
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
Actually I didn't modify anything, in SH3 I just had to position the tube outside of the water and the effect was just fine.
The problem in SH4 (over the fact that the torps spawn either at 0 or 180° from your sub/boat) is that the torpedo are not ejected as they are in SH3.

In SH3 the torp is really ejected and then begins to travel, in SH4 the torp is not ejected, it's just "released" and begins to travel/move before being out of the tube.

Underwater it's not too much noticeable but outside of the water it does that :



The torp spawns in the tube and "falls" right away, there's no initial energy, only the torpedo propeller.

But there's most probably some settings somewhere to edit that
Should be possible, but we need a little trick.

Create an explosive and quickly expanding cloud of steam (compressed air does just that when exposed to normal air). This cloud will project itself very fast along the hypotetical prolongation of the tube. Then just spawn the torpedo inside the cloud as far forward as possible, (even the nose of the torpedo can be seen projecting outside of the cloud) and let it fall to the water....

Possible?
Kron161 is offline   Reply With Quote
Old 04-18-08, 05:50 PM   #168
haegemon
Medic
 
Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
Default

I guess it is. Masking instead of enginering...your solution could work. :hmm:


About main guns, as all the guns in the game are playable, at least the main guns should be. I'm not talking about controlling all the guns at the same time. The stock game puts the player controlling one station every time as the one who fires (officer, gunner, sailor, etc). This means the player should control one turret at the same time while the others should remain AI controlled.

By the way it looks in the picture seems imposible to fire the main guns while in motion. If it's possibe sure isn't at full speed nor medium speed, and I bet the ship gets propelled backwards the line of fire (well, if it fires in the line of its propellers I supose only is pushed or reduce its speed. Look at the water due to this babe firepower:




Photos from the compartments inside warships (sorted BB North Carolina, SS298, USS Yorktown, DD793, USS Alabama, etc:

http://upload.wikimedia.org/wikipedi...a_bb-61_pr.jpg

Last edited by haegemon; 04-18-08 at 06:06 PM.
haegemon is offline   Reply With Quote
Old 04-18-08, 10:16 PM   #169
Jake Nukem
Swabbie
 
Join Date: Jul 2007
Posts: 5
Downloads: 38
Uploads: 0
Default

The ship can fire at practicly any speed its moving at, the guns just dont have enough force to propel a 15000+ ton ship backwards enough, even sideways the waves would make the boat rock more then the cannons firing.
Jake Nukem is offline   Reply With Quote
Old 04-19-08, 06:11 AM   #170
Rene
Sailor man
 
Join Date: Apr 2008
Location: Deutschland
Posts: 43
Downloads: 40
Uploads: 0
Default

this mod is excellent. great job by the developers!!!
but when is the mod ready to download.
Rene is offline   Reply With Quote
Old 04-19-08, 07:40 AM   #171
Axlwolf
Navy Dude
 
Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
Speaking of torpedoes,it seems that many Japanese destroyer used the 61 cm/24 inch torpedoes.
In this site:
http://www.navweaps.com/Weapons/WTJAP_WWII.htm
The most interesting part is the explosive charge,almost double of the normal G7 torpedo.The range...well,they could travel 20 km at 50 knots...
It would be a marvelous thing to add to an already marvelous mod.
I hope those information could be useful.
Keep up the good work Xantrokoles

EDIT: Ops,i've posted in the wrong thread....Sorry it was meant to be in the "Playable destroyer" thread

Last edited by Axlwolf; 04-19-08 at 08:12 AM.
Axlwolf is offline   Reply With Quote
Old 04-19-08, 06:21 PM   #172
lancerr
Loader
 
Join Date: Dec 2004
Posts: 88
Downloads: 21
Uploads: 0
Default update on release?

any rough estimates of when this is coming out?
__________________
Best naval sim of all time - TF 1942
lancerr is offline   Reply With Quote
Old 04-20-08, 08:27 AM   #173
linerkiller
Captain
 
Join Date: Aug 2007
Location: Modena,Italy
Posts: 486
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by lancerr
any rough estimates of when this is coming out?
A lot of important things are still WIP... i have no direct connection with the modders that are working on it, so i cannot give you a precise date.
For sure the " Scheer Team " is working very hard. Give them time
__________________
"A hard drill makes an easy battle" Alexander V. Suvorov



"When we realized that our clubbing and kickings were being administered by the burned, mutilated survivors of our handiwork, we found we could take it with less prejudice." Captain Richard "Dick" O'Kane-USS Tang
http://www.youtube.com/user/willembrock
linerkiller is offline   Reply With Quote
Old 04-20-08, 12:48 PM   #174
Xantrokoles
Seasoned Skipper
 
Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
Default

I want to give a Date...
But Linekiller is right
Lots of things are work in progress and we want a good working mod
We got time

If not use my Fubuki class and tweak the guns:rotfl:
__________________
Xantrokoles is offline   Reply With Quote
Old 04-21-08, 08:17 AM   #175
MMarques
Mate
 
Join Date: Aug 2007
Posts: 56
Downloads: 24
Uploads: 0
Default

I've been out of comission for a few days, sorry about that, was busy doing some work. I'm now back and ready for more
__________________
MMarques is offline   Reply With Quote
Old 04-22-08, 05:36 AM   #176
W4lt3r
Ensign
 
Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
Default

Man, i cant wait to get this baby outta the harbor.. Maybe if it's implemented to the rewritten campaing, you'd have to start as an fubuki driver and when you should get the XIII Sub, Instead you're being promoted to use a Deutchland class.. whaddayathink? :hmm:
W4lt3r is offline   Reply With Quote
Old 04-22-08, 01:55 PM   #177
Xantrokoles
Seasoned Skipper
 
Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
Default

This was similar to my idea

But I want to have it included in a atlantic campaign, but thats a good start
__________________
Xantrokoles is offline   Reply With Quote
Old 04-22-08, 04:28 PM   #178
lancerr
Loader
 
Join Date: Dec 2004
Posts: 88
Downloads: 21
Uploads: 0
Default Noted something interesting

Running 1.5 with TMO when i noticed something interesting that would have some great implications for the pocket BB when it comes out.

Everytime I sank a ship, a few hours later, i would get overflown by Air and then hear fast screws approaching. Interesting - perhaps a coincidence since I never noticed this behavior in stock.

Second, third time same deal. The air that comes to recon is usually a betty I think, and the fast screws belong to an auxiliary subchaser and a DD. I didn't think you could have units react to a sinking and send ships and planes your way but apparently this is possible.

Of course, this adds a whole new level of realism to the game and has wonderful implications for gameplay when the pocket BB is released. You can loiter and risk AA and Surface attacks or escape and hide.

Speaking on which - I am reading Battleship Bismarck - A Survivor's Story by Baron Burkard Von Mullenheim-Rechberg. Amazing account by the most senior surviving officer of the battleship bismarck. Must read and definitely somethign that will get you excited about the Pocket BB if you aren't already.
__________________
Best naval sim of all time - TF 1942
lancerr is offline   Reply With Quote
Old 04-23-08, 09:12 AM   #179
Xantrokoles
Seasoned Skipper
 
Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
Default

Good idea and tipp

I think we'll see and I am reading a book about the Panzerschiff (but it is in German; guess u can't read it )
There is a nice sentence:
It is faster than the stronger and stronger than the faster.


BTW
The flag now working, but it is too small:hmm:
__________________
Xantrokoles is offline   Reply With Quote
Old 04-23-08, 11:21 AM   #180
W4lt3r
Ensign
 
Join Date: Apr 2008
Posts: 222
Downloads: 46
Uploads: 0
Default

How's the debugging of the tertiary and main armament coming along? i've been studying those .sim and different folders to find some answers how the gun turning radius is limited but no success so far.. How it could be fixed :hmm:
W4lt3r 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 05:31 AM.


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.