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 04-01-08, 07:55 PM   #16
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Make sure your looking at the right thing - my mk14 has a stock speed of 31 and 46. Second - when you make changes - and this is not said to be insulting - but you did SAVE after right? I just tried this and set my slow speed to 250 knots - my gato was at 36 knots and the torp was set to slow - if it didnt take I would pass the torp, if it did - it would SCOOT - and scoot it did.

I say what I did about saving because I have forgotten it more than once and then used horrible english because of it. I tested it and it does work...
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 04-01-08, 09:05 PM   #17
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
Default

Quote:
Originally Posted by ruddy shaft
The first reply said i was trying to high of speeds, but as I said in my post, I already suspected that and tried minor speed adjustments but to no avail.

So, to cut to the chase, nobody knows what the answer is?
I don't see why it wouldn't work. Better post the modded .sim file so we can see what's wrong...
skwasjer is offline   Reply With Quote
Old 04-01-08, 09:07 PM   #18
AlmightyTallest
Machinist's Mate
 
Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
Default

Everyone knows the only thing faster than ludicrous speed is Plaid.
AlmightyTallest is offline   Reply With Quote
Old 04-02-08, 04:01 AM   #19
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default shkval

The weapon is the famous (or infamous) Russian VA-111 Shkval rocket torpedo and its variants, capable of speeds of more than 200 knots underwater. This speed is achieved by the rocket pushing the sharply tapering, flat-tipped torpedo so fast that a vacuum bubble forms around the body of the weapon, greatly reducing water resistance -- the process, for the uninitiated, is called supercavitation.

hardly a wwII torpedo... did you guys see, in a config somewhere, that theere was already a slot for a "missile submarine" ? so next you'll get the cold war game, AND the torpedo pictured above, which was sold to china btw....

more info :
http://www.military.com/soldiertech/...hkval,,00.html
keltos01 is offline   Reply With Quote
Old 04-02-08, 09:21 AM   #20
AlmightyTallest
Machinist's Mate
 
Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
Default

Well it's an interesting weapon, but Russia and China aren't the only ones working or using such a torpedo.

http://64.233.169.104/search?q=cache...lnk&cd=1&gl=us

http://www.stratmag.com/issueMay-15/page02.htm

Quote:
Scientists at the Naval Undersea Warfare Center in Newport, Rhode Island demonstrated in 1997, a fully submerged launch of a supercavitating projectile (with air injected in its nose) with a muzzle velocity of 5,082 feet (1,549 meters) per second, making it the first underwater weapon to break the sound barrier. More recently the US unveiled supercavitating bullets. That program was inspired by the menace posed by harbor mines during the Gulf War. The slow and dangerous job of disarming mines often falls to divers because bullets lose momentum and direction after traveling a few feet through water, which is thousands of times denser than air. But supercavitating bullets fired from planes or helicopters could pierce and detonate mines from a safe distance

Couple the above with this sonar: http://www.fas.org/irp/program/collect/lfa.htm

And you would have an effective anti-submarine deterrent force. Personally, I'd keep the very quiet submarines we have today and just use the active sonar system above to locate any threat submarines, by the time you got your 688I or Seawolf lined up for the shot on him, he wouldn't have time to react to your subsonic wire guided torpedoes. Heck, why even wait for a submarine to get on station, just use your carriers ASW aircraft to drop homing torpedos all over the enemy contact shown by the above LFAS system.


But one big problem is the noise you make after you fire your extremely noisy torpedo. Every asset of the enemy will now be bearing down on your location to destroy your very subsonic submarine after only one attack, which by the way will be a short ranged attack because of the limitations of the Shkval technology.

At any rate, it is interesting technology, but no matter how good it sounds, there will be a counter for any technology.
AlmightyTallest is offline   Reply With Quote
Old 04-02-08, 09:30 AM   #21
kikn79
Medic
 
Join Date: Apr 2007
Location: Rockford, IL
Posts: 166
Downloads: 5
Uploads: 0
Default

I made a 60kt homing torpedo once and modded my sub to run 40kts submerged. It was much fun outrunning destroyers and sending a nice present back at them when they were chasing me. .......Until I missed and the torpedo started it's search pattern and homed in on me. Then it wasn't so entertaining.

Chuck
kikn79 is offline   Reply With Quote
Old 04-02-08, 10:54 PM   #22
ruddy shaft
Swabbie
 
Join Date: Mar 2008
Posts: 5
Downloads: 1
Uploads: 0
Default

Unfortunately, I have no idea how to attach a file. All I see is stuff for links. Anyway, yes, I'm sure I saved my changes. I know I always save because the S3editor that I use puts a * next to the filename when you've made a change and it annoys the hell out of me so I click the disk to save it so the * goes away.

I just found something kind o' interesting. If I lower the speed to 2 knots and then test it, the torpedo goes 2 knots. I can speed the sub up and run into my own torpedo I can observe any speed change within the game provided it's less than the default 36/41kts (for the Mk1). But as soon as I change the speed to anything greater than the default, the torpedo only goes the default speed.

Last edited by ruddy shaft; 04-02-08 at 11:36 PM.
ruddy shaft is offline   Reply With Quote
Old 04-03-08, 05:58 AM   #23
andycaccia
XO
 
Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
Default

Quote:
Originally Posted by kikn79
I made a 60kt homing torpedo once and modded my sub to run 40kts submerged. It was much fun outrunning destroyers and sending a nice present back at them when they were chasing me. .......Until I missed and the torpedo started it's search pattern and homed in on me. Then it wasn't so entertaining.

Chuck
:rotfl: :rotfl: :rotfl:

It happend to me in sh3...while acting as K-19 in 1944 with a "soviet" XXI..
__________________
"Memento Audere Semper"
andycaccia is offline   Reply With Quote
Old 04-03-08, 07:34 PM   #24
manitoba1073
Mate
 
Join Date: Apr 2005
Posts: 53
Downloads: 2
Uploads: 0
Default

Quote:
Originally Posted by ruddy shaft
Unfortunately, I have no idea how to attach a file. All I see is stuff for links. Anyway, yes, I'm sure I saved my changes. I know I always save because the S3editor that I use puts a * next to the filename when you've made a change and it annoys the hell out of me so I click the disk to save it so the * goes away.

I just found something kind o' interesting. If I lower the speed to 2 knots and then test it, the torpedo goes 2 knots. I can speed the sub up and run into my own torpedo I can observe any speed change within the game provided it's less than the default 36/41kts (for the Mk1). But as soon as I change the speed to anything greater than the default, the torpedo only goes the default speed.

Well I got 122kts to work for torp speed. I know tha number works and 88kts for the longer range of the mrk14's.
__________________


manitoba1073 is offline   Reply With Quote
Old 04-04-08, 12:56 AM   #25
ruddy shaft
Swabbie
 
Join Date: Mar 2008
Posts: 5
Downloads: 1
Uploads: 0
Default

So has everyone I'd love to know why everyone else gets the torpedo to go faster, but mine only go the default speed or slower. I've even tried downloading that snap patch or whatever that makes torpedos faster and more powerful, and it still doesn't change the speed.
ruddy shaft is offline   Reply With Quote
Old 04-04-08, 02:29 AM   #26
manitoba1073
Mate
 
Join Date: Apr 2005
Posts: 53
Downloads: 2
Uploads: 0
Default

What mods and that do you have installed?

And what did you mod the Torpedoes_US.sim file with?

This is what my file looks like in S3d



That is all I changed too.

I will say changeing the depth to -1.8 does not make them fly. lol
__________________



Last edited by manitoba1073; 04-04-08 at 03:07 AM.
manitoba1073 is offline   Reply With Quote
Old 04-04-08, 03:55 AM   #27
Fincuan
Admiral
 
Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by manitoba1073
I will say changeing the depth to -1.8 does not make them fly. lol
Tried that too. I think that's only the default value though, and that the TDC torpedo depth wheel overrides it.
Fincuan is offline   Reply With Quote
Old 04-05-08, 01:21 AM   #28
ruddy shaft
Swabbie
 
Join Date: Mar 2008
Posts: 5
Downloads: 1
Uploads: 0
Default

I have no mods installed. I'm on a fresh installation with the 1.4 patch installed.

I don't know how to put images on here, but my editor looks the same as yours with slightly different speeds. For the 0 category under "speeds", my speed is 110 kts with 10000 range. For the 1 category, my speed is 70 kts with 16000 for range. My sub is loaded with Mk14s so I am editing the #6 amun_torpedo. Unfortunately, I save the file, go in game, and nothing changes...unless I change the speeds to slower than the default as I said in a previous post.

i haven't changed anything else in the file like dive angle or depth or any of that. Only speed and range.
ruddy shaft is offline   Reply With Quote
Old 04-05-08, 03:57 AM   #29
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
Default

Quote:
Originally Posted by skwasjer
I don't see why it wouldn't work. Better post the modded .sim file so we can see what's wrong...
If you want help...?
skwasjer 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 04:38 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.