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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | ||||||
Samurai Navy
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Location: Pretty close to the big german cruiser Blücher in Norway
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There is no doubt it is quite dangerous to be in shallow waters with this mods settings. Quote:
But I'm quite happy to use these setting provided in this thread. Remember that I released this mod so that other users of this forum could have the oppurtunity to enjoy the settings i've worked with. If someone would like to read through histroy books and make a more historically accurate mod than this one - that would be great. However, I'll just continue developing the mod I've started at here. PS! There are probably many people here who would be quite grateful if your history knowledge could be applied to a mod - so why don't you start by creating a new one!
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#32 |
Stowaway
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Heh Kakemann - my modding skills are sadly not as developed as yours. I hold your work in great respect. What i can do is deliver what small knowledge i have from reading a few books. To make that happen in a mod would take "other people"
![]() Regarding going to 460 ft. - the thickskinned fleetboats (starting with Tang in 1944) could go to about 600 ft. The depth guage showed up to 600 ft. and the pin was at 612 ft. At one point around the Marianas Tang took seawater in through a torpedotube in the forward torpedoroom. the imballance made the boat go down through 612 ft. for a while. They had no idea if they were then decending or rising. After a while it started moving back towords 600 ft. Tang went to 500 ft. many times to duck under layers. From reading the forums i come to belive that the Layer depth are hardcoded in some way, so we can not make them be deeper. |
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#33 | ||
Samurai Navy
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I'm not sure about the layer depth. I made a test mission in the norwegian oslo fjord and I found that there the thermal layer was placed very shallow. Maybe at 15metres or so. I've read someting about a thermal layer randomizer which i guess in some way randomizes the thermal layers placements in campaing, but I havent tried it, though. Might be that the placement is hardcoded. But the thermal layer effect is definately moddable! Happy hunting ![]()
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#34 |
Ace of the Deep
![]() Join Date: Nov 2002
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From what I recall, the layer in the Pacific is at a more shallow depth than it normally is in the Atlantic and being at over 400ft. sounds like an Atlantic layer.
I'm fine with where the layer is now. Ideally it would be around 250-350ft though.
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#35 |
Born to Run Silent
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Good work, and as always, THANKS! for including a good readme.
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#36 |
Swabbie
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Thanks a lot for your work, kakemann! As well as all the other modders with their skillfull work and splendid ideas SHIV becomes what it deserves to be - submarine action first class!
I´m cruising around with your ELITE version. After locating a convoy my favourite attack sequence is: steam ahead, dive directly on course of the merchants, waiting silently underneath the thermal layer. As soon as the lead escort has passed, up to periscope depth, there we have a nice little massacre ![]() The bad thing: the escort destroyers never search for me within the convoy! Maneuvering silently rigged, 6 merchants sunk, all tubes empty, nobody cares! ![]() Your mod is correctly installed and activated. What can I do/ change to make life more dangerous? |
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#37 |
Samurai Navy
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Location: Pretty close to the big german cruiser Blücher in Norway
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Hi Popov!
This behavior has been discussed a lot at this forum. It has been reported as a bug with patch 1.2 of the game (see bug number 23 in this thread: http://www.subsim.com/radioroom/show...112193&page=23) You can also read this thread: http://www.subsim.com/radioroom/showthread.php?t=112904 This seems to be a hard coded bug, which I hope they will fix in patch 1.3 in the game. I've experienced it myself a couple of times, sometimes the destroyers will head to the direction where they presume the torpedo was shot from and start searching. Sometimes they will stop an just wait, and sometimes they will continue with their warninglights blinking but won't do anything. However I've been a little more successfull using the ELITE version of this mod,instead of using the SH4 original settings. When one of the ships in the convoy is hit by a torpedo the destroyers will change their "state" to alert. This alert status happens if they believe there is a enemy sub in the area, and they will likely assume that if a ship is hit by a torpedo or if you run on the surface or you're too noisy. You can see it on the surface because the merchants will start zigzagging and if dark you'll easily see the DD's blinking with their warning lights. The problem here is their reaction when their status is set to alert. Anyway if you are using this ELITE mod and is detected by the escorts even if they don't start searcing around for you, you will definately have to use the right strategy to get away using this mod. After all their sensors are a lot more sensitive as well as their crew rating. I hope you understand what i mean (english is not my 1. language). If this issue is fixed in the next SH4 patch (1.3), I would actually start to get quite satisfied with the game and this ELITE mod would be even more challenging.
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 Last edited by kakemann; 05-08-07 at 03:47 PM. |
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#38 |
Swabbie
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Again thanks kakemann, understood perfectly!
I did not realize/know, that this problem was hard coded. I will be more noisy during future attacks to challenge the destroyers to give me a hard time. And then let`s wait for the next patch ![]() Happy hunting |
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#39 |
Samurai Navy
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Thanks! You too Popov!
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#40 |
Eternal Patrol
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Using your Standard one and yes the game play is better except for one thing other than seeing a warship there is almost no reason to dive anymore how do you increase the planes in the airports a little bit more not like originaly that was rediculous but enough so that they show up after you sink a ship? I would change it if I knew how just can't figure out how to use the tools programs always getting error messages.
Dave |
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#41 | |
Ace of the Deep
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#42 |
Eternal Patrol
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What program should i use to change these values? SH3 mini tweeker or something else?
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#43 | ||||
Samurai Navy
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You don't need to use mini tweaker. Just open the airstrike.cfg in notepad.
If you see close to the end of this file you see the following lines: Quote:
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__________________________________________________ __________________________________________________ __________ If you would like to change the general airtraffic around japanese airbases (aircoverage areas), you have to change some other files. You can use notepad to edit these as well. The files that needs to be changed to add more traffic to areas with aircoverage go to the following directory: DATA/LAND There are three files that you have to look into here. These files are: DATA/LAND/LAB_SmallAirBaseJP/LAB_SmallAirBaseJP.cfg DATA/LAND/LAB_MediumAirBaseJP/LAB_MediumAirBaseJP.cfg DATA/LAND/LAB_LargeAirBaseJP/LAB_LargeAirBaseJP.cfg Opening one of these you will see something similar to this: Quote:
The text I highlighted in bold represents the number of squadrons on that type of airbase. The higher number - the more airplanes will cover that airspace. See the readme to see what I changed these numbers to. If you have problems finding balanced settings you can try to reduce the numbers slightly from the original SH4 settings instead. If you have a backup, of course ![]() Did this make sense, leovampire? ![]()
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#44 |
Eternal Patrol
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Now I just have to play with it to make them show up a little bit more
![]() But one more quick question when I open the files with notepad does it change anything on how the game reads things? I am asking because I did this with a couple of files once trying to see if I could change values and since then I have tryed to use Mini Tweeker and keep getting error messages in trying to do anything to these files! Or are the 2 unrelated? |
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#45 |
Samurai Navy
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They are not related. Mini tweaker will let you change files that are not possible to change in any other way.
As long as you just change the values there are no dangers related to this
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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