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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: What time period would you like the Cold War Mod to encompass? | |||
Early Cold War: 1947 to the early 1960s |
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148 | 14.18% |
Mid Cold War: 1960s to 1980s |
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195 | 18.68% |
Late Cold War: 1980's to 1991 |
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147 | 14.08% |
I want the whole thing! 1947 to 1991 |
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554 | 53.07% |
Voters: 1044. You may not vote on this poll |
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#451 |
Machinist's Mate
![]() Join Date: Nov 2006
Posts: 122
Downloads: 110
Uploads: 3
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I'll do the 206 after Ohio; that is if it doesn't show up in the mean time.
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#452 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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tom, its all yours
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__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#453 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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Guys....I've just come across a severe hurdle. I'm trying to make a guppy equipped with a snorkel and so on, and naturally for it to be a guppy an increase of the submerged range is necessary, and here is what I've found out. No matter what value that is inserted into the sim file under submerged range, it remains the same lousy one, I can maximum get 60-80 nm out of the battery, and yes I AM running at optimum cruising speed. It's as if it's hard coded some where. Has any of you come across the same problem? Especially those of you who are designing nukes, how did you increase the submerged range? I used the S3D to alter the values.....I understand nothing
![]() Same with the max diving depth.....no matter what I enter, the hull implodes at 165 metres exactly. |
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#454 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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Use Timetraveller's Minitweaker for sh3/4
my best friend and I used it to make a XXI go 45 knots for a bajillion miles i believe only a slim few GUPPY's had the snort.
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#455 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Sledgehammer:
You mean the SH3Tweaker? ![]() |
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#456 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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well, its a simple program, and you can prolly find it on the SH3 mods thread
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#457 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@sledgehammer:
Well, I've tried both now, S3D and the mini tweaker, nothing works! ![]() ![]() |
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#458 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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theres sh4 config files 4 the mini tweaker, perhaps u could tell me what sub you are modding and ill mess around with it
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#459 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Sledgehammer:
Well actually i've cloned my own, but in this case, where I used the mini tweaker, I used the Balao class since I have no tweak file for the cloned one. The result came out the same ![]() ![]() |
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#460 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Sledgehammer:
Even your foxtrot cannot travel any further than that by the way ![]() I just don't understand that no one has come across this problem before, there are people in here who have made nuclear subs, how did they manage to make the submerged range infinite for example? Is it only my version of the game that behaves this way? ..... it wouldn't surprise me ![]() ![]() |
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#461 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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werewolf (beware the hunters btw)
i am uploading a guppified balao.sim to my FF page check it asap and PM me when you get it so i can delete it EDIT: its up
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#462 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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theres a post in this thread explaining how to do this, as we had problems with nuke subs crushing at the same depths as ww2 subs. I dont know if the same would work for ww2 subs though if thats what your wanting. |
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#463 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Kiwi
Yes that is what I want very much. Erhm....there's a vast amount of posts in here, do you by any chance remember what the title is on it? |
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#464 | |||
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
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Going by the Nuke subs (will be the same for ww2 subs just different names) Download S3D (Silent 3ditor v0.9.4) found here: http://sh4.skwas.net/ With S3D open up the Zon file: C:\Program files\Ubisoft\Silent Hunter 4 Wolves of the Pacfic\Mods\Los Angeles\Data\Submarine\NSS_688i\NSS_688i.ZON (WW2 subs would be similar: C:\Program files\Ubisoft\Silent Hunter 4 Wolves of the Pacfic\Data\Submarine\Gato\Gato.ZON <-- thats just a rough guess) Once the file is opened, go down to "Collisionable Object" click on the arrow on the left to choose 'collisionable object' again then on your right you will see some names - CrushDepth, Hit points, Armor levels etc. In the Crushdepth the default was as far as i can remeber - 120. 120 is not 120 in depth you times it by 2 or something where it works out 120 = 450feet etc., I changed 120 to 620 then saved file. With 620 the nuke sub was tested at approx 1100metres and still going i never went further deep cause 1100 is pretty much pitch black down there with depth charges not even coming close to your sub. ![]() Hope that helps. Edit: Even better i found the original post by 'andycaccia' from this thread on page 7: Quote:
Quote:
Last edited by kiwi_2005; 02-08-09 at 05:08 PM. |
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#465 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Kiwi2005
Thanks mate! ![]() ![]() |
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