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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 148 14.18%
Mid Cold War: 1960s to 1980s 195 18.68%
Late Cold War: 1980's to 1991 147 14.08%
I want the whole thing! 1947 to 1991 554 53.07%
Voters: 1044. You may not vote on this poll

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Old 03-03-09, 12:06 AM   #511
Kaye T. Bai
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SUBROC's seem like a great and interesting idea.

Now that we have an Ohio-class SSBN, is anybody interested in making modern-day uniforms for SH4?

Or maybe even an interior(s) for the Ohio-class SSBN's?
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Old 03-03-09, 01:15 AM   #512
RobertGysae
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sledgehammer i have your 688i currently...how do i add on the conning tower fins you provided to make it look like the updated los angeles?
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Old 03-03-09, 03:21 AM   #513
tomagabriel
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Concerning the missiles, I must stress that what you saw were -=modded torpedoes=-. I still do not know exactly what is the extent of hard-coded stuff. If key parameters are hard-coded, then making something that also behaves (not just looks) like a normal missile will be very difficult. Presently an unguided missile is achievable (that much I've done and tested - a test with an unguided torp modded as missile is successful as long as I aim the missile correctly (to get a hit) - not very difficult given the slumbering merchands and battleships).

So what I did so far: I have increased the torpedo speed up to values close to those of a missile (it looks ok from start and during acceleration phase). However, when the missile acquires the target, well, weird stuff happens. The stock torpedo does a snake-like movement while acquiring. At 40knots going rudder right for a second means that you will turn something like 10 degrees to the right. At 450knots however, the missile will do a right turn on a trajectory of curvature apparently independent of speed and during a second it will have enough time to simply turn around as if reflecting back on the target (I know it sounds weird). Once turned back it does no longer acquire and goes on a straight line.

Therefore, at this point, I have some questions for the experts (concerning a very fast torpedo/missile):

-can the sonar seeker of the torpedo be tweaked to detect contacts from loner ranges? I am testing the one in the Type XI German torpedo and it seems to go hot at something below a mile. It would be necessary to make it go hot at several miles away (this way it could steer from further away); I know I've found a dat file with sensor settings (ranges and stuff) but I do not know if the torpedo sonar is in there; I think the file was named AIsensors.dat

-is it possible to tweak the behavior of the torp? (mainly its manouvrability - to restrain its abbility to turn 180, or simply cancel the snake-like movement)

-last (this is funny) is it possible to steer a torp by the player?
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Old 03-03-09, 05:24 AM   #514
keltos01
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Quote:
Originally Posted by tomagabriel
Concerning the missiles, I must stress that what you saw were -=modded torpedoes=-. I still do not know exactly what is the extent of hard-coded stuff. If key parameters are hard-coded, then making something that also behaves (not just looks) like a normal missile will be very difficult. Presently an unguided missile is achievable (that much I've done and tested - a test with an unguided torp modded as missile is successful as long as I aim the missile correctly (to get a hit) - not very difficult given the slumbering merchands and battleships).

So what I did so far: I have increased the torpedo speed up to values close to those of a missile (it looks ok from start and during acceleration phase). However, when the missile acquires the target, well, weird stuff happens. The stock torpedo does a snake-like movement while acquiring. At 40knots going rudder right for a second means that you will turn something like 10 degrees to the right. At 450knots however, the missile will do a right turn on a trajectory of curvature apparently independent of speed and during a second it will have enough time to simply turn around as if reflecting back on the target (I know it sounds weird). Once turned back it does no longer acquire and goes on a straight line.

Therefore, at this point, I have some questions for the experts (concerning a very fast torpedo/missile):

-can the sonar seeker of the torpedo be tweaked to detect contacts from loner ranges? I am testing the one in the Type XI German torpedo and it seems to go hot at something below a mile. It would be necessary to make it go hot at several miles away (this way it could steer from further away); I know I've found a dat file with sensor settings (ranges and stuff) but I do not know if the torpedo sonar is in there; I think the file was named AIsensors.dat

-is it possible to tweak the behavior of the torp? (mainly its manouvrability - to restrain its abbility to turn 180, or simply cancel the snake-like movement)
yes in the .sim

-last (this is funny) is it possible to steer a torp by the player?
not that I know

I saw a code in a text file somewhere with 05 Missile (number might be different) so it looks like the devs prepared the next version in this one as well, cause the only missiles in the pacific theater were unguided rockets.

When you look at the /torpedo/missile : the hit is still underwater, look in the . sim and see if you can set the torpedo Y value to something higher, then we might have an explosion where the missile is actually seen

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Old 03-03-09, 05:37 AM   #515
Stratos
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As I asked before, can someone tell me the status of the mod and If theres something to download please? Subs, missions...
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Old 03-03-09, 06:36 AM   #516
tomagabriel
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@Keltos01

Yes the explosion is underwater because the logical weapon is there (torpedo) while only the model is above water. I will keep playing as you suggested, maybe I get to some reasonable result.

@Stratos

There is no mod yet to download. I guess people are still trying to make up their minds what such a mod might look like. There are however some post-war subs you might enjoy.
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Old 03-03-09, 06:38 AM   #517
Stratos
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Where can I get the post war subs please? Is there any mission included?
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Old 03-03-09, 02:52 PM   #518
Roger_Becker
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Default Silent Hunter 4 USS Ohio (SSGN-726) Cold War Mod

Hi I've a HD video with the new uss ohio made it is a lovely lob at the maker Gabriel Toma

Videos with the 688i and the SSN followed by Typhoon

Your must watch as HD


hier der link

Gruß Ryan
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Old 03-03-09, 03:13 PM   #519
{1.SS}Eberhardt
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Quote:
Originally Posted by Roger_Becker

hier der link

Gruß Ryan
Klasse! Gutes video, menjung!
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Old 03-03-09, 06:14 PM   #520
Kaye T. Bai
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Quote:
Originally Posted by Roger_Becker
Hier der link
Great video, and nice music.

Does anyone know a way to make the Ohio-class SSBN and Los Angeles-class SSN create more of a splash when doing an emergency surface in SH4?
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Old 03-03-09, 08:50 PM   #521
punkmaster98
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Wow, i swaer that video made me cry lol. can you please tell me who that music is by?
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Old 03-03-09, 11:13 PM   #522
Kaye T. Bai
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Quote:
Originally Posted by punkmaster98
Can you please tell me who that music is by?
The song is called "Armageddon" and it is by Trevor Rabin.
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Old 03-04-09, 05:35 AM   #523
tomagabriel
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Quote:
Originally Posted by Kaye T. Bai
Quote:
Originally Posted by Roger_Becker
Hier der link
Great video, and nice music.

Does anyone know a way to make the Ohio-class SSBN and Los Angeles-class SSN create more of a splash when doing an emergency surface in SH4?
working on that as we speak ...

edit

saw the movie!!! oh my God! great! keep it up!!!
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Old 03-04-09, 05:58 AM   #524
Kaye T. Bai
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Quote:
Originally Posted by tomagabriel
Working on that as we speak.
Great! Can't wait for the next update!
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Old 03-05-09, 04:29 PM   #525
Franklin Van Valkenburg
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Ahoy mates!

Check this out ---> http://www.subsim.com/radioroom/show...61&postcount=1

Hope you like it!
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