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Old 03-18-21, 10:02 PM   #1
Bubblehead1980
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Default 600 ft and below

TMO w custom mods.


I was just killed...on 8th patrol in Balao Class....April 1945 off Indochina. Contacted one of those rare convoys at this point in war, running the coast but attacked in a "pocket" of deep water that dots the coast, attacked submerged. Sunk a tanker and a Yubari light cruiser, perfect submerged approach, slipped past the screen fired from 1800 yards on the Yubari in center column and 1000 on the tanker in outer column. Blew up nicely.

Anyways, escorts were tough as usual in TMO(but even better than last time was depth charged on 6th patrol) but was slipping away as had done previous patrols, but fact is in game (silly devs never designed to go deeper than 450, what where they thinking? ) if go deeper than about 597 feet, have to run at high speed or will quickly sink too deep. Noticed this before. Lol in fact only time (5th patrol) ever been able to maintain the ordered depth without running absurd RPM is when had flooding at 650 feet. After water was pumped out and bulkhead repaired, was able to maintain control runnin gat 3 1/2 knots at 640 feet lol. I am not sure what the crush depth on balao is, but I was at 725 ft at one point, did not want to push it lol. They seemed to stay on me, in spite of depth, decoys etc. Caused some damage but was okay, ended up catching a charge right on top of the deck in front of the conning tower despite moving at high speed being at 711 feet. Hull damage went to 100 instantly. I am sure its been asked but could be one of those things just never been resolved but is there a way? Really takes away from the sim when cant truly run silent run deep lol. Trying to balance things TMO. Of course need escorts are a challenge but need ot be able to run silent run deep, have it where not impossible to survive later in war. Currently seems like unless have a Balao or Tench, impossible to survive and even then, as I just found out.


Other issue, noticed stern tubes are extremely vulnerable in depth charging, nearly always get destroyed or damaged, even a bug where dc screen says they are repaired. I'm not sure how to fix this, what files to look in.
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Old 03-18-21, 11:20 PM   #2
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The damage is sprinkled about in the files, and can be difficult at best to track down. The main part of the sub is in the SubName.upc file, but you'll find torpedo tubes in the Weapons.upc file. There is also the equipment.upc file. I'm forgetting another one or two (three??)... I'm not sure if the buoyancy thing can be fixed... there are settings though in the sim file, but you fix it for deep, you ruin for shallow and medium. Then again, I was always curious if we could get what's here at the 25 sec mark:

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Old 03-19-21, 10:15 AM   #3
KaleunMarco
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Quote:
Originally Posted by Bubblehead1980 View Post
TMO w custom mods.
Anyways, escorts were tough as usual in TMO(but even better than last time was depth charged on 6th patrol) but was slipping away as had done previous patrols, but fact is in game (silly devs never designed to go deeper than 450, what where they thinking? ) if go deeper than about 597 feet, have to run at high speed or will quickly sink too deep. Noticed this before. Lol in fact only time (5th patrol) ever been able to maintain the ordered depth without running absurd RPM is when had flooding at 650 feet. After water was pumped out and bulkhead repaired, was able to maintain control runnin gat 3 1/2 knots at 640 feet lol. I am not sure what the crush depth on balao is, but I was at 725 ft at one point, did not want to push it lol. They seemed to stay on me, in spite of depth, decoys etc. Caused some damage but was okay, ended up catching a charge right on top of the deck in front of the conning tower despite moving at high speed being at 711 feet. Hull damage went to 100 instantly. I am sure its been asked but could be one of those things just never been resolved but is there a way? Really takes away from the sim when cant truly run silent run deep lol. Trying to balance things TMO. Of course need escorts are a challenge but need ot be able to run silent run deep, have it where not impossible to survive later in war. Currently seems like unless have a Balao or Tench, impossible to survive and even then, as I just found out.


Other issue, noticed stern tubes are extremely vulnerable in depth charging, nearly always get destroyed or damaged, even a bug where dc screen says they are repaired. I'm not sure how to fix this, what files to look in.
if you want to decrease your detection, you can modify enemy's capabilities in Sim.Cfg and/or modify your sub's RPM in Subname.SIM. Keep in mind, that modifying the former affects each and every enemy ship that you encounter and modifying the latter affects only your boat. Lowering the RPM does not affect any other aspect of your boat's performance other than the emanated sound at low speed.

as far as damage to your boat in concerned, Zones.Cfg probably has more to do with destruction than the Hit Points in Subname.UPC, although the Damage for each piece of equipment contained in Subname.UPC is also a large contributor. i believe that the hierarchy for applying damage to your boat starts with Zones and then applies the Damage Section of whatever Zone was negatively affected by the bullet/shell/torpedo/depth charge/mine/subnet. So, the more Zones your boat has, the more compartmentalized the damage. The Damage section of each piece of equipment typically has ten levels of damage in increasing severity. more than once i have tried to adjust those factors but it is tedious work and must be done for each piece of equipment on each boat for each mega-mod that you wish to play. if you are a player (vs a modder) you quickly tire of this tedious task and get back to playing.

anyway, these things are what i have learned over the thousands of missions. use them, don't use them, it is up to you.

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Old 03-19-21, 09:31 PM   #4
Bubblehead1980
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Originally Posted by KaleunMarco View Post
if you want to decrease your detection, you can modify enemy's capabilities in Sim.Cfg and/or modify your sub's RPM in Subname.SIM. Keep in mind, that modifying the former affects each and every enemy ship that you encounter and modifying the latter affects only your boat. Lowering the RPM does not affect any other aspect of your boat's performance other than the emanated sound at low speed.

as far as damage to your boat in concerned, Zones.Cfg probably has more to do with destruction than the Hit Points in Subname.UPC, although the Damage for each piece of equipment contained in Subname.UPC is also a large contributor. i believe that the hierarchy for applying damage to your boat starts with Zones and then applies the Damage Section of whatever Zone was negatively affected by the bullet/shell/torpedo/depth charge/mine/subnet. So, the more Zones your boat has, the more compartmentalized the damage. The Damage section of each piece of equipment typically has ten levels of damage in increasing severity. more than once i have tried to adjust those factors but it is tedious work and must be done for each piece of equipment on each boat for each mega-mod that you wish to play. if you are a player (vs a modder) you quickly tire of this tedious task and get back to playing.

anyway, these things are what i have learned over the thousands of missions. use them, don't use them, it is up to you.


Thanks, what you had to say made me think back. I believe I once fooled around with the .zon file in Data/TMO. Problem is the file can be confusing as to what exactly are editing and my understanding it covers not just subs but all vessels in the game basically correct? . I see currently in what I believe is the stern tubes for playable subs, the hit points are set to just 50, which would explain why after late when depth charges are more powerful (Type 2 mod I put out) stern tubes are getting beat up, since may way to dodge charges and to speed up as they are overhead about to drop, its inevitable the stern is most often exposed to DC. The was in stock and TMO for a time an issue with rudder and props always being destroyed, leaving player stranded since the devs designing decided to go lazy and not give four engines with independent props, so rudder was made basically indestructible. May raise the hit points on the tubes see how it plays out . Bow tubes get beat up as well, just not as often.

Any ideas on the bug I mentioned? Where a tube is destroyed but does not display on the screen or if its damaged to a certain point, it'll never repair or say it is, but tube wont function, look outside the torpedo door is missing. Experienced this issue in a porpoise class boat before as well.

I agree, the tedious nature of modding this time can lead to burn out, when I do I stop and just play the patrol but I admit to having CTD( Compulsive Tweaking Disorder) as Ducimus put it, where I see things that just annoy me in the sim and want to change them to be correct so when I do go on patrol, it's enjoyable. I am nearly finished with my TMO update, plan to release soon, just finishing up some things. I may try lowering RPM, just worry about nerfing the escorts abilities, then the sim can get boring. All about balance.
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Old 03-20-21, 04:13 PM   #5
KaleunMarco
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Quote:
Originally Posted by Bubblehead1980 View Post

Any ideas on the bug I mentioned? Where a tube is destroyed but does not display on the screen or if its damaged to a certain point, it'll never repair or say it is, but tube wont function, look outside the torpedo door is missing. Experienced this issue in a porpoise class boat before as well.
this is not a bug as much as it is undocumented features.

Posit: you and i peruse the UPC files and we see equipment assigned to compartments which are assigned to a boat. what we do not see are the Zones in Zones.CFG as well as the damage zones that are in Subname.ZON. Not all equipment is visible.

in the case of torpedo tubes, which seem to be the most noticeable piece of equipment, there is the tube and the exterior door and then there is the interior door. one or both of the doors can be damaged at the same time as the tube but they are NOT REPAIRABLE when the tube is repaired NOR is that damage announced to the CO. the first hint that a door is damaged is....when you attempt to use a torpedo tube that you thought was operational.

there are other pieces of equipment that are unfixable i just cannot remember at this time but they suffer from the same lack of documentation and repair opportunities as the torpedo tube "assemblies".

it sucks but it is what it is.

some of us have chalked it up as a replacement for the miscellaneous and specious equipment breakdowns that occurred on a regular basis and could not be repaired until the boat returned home.
as we used to say in the old neighborhood when something random and unexplainable happened: whadya goin' do, eh? let's go play ball.


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