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Old 10-24-15, 03:38 PM   #1
LGN1
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Default Squid launcher

Hi,

I have uploaded a Squid launcher for SH3. It can be found here:

http://www.subsim.com/radioroom/down...o=file&id=4807

Enjoy being slaughtered

Regards, LGN1


Readme:

Squid Mod for SH3

LGN1 April 2016

Model done by gap!
------------------

Version 2.0

This mod provides a squid launcher for SH3 (see, e.g., https://en.wikipedia.org/wiki/Squid_(weapon) ).

In order to add the squid launcher to a ship, activate the mod, and use either 'SSquid' (single launcher) or 'DSquid' (double launcher) in a ship's *.eqp file (see the GWX version of this mod for examples).


Since the mod is based on the in-game hedgehog, it has two drawbacks:

1.) No graphical representation of the thrown depth-charges.
I couldn't find a way to reduce the amount of projectiles fired by the Hedgehog (24). Thus, I have made the projectiles invisible above and below the water. However, three splashes on the water surface can be seen (and bubbles below the water).

2.) No historical parameters (sink rate, firing range,...)
Using historical parameters for the depth-charges/squid leads to very poor results. The escorts simply do not hit anything because the aiming routines do not properly take these values into account. The AI simply cannot perform a true squid attack how it was done in WWII. Therfore, I have adapted the sink rate of the depth-charges, the firing range, and the pattern to yield 'historical' results. My guideline was to achieve a realistic hit rate and to have a similar area covered as the true squid did. I have made quite a few tests to optimise the different parameters. Depending on the mods you are using, different parameters might be better for you. Feel free to test the mod and adapt the parameters to your liking.

In the present version of the mod the squid launcher's DCs are less dangerous than they historically were. After WWII the Admirality estimated that the chance of a u-boat to survive a single squid attack was about 50%! Since such a value would be very boring from a game-play point-of-view, I have increased the survival chances by weakening the DCs. Feel free to adapt the DCs hitpoints if you don't like this.

Historically, the Castle class and the Loch class were fitted with squid. I'm not aware of any models for these two ships. Therefore, I recommend to use the squid with their predecessors, the Flower class and River class (although the Flower class could not be equipped with a squid due to the strong recoil).

The mod contains two JSGME-ready versions. One contains only the Squid launcher without any other files, the other contains the squid launcher together with modified eqp files for GWX. In addition, a modified U505 mission (for GWX) is also provided for testing purposes (no French version).


Credits: The fantastic model for this mod was done by gap! Thank you very much for this great work!


Cheers, LGN1

Not for comercial use!




Last edited by LGN1; 04-25-16 at 01:57 PM.
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Old 10-24-15, 03:54 PM   #2
padi
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Great! Hopefully you can adjust the drawbacks sometimes in the future!
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Old 10-25-15, 05:11 PM   #3
LGN1
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Hi padi,

thanks for the feedback. Maybe some of the drawbacks can be removed, however, at least from a game-play point-of-view the current version works already very well.

Regards, LGN1
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Old 10-25-15, 05:13 PM   #4
padi
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Somewhere in the forum I have read that someone has already build the squid.
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Old 10-26-15, 06:07 AM   #5
LGN1
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Hi padi,

I have also read this, however, I have never seen a release; neither a 3d model nor a 'game-play' mod. IIRC, Privateer/Jeff-Groves once mentioned this.

I really would like to know how others would do an in-game squid (without exe changes).

Regards, LGN1
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Old 10-26-15, 10:25 AM   #6
sublynx
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Quote:
Originally Posted by LGN1 View Post
However, to give at least some graphical hint about the depth-charges, I have kept the (24) splashes and 24 depth-charges below the surface. If this is not wanted, it can be easily changed with S3d.

3.) No historical parameters (sink rate, firing range,...)
So a graphical hint is there, but how about the sound hint? It's the same sound as a hedgehog launch? Could the sound be changed?
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Old 10-27-15, 03:58 PM   #7
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Hi sublynx,

the current sound is from the hedgehog. However, I don't see any reason why this should not be changeable.

But as long as I don't have an idea how to reduce the number of projectiles, I don't want to spend time on this. As a game-play mod it works fine and for all players who do not use the external camera it doesn't matter at all.

For my personal taste it would be great to have a 3d model of the launcher, however, as I have said, it's not crucial from a game-play perspective.

Regards, LGN1

PS: A Castle-class corvette from the_Frog would be really great
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Old 10-27-15, 08:46 PM   #8
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No gonna promise anything but I'll look into a few things if time allows.
That's a big IF at this time.
Still got things I'd like to do on the VII-A I haven't touched since March!

guns.sim
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launches = 10 (< changed that did you?)
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Old 10-28-15, 03:57 PM   #9
LGN1
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Hi Jeff,

nice to see you! Any ideas are welcomed!

The launch value does not change the number of projectiles per salvo. I think it only changes the number of salvos (i.e., Hedgehog reloads).

Regards, LGN1
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Old 11-29-15, 03:15 PM   #10
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Hi all,

does anyone have blueprints of a squid launcher? Or good pictures from different angles? Or some size values of the launcher, e.g., diameter (was 12 inch), barrel length, barrel angle,...?

Regards, LGN1
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Old 01-21-16, 08:45 AM   #11
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Quote:
Originally Posted by LGN1 View Post
I couldn't find a way to reduce the amount of projectiles fired by the Hedgehog (24).
What about setting the launcher as a three-barrelled K-gun DC thrower, using the wpn_KGun controller rather than relying on the wpn_Hedgehog one? I know there might be some shortcomings in doing that, but I think it is worth a try anyway.
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Old 01-21-16, 11:58 AM   #12
LGN1
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Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.

@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...

Regards, LGN1

PS: Gap, would it be possible to delete some of your PM so that I can send you one?

Last edited by LGN1; 01-21-16 at 12:13 PM.
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Old 01-21-16, 01:13 PM   #13
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Quote:
Originally Posted by LGN1 View Post
Hi gap, hi all,

thanks for the interest! I already could improve the mod, but before a release I'm waiting for another improvement/input.


Quote:
Originally Posted by LGN1 View Post
I have tried to use the KGun, however, it always fired the DCs when all the other DCs were fired/dropped. Thus, it didn't hit anything (I guess the aiming routine for DCs is just not suited for ATWs (Ahead-throwing weapons). That's why I have chosen to use the HH. However, maybe I missed something, so it might be a good idea if someone else also tries it...
I feared such a problem. If you send me your testing files I can see if there is anything we can do, though I see it difficult.

Quote:
Originally Posted by LGN1 View Post
@gap: Thanks for offering to model a squid thrower and for modelling the DC! I will send you a PM with some more information.

[...]

PS: Gap, would it be possible to delete some of your PM so that I can send you one?
I need to delete 60 messages
Can you get in touch through skype? From there I will give you my private e-mail address
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Old 01-21-16, 01:45 PM   #14
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Found a few more pictures of the AS Mortar Mk IV (this was the official name of our squid launcher) on Flickr:



The new model is coming along nicely by the way

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Last edited by gap; 05-05-20 at 07:24 AM.
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Old 01-21-16, 02:00 PM   #15
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Quote:
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The new model is coming along nicely by the way
Yeah, not bad ! Keep up the good work guys !!
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