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Old 09-04-19, 07:38 PM   #1
jahwillprovide
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Default Modding help

Not sure if this is the right sub-forum or not, hopefully someone can answer me or direct towards someone that can answer me. Im trying to add the Mk-48 torps that most of the nuclear sub mods have included with them, but I want them in a regular ww2 instead of on a Typhoon/Ohio/What have you. I have s3d and I found the /Data/Library/Torpedoes.* files so I was digging around but I couldn't figure out a way to add them to my list of available torpedoes. How can I get these sweet things on my Type-VII? Would be too much fun to find a convoy and fire a salvo from 100m down at sound contacts.
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Old 09-04-19, 09:00 PM   #2
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Originally Posted by jahwillprovide View Post
Not sure if this is the right sub-forum or not, hopefully someone can answer me or direct towards someone that can answer me. Im trying to add the Mk-48 torps that most of the nuclear sub mods have included with them, but I want them in a regular ww2 instead of on a Typhoon/Ohio/What have you. I have s3d and I found the /Data/Library/Torpedoes.* files so I was digging around but I couldn't figure out a way to add them to my list of available torpedoes. How can I get these sweet things on my Type-VII? Would be too much fun to find a convoy and fire a salvo from 100m down at sound contacts.
jahwillprovide...welcome to subsim.

what you are attempting is not possible. there is no way to create wire-guided, acoustical torpedoes in silent hunter.
the closest you can get is the German Type 5 or Type 7, i forget. that was an acoustic torpedo but it was slow and unreliable. The US counterpart is a Type 27.
if you want to create new and additional torpedoes, you not only have to modify the Torpedos_us.sim, zon, et al you also have to create the torpedo graphics, then add that new model as a possible selection to the set of boats on which you wish to use plus about six other things i cannot remember. yes, it is a ginormous PITA.
i apologize if i seem to be a harry-hair-shirt, but i started down a similar path a year or two ago and gave up. i was going to compromise and just fiddle with the acoustical settings of the existing fish but there are no acoustical settings. the performance envelope is hard-coded within SH4. don't yell at me...yell at Ubi.


you can try downloading Rockin Robbins slightly-sub-nuclear-torpedo mod and see what you can see from what he did.
https://www.subsim.com/radioroom/downloa...o=file&id=1210

good luck.
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Old 09-04-19, 10:42 PM   #3
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Need to read the original post again, he says he already has MK 48s from some mod, so it's obviously possible to create them.

If I was doing it I would edit the MK 27 "cutie" to increase the speed, range, and explosive power, but if you already have MK 48s no need for that. You probably need to look around in the \UPCData folders for upgrade availability, and the submarine\subtype.upc to change the accepted torpedo types. Already got the torpedoes, just some plain text editing to add them to upgrade packs and reset the availability dates.
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Old 09-05-19, 12:10 AM   #4
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Originally Posted by Sniper297 View Post
Need to read the original post again, he says he already has MK 48s from some mod, so it's obviously possible to create them.

If I was doing it I would edit the MK 27 "cutie" to increase the speed, range, and explosive power, but if you already have MK 48s no need for that. You probably need to look around in the \UPCData folders for upgrade availability, and the submarine\subtype.upc to change the accepted torpedo types. Already got the torpedoes, just some plain text editing to add them to upgrade packs and reset the availability dates.

Ty I'll start there, really all i should need to do is make them available to my sub since the models and everything are already there. I fully understand that "accurate acoustic torpedoes" aren't possible within the framework of the game but if I'm putting them on a Type VIIB in 1939 then accuracy is not really what im going for.

I didn't look at the the subnuclear torps file because it gives me a CTD immediately so I don't want to take notes from that mod but I did compare and contrast stock OM settings for torps + Websters improved. All I can find so far is damage dealt in hp and blast radius, but I know I'm getting closer. I'll check out the UPC files and hopefully have what I'm looking for within a few days.


ty for pointing me in a direction mate o7
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Old 09-05-19, 01:04 AM   #5
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I dug around a bit in the 575 Seawolf mod files and found out it's already a modified cutie so I added it in to my ammunition.upc

Unfortunately I can't seem to find the location of the file detailing what sub can load what torps so I may have to try out these t5s and their homing capability. It might work from the onset if I was doing a Pacific campaign but I'm running a pretty heavily modded game centered around OM so there's a few hitches.


For example:

[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable=Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS,T11Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= TorpTube01
ExternalDamageZoneTypeID3D= 58



Not the most helpful information silent hunter, but it's good to know that the torpedo tube accepts torpedo tubes haha
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Old 09-05-19, 11:41 AM   #6
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The relevant part of that is the line;

IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS,T11Torpedo

Whatever a T11 torpedo is, I don't have 1.5 so no Das Boot, no cold war mods either. Just now playing around with 1.4, I edited 3 files;

\UPCUnitsData\Ammunition.upc
\UPCUnitsData\Weapons.upc
\Submarine\NSS_s18\NSS_S18.upc

In the ammunition.upc, did a search for Mk27Torpedo, changed the availability to;

AmmunitionIntervalOptions1= 1941-01-01, 1946-12-31, 500

That means the cutie is available at career start.

Next the weapons.upc,
[Weapon 8]
ID= TorpedoTube21inUS

line reads;
AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo

Changed to;

AmmoTypesAccepted= Mk27Torpedo, Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk10Torpedo

That makes the cutie the default loadout at career start. The Mark 14 is the default for all but the S class, which defaults to the Mark 10 since in real life the 14 was too long for the S class tubes. So last the NSS_S18.upc ;

EDIT, REPLACE
Mk10Torpedo
REPLACE WITH
Mk27Torpedo

REPLACE ALL

Save, exit, try it out in game.

That works, starts a career in 1941 with default cuties in all slots on the S-18 class sub.

Should be able to do something similar with the U-boat and the Mark 48.
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Old 09-05-19, 02:58 PM   #7
jahwillprovide
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Originally Posted by Sniper297 View Post
The relevant part of that is the line;

IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS,T11Torpedo

Whatever a T11 torpedo is, I don't have 1.5 so no Das Boot, no cold war mods either. Just now playing around with 1.4, I edited 3 files;

\UPCUnitsData\Ammunition.upc
\UPCUnitsData\Weapons.upc
\Submarine\NSS_s18\NSS_S18.upc

In the ammunition.upc, did a search for Mk27Torpedo, changed the availability to;

AmmunitionIntervalOptions1= 1941-01-01, 1946-12-31, 500

That means the cutie is available at career start.

Next the weapons.upc,
[Weapon 8]
ID= TorpedoTube21inUS

line reads;
AmmoTypesAccepted= Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk27Torpedo, Mk10Torpedo

Changed to;

AmmoTypesAccepted= Mk27Torpedo, Mk14Torpedo, Mk16Torpedo, Mk18Torpedo, Mk23Torpedo, Mk10Torpedo

That makes the cutie the default loadout at career start. The Mark 14 is the default for all but the S class, which defaults to the Mark 10 since in real life the 14 was too long for the S class tubes. So last the NSS_S18.upc ;

EDIT, REPLACE
Mk10Torpedo
REPLACE WITH
Mk27Torpedo

REPLACE ALL

Save, exit, try it out in game.

That works, starts a career in 1941 with default cuties in all slots on the S-18 class sub.

Should be able to do something similar with the U-boat and the Mark 48.

Ty very much !
Shot 8 torpedoes ripped from the seawolf mod while sitting about 10 feet above test depth in an S-18. Overall pretty good test, I downed 6 ships but all 8 hit their marks. Some of the Mk48s were fired too close together so the screening destroyers really got blasted out of the water when the 2nd one hit the boats already going under. Too deep to actually rest on the bottom unfortunately, so no pretending to be a rock but they were so scared when the cruiser went down that the whole convoy broke up without ever trying to find me
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Old 09-05-19, 04:05 PM   #8
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Just for the heck of it, in my test install I edited the cutie in Silent 3Ditor to set the range, speed, bang, and damage radius (.sim and .zon files) to the same as the Mark 16, 46 knots and 12,500 yards. The simile "shooting fish in a barrel" comes to mind.
Have to start a new career for that to kick in, in an existing career between patrols in base the cuties become available, but have the original speed and range data.
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Old 09-05-19, 07:17 PM   #9
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Ty very much !
Shot 8 torpedoes ripped from the seawolf mod while sitting about 10 feet above test depth in an S-18. Overall pretty good test, I downed 6 ships but all 8 hit their marks. Some of the Mk48s were fired too close together so the screening destroyers really got blasted out of the water when the 2nd one hit the boats already going under. Too deep to actually rest on the bottom unfortunately, so no pretending to be a rock but they were so scared when the cruiser went down that the whole convoy broke up without ever trying to find me
so....you really don't have a Mark 48 ADCAP, you have a Mk27 which you have modified to your specs, correct?
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Old 09-06-19, 02:47 PM   #10
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I need a link to check that out, it might be possible to create a "what if" mod. Change the cutie to use something like the Mark 16 model, the speed, range, and explosive power are simple to modify. Adding an additional torp to the .sim, .dat, and .zon files has me baffled at the moment.

Japanese had the Long Lance in 1936, effective range 24,000 yards at 50 knots, 1000 pound TNT warhead. Germans had a working acoustic homing torpedo by 1936, although it had some other problems. If the Americans weren't such pacifist idiots all the way up to December 1941, we SHOULD have had a long range big bang homing torpedo (with a working contact exploder, if Ralph "Sheisskopf" Christie got his head out of his ass he would have known his pride and joy magnetic exploder was a dud, the reasons the British and Germans gave up on it were well documented) before we got into the war.

What if? I'll package and upload what I got, even if the graphics ain't right yet, can always improve on it later.
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Old 09-11-19, 10:22 PM   #11
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Originally Posted by KaleunMarco View Post
so....you really don't have a Mark 48 ADCAP, you have a Mk27 which you have modified to your specs, correct?

Quote:
Originally Posted by Sniper297 View Post
I need a link to check that out, it might be possible to create a "what if" mod. Change the cutie to use something like the Mark 16 model, the speed, range, and explosive power are simple to modify. Adding an additional torp to the .sim, .dat, and .zon files has me baffled at the moment.

Japanese had the Long Lance in 1936, effective range 24,000 yards at 50 knots, 1000 pound TNT warhead. Germans had a working acoustic homing torpedo by 1936, although it had some other problems. If the Americans weren't such pacifist idiots all the way up to December 1941, we SHOULD have had a long range big bang homing torpedo (with a working contact exploder, if Ralph "Sheisskopf" Christie got his head out of his ass he would have known his pride and joy magnetic exploder was a dud, the reasons the British and Germans gave up on it were well documented) before we got into the war.

What if? I'll package and upload what I got, even if the graphics ain't right yet, can always improve on it later.

I have a cutie that someone (most likely jhapprich) modified with custom graphics to display itself as a Mk48 ADCAP and edited damage/speed to act as the Mk48 ADCAP or the closest he could get for his CWSS mod from way back in the day when SH4 first released. Luckily for us s7rike saved every mod known to subsimmers on his mediafire account, I'll link the url in just a minute because I dont have it bookmarked on my Mac partition.

The only issue Ive had so far is sometimes I set the depth too low and the torp will continue to pass underneath the keel until it finally runs out of fuel or finds a new target when it swings wide. Faster is not always better with these things cause it can just go waaaaaay wide after a miss and just keep sailing off into the sunset
I did give myself the T5s in 1939 on a Type IX boat in OM and man can that be fun, just aim at a convoy from a few miles out and let them fly. Something is going to sink, just gotta hope youre near a resupply because you run out of them pretty quickly. Also found that modifying torp capacity makes your game very unstable so it's best to stick with stock values there. No running around with 20+ torps in reserve

Last edited by jahwillprovide; 09-11-19 at 10:31 PM.
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Old 09-11-19, 11:00 PM   #12
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https://www.subsim.com/radioroom/dow...o=file&id=5192

Jhappric uploaded it to subsim actually, this contains a whole bunch of US nuclear subs and I think all of them have his "Mk48 ADCAP"
>inb4 it's just a mk27
yes I know it's a mk27 with custom graphics, speed, and velocity but we can pretend can't we? It homes in and tracks targets unless they're dead in the water already and most contacts will go flank speed at full rudder giving the torp a good keel shot.



https://www.subsim.com/radioroom/sho...d.php?t=231064
This is a link to a thread he made with all of his mods but unfortunately most set your game and all ship names to German. You can however pretty easily snag his torpedo files and rain absolute hell down on any contact you happen to find. Maybe try setting damage up to like 10k with a massive blast radius and "nuke" a convoy sending everything to the bottom. Last time I attempted that it killed me at 3 miles out and crashed my game but man was that one wild explosion
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Old 09-12-19, 03:51 PM   #13
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First glance it appears he got around the problem of adding another torpedo to the data files by ignoring them and making new data files.

Still playing around with my "SuperCuties", had to cut the max range in half, may cut the speed down to reduce the turn radius as well. Weird unpredictable behavior everywhere, fire three at three different targets spaced 10 degrees apart and different ranges, sometimes overlapping, all three hit their designated targets. Fire three at targets separated 30 degrees, all three fish turn toward the closest target. First hits and destroys the near target, second and third circle the wreck, number 3 gets back on course to the target number one was originally aimed at, number two moseys off into the sunset singing Happy Trails To You.

Might work better as anti escort, but would need to be slowed down for that - down the throat shot inside 1000 yards tends to veer away just before impact so it can turn back in to home on the screws, misses astern due to the wide turning radius, then forgets what it was doing and heads off to LaLaLand or something - occasionally hitting the first target you fired at with a different torpedo that hit something else. Leaving that escort to run over you with them unholy evil nasty depth charges.

Can't really say if these are actually more effective than plain vanilla Mark 14s, but they're definitely more entertaining.
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Old 09-12-19, 04:38 PM   #14
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Originally Posted by Sniper297 View Post
First glance it appears he got around the problem of adding another torpedo to the data files by ignoring them and making new data files.
Yes. You can create anything you want by doing a new dat, sim, zon, whatever file.
Just clone and rename and you should be good to go for the most part.
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Old 09-13-19, 04:29 PM   #15
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Quote:
Originally Posted by Sniper297 View Post
First glance it appears he got around the problem of adding another torpedo to the data files by ignoring them and making new data files.

Still playing around with my "SuperCuties", had to cut the max range in half, may cut the speed down to reduce the turn radius as well. Weird unpredictable behavior everywhere, fire three at three different targets spaced 10 degrees apart and different ranges, sometimes overlapping, all three hit their designated targets. Fire three at targets separated 30 degrees, all three fish turn toward the closest target. First hits and destroys the near target, second and third circle the wreck, number 3 gets back on course to the target number one was originally aimed at, number two moseys off into the sunset singing Happy Trails To You.

Might work better as anti escort, but would need to be slowed down for that - down the throat shot inside 1000 yards tends to veer away just before impact so it can turn back in to home on the screws, misses astern due to the wide turning radius, then forgets what it was doing and heads off to LaLaLand or something - occasionally hitting the first target you fired at with a different torpedo that hit something else. Leaving that escort to run over you with them unholy evil nasty depth charges.

Can't really say if these are actually more effective than plain vanilla Mark 14s, but they're definitely more entertaining.
i am smiling....and holding my rapier-like-wit in check....but ITYS.

Mk48's are wire-guided as well as acoustically sensitive and there is no way one can emulate that in SH4.

from my experience experimenting with US Mk27 and the German T5, 32 knots is just about as fast as you want that baby to run. if you set it faster, it runs past its target AND the built-in-sensitivity gets lost. if you run it slower, you run the risk of it being outrun by your target, especially the small boys.
have fun. good luck. don't let the big, bad destroyer run you down.
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