SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-29-21, 09:45 PM   #1
mundio_73a
Watch
 
Join Date: Dec 2017
Location: Poland
Posts: 19
Downloads: 406
Uploads: 0
Default Request for help in modifying ships

Asking for help in modifying ships' equipment

Sorry for my english, the message was translated in google translator.

Attached I am sending a link to the google page with graphic files

https://sites.google.com/view/imbire...C5%82%C3%B3wna

I'd like to change the ship completely.
For this purpose, I chose the KILO (Project 636) and ASTUTE classes.
I note that the subsim mod with AStute does not work. I have a working mod with this ship, but have no idea where I downloaded it from.
I would like to put a 20-37 mm AA cannon on the coming tower in or near the place marked with arrows.
The cannon may not be visible underwater.
I want this cannon to combat airplanes and fishing boats.


Another problem is that I would like to increase the submersion time (oxygen reserve). Unfortunately, I don't know where it is configured.

I am looking for someone to help me with this.

Why do I want to make such changes?
One sentence of explanation: I play for fun - not for reality.


Best wishes,
mundio_73a
mundio_73a is offline   Reply With Quote
Old 01-30-21, 07:45 AM   #2
Benjamin2557
Loader
 
Join Date: Feb 2013
Location: Besançon, France
Posts: 84
Downloads: 392
Uploads: 2
Default

Quote:
Originally Posted by mundio_73a View Post
Asking for help in modifying ships' equipment

Sorry for my english, the message was translated in google translator.

Attached I am sending a link to the google page with graphic files

https://sites.google.com/view/imbire...C5%82%C3%B3wna

I'd like to change the ship completely.
For this purpose, I chose the KILO (Project 636) and ASTUTE classes.
I note that the subsim mod with AStute does not work. I have a working mod with this ship, but have no idea where I downloaded it from.
I would like to put a 20-37 mm AA cannon on the coming tower in or near the place marked with arrows.
The cannon may not be visible underwater.
I want this cannon to combat airplanes and fishing boats.


Another problem is that I would like to increase the submersion time (oxygen reserve). Unfortunately, I don't know where it is configured.

I am looking for someone to help me with this.

Why do I want to make such changes?
One sentence of explanation: I play for fun - not for reality.


Best wishes,
mundio_73a

Ok, it sounds like a funny MOD !

Of course I can help, before doing that I need to know if you want to put three 20mm AA cannon or only one ?
If only one, which slot you would like to put it and if three, which slot you want your playable 20mm to be (the game allows you one playable gun and two playable flak gun) ?

For your second question, oxygen reserve is hardcoded, either in the .act files or in the .dll files or something like that.
If anyone can confirm what I'm saying ?
Benjamin2557 is offline   Reply With Quote
Old 02-01-21, 06:44 PM   #3
mundio_73a
Watch
 
Join Date: Dec 2017
Location: Poland
Posts: 19
Downloads: 406
Uploads: 0
Default

Quote:
Originally Posted by Benjamin2557 View Post
Ok, it sounds like a funny MOD !

Of course I can help, before doing that I need to know if you want to put three 20mm AA cannon or only one ?
Thank you for your reply.

Generally speaking, in my games I use the classic cannon less and less. I use AA cannons to modify the range and muzzle velocity - around 1 space velocity - and "arm with an antimatter missile" - that is, attach 6 or 8 inch missiles. With this type of weaponry I shoot at fishing boats, junks and aircraft carriers, and classically - at airplanes.
Due to the ease of fighting with planes - I would like to attach two 20-37 mm cannons in two separate places, but if there is no space - even one will be a fantastic solution for me. I want to put them on top of the coming tower.
I'm not a programmer, unfortunately I don't know much about programming.
If I change something, it's because either people explained to me how to do it, or I figured it out myself after a long time.
Unfortunately, I can't handle the placement of the plots. Too many changes. I don't really understand the nature of configuration files - how to add an item that is not there.

One more thing, unfortunately I did not talk to the author of the mod - regarding consent to change it, so I do not know if we can change the mod like this.

I will be very grateful for your cooperation.

Yours faithfully,
mundio_73a
mundio_73a is offline   Reply With Quote
Old 02-02-21, 11:42 AM   #4
Benjamin2557
Loader
 
Join Date: Feb 2013
Location: Besançon, France
Posts: 84
Downloads: 392
Uploads: 2
Default

Quote:
Originally Posted by mundio_73a View Post
Thank you for your reply.

Generally speaking, in my games I use the classic cannon less and less. I use AA cannons to modify the range and muzzle velocity - around 1 space velocity - and "arm with an antimatter missile" - that is, attach 6 or 8 inch missiles. With this type of weaponry I shoot at fishing boats, junks and aircraft carriers, and classically - at airplanes.
Due to the ease of fighting with planes - I would like to attach two 20-37 mm cannons in two separate places, but if there is no space - even one will be a fantastic solution for me. I want to put them on top of the coming tower.
I'm not a programmer, unfortunately I don't know much about programming.
If I change something, it's because either people explained to me how to do it, or I figured it out myself after a long time.
Unfortunately, I can't handle the placement of the plots. Too many changes. I don't really understand the nature of configuration files - how to add an item that is not there.

One more thing, unfortunately I did not talk to the author of the mod - regarding consent to change it, so I do not know if we can change the mod like this.

I will be very grateful for your cooperation.

Yours faithfully,
mundio_73a
I'll do it for you if you want to. Share me the MOD, like that you'll keep it for yourself without compromising the author's work.
You can use a file transfer website, upload it and share the link to me.
Benjamin2557 is offline   Reply With Quote
Old 02-11-21, 02:27 AM   #5
mundio_73a
Watch
 
Join Date: Dec 2017
Location: Poland
Posts: 19
Downloads: 406
Uploads: 0
Default

Something like that?

Kilo
https://drive.google.com/file/d/1wic...ew?usp=sharing

HMS Astitute

https://drive.google.com/file/d/1Mnz...ew?usp=sharing




This message is valid if you haven't started working on d shifts yet.
If you want to change - I will only ask Kilo class. I don't care about Astitute.
During the campaign with the Kilo class, there was a problem with changing the base. I decided to move the base from Fremantle to Darwin.
Apparently, everything is fine in the Flotilla.upc file, but after the specified date I cannot end the patrol in Darwin or Fremantle - although the latter has a slanted anchor graphic.
Now I'm playing with the PT-109 weapon changes and, as always, I'm having a lot of trouble with that. I want to make an artillery boat out of a torpedo boat.

Best wishes,
mundio_73

Last edited by mundio_73a; 02-14-21 at 03:07 AM.
mundio_73a is offline   Reply With Quote
Old 03-07-21, 10:47 AM   #6
mundio_73a
Watch
 
Join Date: Dec 2017
Location: Poland
Posts: 19
Downloads: 406
Uploads: 0
Default Can someone explain to me what is wrong?

Due to the fact that the user Benjamin2557 (who promised to help me) did not log in for nearly a month - I decided to try to add an anti-aircraft gun to the Project 636 Kilo coning tower myself.
I installed the cannon somehow, it even shoots. I added the attachment point in the coning tower \ objects \ Conning_636_01.val file (copied it from another file), added the ID to the Conning_636_01.sim file. But I am not able to add a crew member to operate this gun (similarly the gun does not fire automatically - although it has been activated), even though I added the following lines in the file NSS_636upc:

[UserPlayerUnit 1.FunctionalSubsystem 27]
ID = FlakGun1
NameDisplayable = AA Gun
FunctionalType = WeaponFlak
IDLinkFunctionalSubsystemSlots = CTBackAA, 1

[UserPlayerUnit 1.FunctionalSubsystem 28]
ID = CrewFlak
NameDisplayable = AA Gun Crew
FunctionalType = CrewMembersGrouping
IDLinkFunctionalSubsystemSlots = CrewMemberSlot_FlakL1, 0, CrewMemberSlot_FlakC1, 0

Can someone explain to me what is wrong?

Best regards,
mundio_73a
mundio_73a is offline   Reply With Quote
Old 06-24-21, 10:11 AM   #7
mundio_73a
Watch
 
Join Date: Dec 2017
Location: Poland
Posts: 19
Downloads: 406
Uploads: 0
Default Benjamin -I cannot contact you.

Pliki powinny być dostępne do 21.07.2021.

https://megawrzuta.pl/download/9a15a...a30fd179d.html

https://megawrzuta.pl/download/c7375...c94829c11.html

Best regards,
mundio_73a
mundio_73a is offline   Reply With Quote
Old 06-24-21, 05:43 PM   #8
ETR3(SS)
Ocean Warrior
 
Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
Default

Here is the guide you may be looking for to adding working, manned gun mounts. https://www.subsim.com/radioroom/sho...d.php?t=162021
__________________


USS Kentucky SSBN 737 (G)
Comms Div 2003-2006
Qualified 19 November 03

Yes I was really on a submarine.
ETR3(SS) is offline   Reply With Quote
Old 06-24-21, 07:22 PM   #9
KaleunMarco
Silent Hunter
 
KaleunMarco's Avatar
 
Join Date: Sep 2007
Location: Chicago area, which is more dangerous than Omaha Beach.
Posts: 3,908
Downloads: 433
Uploads: 27


Default

Quote:
Originally Posted by Benjamin2557 View Post
For your second question, oxygen reserve is hardcoded, either in the .act files or in the .dll files or something like that.
If anyone can confirm what I'm saying ?
yes, you are correct. oxygen use is computed within a proprietary file and, to date, has not been mod-able.
__________________
there are only two things in the world: submarines and targets.
Fortis et stabilis et fidelis, semper


------------------------------------------------------------
Silent Hunter 4 1.5 Gold Edition on CDROM
LAA enabled
Dell XPS with 32 GB Ram running Win10
KaleunMarco is offline   Reply With Quote
Reply

Tags
add aa position


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:32 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.