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File Name: Ohio SSBN/SSGN mod for SH4 (127.78 MB) Download
Author: tomagabriel (Uploaded by tomagabriel)
Date Added: 04-13-09
Downloads: 4953
Grade: A
Description
Ohio SSBN/SSGN for Silent Hunter IV
(beta 0.2)

===================================

contact:
pm me at www.subsim.com forums

This is the Ohio SSBN/SSGN for silent Hunter IV. It was designed and tested on an un-modified version of Silent Hunter IV v. 1.5 (with U-Boat missions). This mod will mess with some files that might be in use by other mods so it could function wrong along with other mods and with the stock submarines. My advice is to remove all mods and test it on a clean installation of SHIV. When you do not plan on using this sub, remove it with JSGME in order to prevent conflicts.

Installation
============
Install it with JSGME as you would do with any other sub presently available. Please read the notes of the last version in the "Changelog" below for useful info!

Uninstallation
==============
Use the remove mod feature from JSGME.

Changelog
=========

-=(v. beta 0.2)=-

- removed stock SD & SJ radar masts that were sticking out of the conning tower;
- added a modded universal extendable radar mast capable of detecting both air and surface contacts;
- added an unguided Tomahawk Anti-Ship missile (speed - 550 Knots, range - 80 Km)
- greatly improved water effects around the submarine;
- improved ADCAP capabilities; now it is based on the German Type XI torpedo; also the speed has been increased to 50 knots; max/min damage values have been decreased and also the splash damage range has been decreased;
- reworked 3d model and texturing of periscope masts;
- changed some of the loading screen artworks (actually all but one);
- new intro movie replacing the stock intro;

Notes on v. beta 0.2:

- weapons are free, but start your career with some money, otherwise you can not re-equip with new weapons after removing some (bug!?);
- the new ADCAP torpedo is much more deadlier than the previous Cutie based version;
- the anti-ship missile is a modified torpedo - unguided; make sure there are no objects in the water between you and the target or the missile will detonate them - rescue rafts included; stock firing solution calculator is not working well with the new missile dynamics so try to use the missile against stationary targets or slow moving targets (there are no range limitations);left/right steering of the missile towards the target is not so great so try to face the target at angles not more than 60 degrees before launch; the missile will accelerate to full speed quite fast, but not instantaneously, so keep that in mind;set missile running depth as close to 0 m as possible (in the torpedo firing station)!!!!
- the sub is equipped by default with (2xADCAPs + 2xTASMs) in the launch tubes + full complement of 24 ADCAPs in the magazine;
- to extend the radar mast press "Shift" + "X"; press again to retract it; use it at periscope depth before surfacing

-=(v. beta 0.1)=-

-you can play campaigns with this sub.
-diving depth of the sub up to 450 m - max;
-torpedo launch depth up to 450 m - max;
-max speed 25 knots (surfaced or submerged);
-new periscope models differ from the stock SHIV;
-new torpedo 3D model (ADCAP);
-tweaked Cutie torpedo to better emulate ADCAP: increased damage value and splash, increased speed (45knots), range (20Km), maneouvrability; ADCAP is free and is available immediately (it is also the default load so you can immediately test it in quick missions);

Notes on V. beta 0.1:

-this sub will take ~3 minutes to dive for the first time; after that, quick maneouvres are possible (diving, surfacing, etc.);
-the sub is quite heavy and at the same time hydrodinamic so if you turn off your engine it will keep going for a couple of miles; if you want quick stop, use the reverse;
-radar antennaes are sticking out of the conning tower at all times, but as I understood this was the only way to make them work; however, I tried to conceal them as much as I could;
-the ADCAP torpedo is just a MOD; it will not function as the real deal, but you can create chaos in convoys from very long ranges; it will strike unaware targets from up to 10Km.

Credits (Updated)
=======
This model relies heavily on the "688i" by Dagon and on the "Le Terrible" by X Petit. So credit for meddling with SHIV and locating the "what" and "where" goes to their efforts and to those who helped them. The new radar mast know-how is taken from the extendable SD antenna mod of Anvart- credits to him. Credit goes also to Keltos01 for constructive interaction and ideas on the modding of torpedos into missiles. The new intro is the wonderful work of Roger_Becker - many thanks for making the movie and for allowing me to add it to this mod. I would like to thank the enthusiastic community at the subsim forums (and not only) for sharing their knowledge and helping me here and there to make things right (as much as I could do) and also for their constructive feedback. Ohio 3d model and texturing by me. Plenty of tweaks by me (if I remember them all and have time, they will be in v. 1.0 readme). Artwork of loading screens by me.

Special thanks to skwas, the Olympian creator of "Silent 3ditor". There are many uncertain things in this world, but one is certain. This mod would have not appeared without this tool.

Terms of use
============
This mod is unofficial and provided as is. The mod is cost-free to download and use. Anyone may use or modify this mod or parts of it for personal, non-public purposes/projects only. For any non-personal or public use please contact me to obtain permission. Anyone downloading and using this mod or parts of it must not obtain any kind of material benefits from it, or any other kind of benefit that can be converted, equated or assimilated to material benefits. Use of this mod or parts of it for any commercial purposes/projects is not allowed under any circumstances.
Hosting or re-posting this mod or parts of it on another web-page/site other than http://www.subsim.com/ is not allowed.
Downloading and using this mod is done at your own risk as I take no responsibility if it causes any damages.
!These terms of use override the terms of use in the readme file included in the mod package!

Have fun!

-=Additional download=-
Thyro's water effects:
http://www.ribeiros.co.uk/subs/ - for the OhioSSBN download the Ohio features

Edit: updated terms of use
Images
None

You must be registered with this forum to download files. If you are registered and getting this message,
then the Downloads section is experiencing heavy load volumes and has been temporarily restricted to members
who are in the Subsim Navy (donors). Please try again later.

 

Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! Click here to join.

A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 20 years. Thanks for the support!



Comments
ERPP8
01-03-10 at 06:27 PM
i installed it and any WWII sub gets it's periscope
slapi75
05-28-09 at 10:24 AM
nextpju
01-21-10 at 12:30 PM
TheBeast
01-29-10 at 04:01 PM
Installed and I could start a Campaign with it right away.
Outstanding Beta

Noticed following issues:
There is not Reactor Control Crew. This is different then Engines.
- Need to Create Reactor Crew group.
Co2 is generated to fast. Should be able to remain submerged for month(s) at a time.
- This appears to be game mechanic limitation when limited Oxygen is set true.
Batteries still go dead quickly
- Increased Submerged Range to 1 mil SbKm and they still go dead. Must be game limitation when set to limited battery life.
- Added HydrogenPerOxide drive to make up for dead battery issue.
- Increased HydrogenPerOxide drive range to 1 mil SbKm
- Increased Surface Range to 1 mil SrKm. Limited fuel setting is OK
Tower Wake Starts when ship is still fully submerged at 87 feet.
- Lowered Tower Wake so it started at 82 feet. This is the max depth the SD Radar functions.
- Lowered preset Periscope Depth to 90ft.
- Rasied preset Snorkel Depth to 75ft
Crash Dive (600') turns the ship into a Yard Dart and you lose the ship.
- Dive Planes, Ballast tanks and Rebound need to be adjusted to make up for game mechanics.
Crew Bunks(Quarters)
- Added TMOs "Hogan's Alley". 11 crew member slot. Lists above DC on CM screen. Crew in this area have more protection then other area's of the ship but have no function while in this area.
Deck Watch needs to be adjusted. There are 4 Deck Watch Crew members but I only ever see 2 at any time. Where are the other 2 Deck Watch?
- Not sure if these 2 crew members should moved over to Reactor Control group.
Deck/AA guns are defined in the UPC. This isn't going to happen on this class ship.
Missing 6 vertical launch bow tubes. I beleave these tube are for Sea Lance missiles for Surface to Surface attack. These bow tubes also provided limited Surface to Air attack abilities. Max Safe Launch Depth 150'
Missing Nuke Lauch ability.
Although this ship doesn't belong in the WWII era it was very fun to play with.

- TheBeastBelow
ETR3(SS)
01-14-11 at 01:17 PM
Please direct any issues you may have with this mod to this thread http://www.subsim.com/radioroom/showthread.php?t=148682. Posting in the thread mention will ensure a response.
DJ_Reonic
04-21-10 at 09:17 AM
Ohio SSBNs (SSBN 730-743) do not posses VLS tubes. The only tubes, aside from the ones for the ADCAP fish are for the 24 Trident II D5 SLBMs. Ohio SSGNs (SSGN 726-729) have 2 of the 24 SLBM tubes converted to Navy SEAL lockout chambers, and the rest are converted to have 7 (someone please confirm this, I am not 100% sure) TASM/TLAM tubes in each. Given the size of the SLBM tubes, I would guess that there are 2 TLAMs/TASMs stack-loaded in each tube, ejected much the same way as an SLBM. Los Angeles (688i, not 688) subs are equipped with the VLS tubes.

That last part is purely guessing, but yes we do need the launch abilities for both types of boomers. The nuke launch setup from the Kraken is good, but that would require the Ohio be surfaced to fire, something the hull is not built to withstand, hence underwater launches.
spinkle
11-06-10 at 04:58 AM
Silly question but how do you use the tomahawks ???? and when ever I add this mod it seems to disable the mouse jog wheel any questions why ??
pitufo
01-27-11 at 05:07 PM
Please! How do you use the tomahawks?
dkellie
02-02-11 at 02:51 PM
I like this mod but after missions , my reserve torpedo slots slowly dwindle down???? my sub only holds ten torpedo s now??? a couple more missions and ill only have the four loaded ones ???? is there a fix for this??? i try refitting before ending my patrol but nothing works. I can put my four loaded ones into reserve slots on the sub and refit the four in the tubes ...but thats it? im only able to add four new torpedos essentially......
wolfman Ben
09-23-12 at 12:25 PM
its a boomer it should have SLBMS
osteo
12-09-11 at 10:29 PM
Perfect Good!!!
wolfman Ben
01-16-12 at 04:59 PM
how do i get tomahawks for ohio and slbms for redoctober i checked for tomahawks in campaigin but could not put them in the fore torpedo tubes why?
howie_G_UK
05-14-12 at 09:24 AM
Super mod. Many thanks!
natori
11-19-13 at 08:33 AM
Thank you for the best mod ever!!!!
napoleown
12-30-13 at 02:48 PM
Is there an alternate download link? Thanks
steve1
03-30-14 at 07:52 AM
Awesome Mod- something tells me that you've done this type of work before...
Zhao Weilong
04-24-15 at 11:19 AM
Thanks
wolfman Ben
07-08-16 at 08:58 PM
It's a boomer it needs Trident 2 D-5 missiles not cruise missiles
Royhan
05-19-21 at 08:10 PM
very work for me:Kaleun_Salute :


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