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Old 10-03-21, 03:45 PM   #1
Bubblehead1980
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Originally Posted by 4H_Ccrashh View Post
I started at 250' At the end of the fight I was at 320. I was nervous as hell giving the order to go to 320. But she held together.

I lost both periscopes, damaged diesel engines, aft battery, trim pump, compressor and the entire watch crew wounded.

I'm trying to get back to Cavite at reduced speed before its closed due to enemy attacks.

No way I'm making it to Surabaya.

On an even less pleasant note the boat has no SD radar so planes can show real close not giving me much time to dive.

Did I mention my boat S-37 has no AA defenses?

Ohhhhh yea, at 320 ft in S boat you were definitely pushing it depth wise lol

Did you have hull damage?

That is quite a damage list. Ah yea, the watch crew. Legacy bug from stock, where the watch crew gets wounded when are in the deck watch slots, even if boat is submerged those in the crew slots will get wounded. That is why Ducimus (creator of TMO ) put the crew berthing slots in the subs ( I believe S Class has the crew berthing compartment?) , to move the watch guys when submerged and under attack.

Far as making it back, if you miss the chance to dock at Manilla, the base opens up at Mangarin Bay on South Western end of Mindoro Island in the Philippines not far away...when you "dock" there, can refuel, rearm if need be, and will repair your damage, except hull damage if you have it, that can only be repaired when dock at homeport.

I added the ability to "dock" there because there was a small base there in December 41 and many forces retreating from Manila gathered there as staging area before moving south to Surabaya. I add this traffic to the sim, so will likely see different types of ships departing Manila, and heading there before heading south.. US PT boats would depart there in evening, make their runs up to harass Japanese around Manila and Subic, then run back to Mangarin Bay , arriving around dawn. I added them as well and they can fire torpedoes now, so you will likely run into US PT boats en route and returning if sailing down there .




Yes, S class did not have SD radar until Spring/Summer 1942, so no radar. If I recall in TMO SD is offered in April 42. I am on my third patrol with SD radar as well, since it was new technology most boats did not have it (especially Asiatic boats) when the war started, I made it to where it is not offered until January 42 and it is quite costly until February. The boats that were sent to patrol home islands at outbreak were selected in because they were among the few who had SD radar installed already.


Yes, the S-Class had no gun platform in early part of the war, primarily because of limited deck space. They were small boats of WW I vintage, designed before aircraft were even a problem for submarines, so no AA gun.I am sure in real life they could mount .50 cal machine guns topside if needed but can't do that in the sim.

If I recall, and the refit that comes up in late 42 or into 1943 will add an extension on aft conning tower for AA gun. I can't remember if that was TMO or not, it has been a long time since ran an S boat that later in the war. I need to check on that and if not, will have to remedy for next update. Best defense against planes, much as in real life is to just dive.
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Old 10-03-21, 04:15 PM   #2
4H_Ccrashh
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Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.
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Old 10-03-21, 07:03 PM   #3
Kal_Maximus_U669
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Default after a difficult start

I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....


Star Campagne ...













I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...

Last edited by Kal_Maximus_U669; 10-03-21 at 07:15 PM.
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Old 10-03-21, 10:33 PM   #4
Bubblehead1980
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Originally Posted by Kal_Maximus_U669 View Post
I started to tinker to make it more beautiful...
TriggerMaru_Overhaul_2-5_UpdateBH Revised Final=1
Nav Map MakeOverTMOUpdate=2
NavMapMakeOverTMOUpdatePatch=3
AlliedShipsTMO=4
ShipsforTMO=5
EAXsoundsim_without_WebstersManeuver_TMO=6
TMO2_different_smoke_and_splash_effects=7
FJB Color Navigation Map=8
DrJester's Environment Overhaul=9 .... (modifier)
16 Webster's Eliminate Floating Plankton=10
TMONewDepthChargesType95=11
RestoreSDRadarFromStart=12
BATTLEFLAG_CONNING_PIKE_SS173=13
SEA_LIFE_SH4_PACIFIC=14
IJN_Radar_Fix_2=15
training campaign here....


Star Campagne ...













I took Marks 10 on board to try them out ... and see ... at the level of the search radar everything is going well no disponible...see soon...


Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.
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Old 10-04-21, 12:22 AM   #5
Mad Mardigan
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Quote:
Originally Posted by Bubblehead1980 View Post
Those are some beautiful shots, love the environment, will test it and see how it affects the nights, ability to do surface attacks etc. Also like that nav map. Did you check for conflicts with the nav map makeover mods included? Nav maps often have key scenery features such as Sofu Gan, the Coral Reef around Truk etc that will be altered and cause serious issues. Truk being one of them, as position of the reef may be different and the gaps in reef for traffic to go in and out of. Could end up causing CTD.
Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...



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Old 10-04-21, 01:45 AM   #6
Bubblehead1980
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Originally Posted by Mad Mardigan View Post
Jut poked about in that color nav map... & didn't see anything that would dink with Truk or Sofu Gan... looks to be nothing more than to change the nav map look only... basic, eye candy. Like the 4k sub skins mod I use...



M. M.


Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.
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Old 10-04-21, 02:33 AM   #7
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Default Screenshots from first three war patrols in TMO 2.5 Update

Most of these are from patrols # 2 and #3 as I left external cam on for those. First patrol had no cam.

Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.

Japanese plane dropped bombs after had to crash dive to avoid them. No SD radar first three patrols.


Circular run torpedo. Torpedoes can now run quite a bit deeper than set. If you are submerged and his happens, best to go to 100 feet and watch the dive angle, avoid keeping stern sticking up for torpedo to hit.




DC explosion,.















Beautiful ship. The KOBAYASHI MARU

KOBAYASHI MARU sinking. (3rd patrol)

Mavis above me just after firing torpedoes and damaged a ship, which would later sink.

launching a MK 14 at night.



Torpedo detonated itself in front of the target.

Vickers excellent smoke mod.

Friendly sub I nearly torpedoed on my first patrol in December 1944. Made contact on surface at night in Luzon Straits...set up to attack sun was rising. This is why in TMO update mod, always a good idea to confirm your target before shooting, could be a friendly submarine.





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Old 10-04-21, 03:33 AM   #8
Mad Mardigan
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Nice. Do you have the link ? I would like to try it out, if all works well, would like to roll it into the mods. Love the look.
Ahoy, Bubble head1980...

In the immortal words of AOL...

"You've got mail.!"...



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Old 10-03-21, 10:24 PM   #9
Bubblehead1980
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Quote:
Originally Posted by 4H_Ccrashh View Post
Hull Damage was 40 percent.

I think the trim pump damage is modeled. After the attack I was maintaining depth although sluggishly. But the boat was sitting with the bow angle way up high. It looked like she was pitched up about 60 to 70 degrees.

After the trim pump was repaired she leveled out.

I could maintain level posture if I increased speed but speed = noise.

The one bug that is still there is after damage some of the crew turn into black shadow creatures.

Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?

Last edited by Bubblehead1980; 10-03-21 at 10:35 PM.
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Old 10-14-21, 10:39 AM   #10
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Quote:
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Ouch, they did a real number on you...40 percen hull damage and all the equipment wrecked. You were definitely extremely close to hull collapse in a S boat at 320 feet with that kind of hull damage. A little deeper or one close charge that increased hull damage even a little more. Obvious were dealing with first team escorts, for them to put charges close enough to dot that kind hull damage, does not happen often in the update. The way the way damage model was reworked, it damaged and destroy key equipment until you sink or surface, sometimes can't surface no matter how hard you try.


Yes, trim pump damage is modeled, it always has been but it was so well protected it was rare for it to take damage, let alone be damaged enough to malfunction. First time I discovered this was several years ago, long before I was modding, and was in a S boat in 1942 off Kiska Island in the Aleutians. Boat took a close charge and was wondering why could not keep it level but not flooding, looked to see trim pump damage was at 90 percent. When your trim pump is damaged beyond a certain point or destroyed, boat becomes difficult to control. If you have flooding anywhere in boat, control becomes s even more difficult and need noisy speed to compensate.

Hydraulic pump goes, becomes very difficult to operate boat as well, both to steer and control dive planes. I've lost dive planes before, surfaced and they were gone , blown away lol diving is a bit different then.

Glad you made it, would definitely repair at Mangarin Bay then head for home with that kind of hull damage. Let me know how it turns out.




I have never encountered the black shadow creatures you speak of. Does this happen every time ?
The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!
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Old 10-14-21, 10:55 AM   #11
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Originally Posted by 4H_Ccrashh View Post
The shadow crew used to happen a long time ago. If it happens again I'll take a screen shot.

As for the return trip... Never made it.

Shortly after getting to the surface and making repairs an enemy seaplane showed up right on top of us. Dive was very sluggish and we got nailed with bombs.

Started a new campaign, Still out of Cavite and per chance I got the S-37 again!
Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/dow...o=file&id=5190

Let me know how new campaign works out.
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Old 10-14-21, 03:30 PM   #12
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Okay thanks.

Oh man, survived all of that, then a plane gets you. Running on the surface in day time when do not have SD radar is definitely a risk . That is TMO for ya lol.

Same boat? Nice. Are you familiar with my "Select Your Sub" mod? Allows you to choose your submarine before starting a campaign, quite easy. IF interested, below is the link for future use.

https://www.subsim.com/radioroom/dow...o=file&id=5190

Let me know how new campaign works out.
hey Bubblehead1980
I saw all the explanations that you provided it is fantastic it is exactly how it happened December 1941 It is to say several times seen by the Kawanishi H6k & Jake planes the day before then arriving in the archipelagos the invasion begins but I found their attitude strange yes it is indeed an invasion because 3 of the ships were transport of troops & tank protected by a heavier building we see it in the telescope on the screen but my ignorance of this war of the Pacific ... . you now understand why i found it strange now i saved at the right time i am going to redo it with a different approach at the time of the attack it is really great the dimension that you bring thanks to this unavailable radar. Now I can not wait to fire to test the torpedoes because I took a load of mark 10 & mark 14 I said to myself we are going to see the behavior here I put my card to you with what confirms your say



first attempt to destroy them my sent by the bottom .. even with Arnold Schwarzenegger on board

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Old 10-15-21, 03:32 PM   #13
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Critical depth comparison: S-boat vs. Tench in this mod:

The implosion is sudden and complete. S-Boat at 350', Tench at 900'.

(It would be nice if the audio clearing the bridge wouldn't happen when submerged.)

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