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Old 10-11-21, 10:53 AM   #1
Bubblehead1980
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Default Forthcoming TMO Update patch

Have a few patrols under my belt in the update for TMO, I am pretty happy with how things turned out.


First, looking for those who have experienced:

1. Friendly fire? Where, when? how did it play out? I need details aside from my own testing, trying to decide if its too frequent, not frequent enough etc.

2. Surfaced mines?


3. Enemy submarines, especially submerged. Were you fired upon with torpedoes?


4. Friendly submarines on surface, transiting to and from Pearl, Brisbane, Fremantle etc?



5.Torpedo malfunctions. Premature detonations? Duds? Deep runners? Circle runners?



6. Witnessed any of the scripted battles between surface forces? Wondering how they turned out as while scripted, results can actually vary from time to time.


Currently, I working on a patch to revise some things for my TMO update.

1. Have the revised depth charge disturbance mod by thedarkwraith, tested and tweaked. No longer nerfs the enemy AI making for a brief and boring counter attack, but does model disturbances created by underwater dc explosions, which provides player some momentary cover. This prevents the AI from keeping contact on you entire time, which is unrealistic. With the changes, they typically lose contact but because the lifetime of the disturbance for each charge was reduced heavily, they began searching again. This has restored the intense, lengthy hunts of TMO escorts, but also provides something that has long been missing. Still needs testing with later war, anyone running patrols in 1944-1945 let me know if willing to test.


2. Modifying and incorporating Bilge Rat's longer sinking times, so ships don't instantly go under every time you get enough torpedo hits to sink them. Some ships linger, some sink fast, depends on flooding and where torpedoes hit. I had a empty tanker take 30 minutes to sink other day. Sim had long recorded it as destroyed due to torpedo hits, but it took time to sink as it should. Where as a full tanker will still go up like fireworks if hit it with torpedoes. Pretty cool actually, just tweaking the torpedo hit points to find proper balance.


3. Adding thedarkwraiths fire mod, where fire aboard actually harms the ships now.


4. Depth charge adjustment. The Type 95 depth charges seem weaker than did when testing during development. So testing changes to do, perhaps slight change to damage model as required to work with the charges.


5. Addition of JN No 13, No 28, and No 60 class subchasers. Working out an issue with the depth charge racks currently (see link below) but still join the roster.

No. 13 will have a Patrol Craft version (Type 0) and a corvette version(Type 1) . They will essentially be the same, the corvette version will simply appear as an escort from start of war until mid war period. The patrol version will be used to patrol straits, harbors, bays, etc. This was done for logistical reasons in how vessels spawn etc. However, patrol version may be seen escorting lone vessels or coastal traffic.


No. 28 class will be classified as patrol vessels.

No. 60 class will be classified as a corvette (as all non DD or DE types in TMO update, most non DD or DE escorts encounter as classified as corvettes in the sim now) , and will be seen escorting convoys (mostly coastal) in later war as was in real life. This class was commissioned later in war and will start with top of line sound gear and will acquire radar not long after entering service.

Typical Armament will be 4 inch guns forward with 25 MM triple mount aft, multiple 20 MM single mounts. Two Kgun launchers and two depth charge racks. Sonar (active and passive) will depends on the time period of the war, same with radar.

Added these for variety of escorts (and targets) as well as to make it so the patrol craft ont he roster have more variety aside from aux subchaser types and a minelayer. No 13 class saw a lot of action , especially during early war so will be revising the invasion forces in the 1941/early 42 campaign layers to include them, replacing their substitute vessels. The models are conversions of the USS PC461 from FOTRS. Just hoping to get the DC rack issue solved.


6. Plan to have the TMO fire (better fires and smoke) mod and shell splashes for larger naval guns (such as BB CA) worked compatible with EAX and shell splash mod. May not make it for this patch, but hope so .


7. Reduce number of mines around Manila and Corregidor as it causes CTD for some players. Fields will still be present and a threat, just will not be as dense. Will also remember to caution players in readme about time compression leaving entering manila bay or passing close


Hope everyone is enjoying the mod.
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Old 10-12-21, 02:22 PM   #2
MADLOU
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Im definitely enjoying it, especially that mod which allows our AA guns to fire as deck guns. Man! A surface battle is really thrilling on my Balao with my multiple AA guns! I completely blasted a destroyer escort to pieces at close range when I ran out of battery charge and had to surface. Just to watch all that firepower being concentrated on a ship was a sight to behold.
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Old 10-12-21, 04:05 PM   #3
Bubblehead1980
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Quote:
Originally Posted by MADLOU View Post
Im definitely enjoying it, especially that mod which allows our AA guns to fire as deck guns. Man! A surface battle is really thrilling on my Balao with my multiple AA guns! I completely blasted a destroyer escort to pieces at close range when I ran out of battery charge and had to surface. Just to watch all that firepower being concentrated on a ship was a sight to behold.

Honestly, it is one of my favorite aspects of the mod, something I've wanted since first day I ran SH 4. Always annoyed me tremendously that UBI did not give us AA guns that were multi purpose.

Of course, I do not use them on anything more than a fishing boat or small craft (unless finishing off a torpedoed maru) unless in a desperation situation, such as what you mentioned. Nice to have your gun crews do something so you can captain boat.

Of course the downfall right now is that they are tied in with the main deck gun. I plan to to try and make the 40 and 20 MM's as separate deck guns from the main deck gun, them being linked annoys me but its a great fix for now. I have been told there is a way in development to make them multi purpose, able to attack surface targets and aircraft (if needed) which will be ideal.


Glad you are enjoying it, after six patrols in 1941-end of 1942 in a Salmon(managed to survive), taking a break to run with a Balao in 1944, test out some things and get a change of pace before returning to main career, trying to survive entire war in the Salmon Class, no easy feat in TMO.
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Old 10-12-21, 06:55 PM   #4
les green01
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i'll let you know when i make it out of port lol
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