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Old 10-03-21, 08:44 AM   #91
Bubblehead1980
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Ahoy, Bubblehead1980...

Aye, got the DM & read it...

Yeah... took a shot at using it (vickers Interior mod, though slated for FotRS-U, (which is based off an earlier on version of TMO...) figured... what the hey...) Maybe, just maybe... it might work as is without too much hassle...

Have to say it was looking good, until I ran into that torp issue. *sighs* Ahh well, not a real big issue, wasn't terribly too invested in that career any way. So, no real big loss there. *shrug* was worth a shot.

Do have to say, outside of that, it did look fab, though...

Will eagerly look forward to a TMO based compatible copy of the Interiors mod.

I am, using vickers original no rust version of the 4K skins mod, along with the battle flags mods (just the conning tower portion of it, with the kill flags for now... when I get some kills, that is. won't go with the Interior battle flag portion of it until the updated Intriors mod for TMO is out...) & believe with those, are safe to use with your TMOverhauled v2.5 set up... as they're basically... eye candy.

M. M.


The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out
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Old 10-03-21, 02:03 PM   #92
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Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO.
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Old 10-03-21, 02:19 PM   #93
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radar Re: Career...

Quote:
Originally Posted by Bubblehead1980 View Post
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.

Well, glad were not too invested in that career yet, load up a new one and let me know how it goes. I just started my third patrol in the USS Seal (Salmon Class), March 1942 now in Banda Sea (G6, M1-II) . Testing this patrol with torpedo fix I just released (tested in single missions previously) and the depth charge disturbance mod, which I have tweaked so they don't nerf TMO escorts sonar so much, but still provide that small window of escape, and make it so player does not have to go to 500+ feet every time to get away lol. Played last two patrols without it, TMO escorts are tough lol. Will see how it plays out
Ahoy...

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. take your pick here... ) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. so, to run into that early on... would be totally understandable.

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though...

What's the word on that, the depth charge disturbance mod...?

Quote:
Originally Posted by Bubblehead1980 View Post
The day we have officers quarters, engine rooms, torpedo rooms etc, interiors at all for TMO, I may cry
lol.
Tears, of joy... no doubt... think I'll probably shed a couple Myself...



M. M.
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Old 10-03-21, 02:37 PM   #94
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Originally Posted by 4H_Ccrashh View Post
Started a campaign with the S-boat out of Cavite.

Went north to Luzon to attack enemy "phibs" at Aparri.

Twenty or so miles out I came across what appeared to be a single destroyer.

It was broad daylight around noon. What I should have done (this is after all TMO) was to dive the boat. But nooooooo.... dummy here wanted to look around a bit then dive.

Of course he saw me. As the scope went under he was coming right for me with a bone in his teeth.

Turns out he had friends. Five of them to be exact.

Five hours later (all run at normal time, no time skip) I managed to get away.

Counted over 400 charges dropped.

As they left the area I went to periscope depth to watch them leave.

Boy was I surprised to see TWELVE destroyers leaving. I guess as the cans ran out of depth charges they had called in reinforcements.

Needless to say with a damaged boat , I never made it to Aparri. Currently limping back to Cavite.

It is good to be home in TMO.

S Boat oh nice. They are significantly more delicate than they were (were kind of tanks to be honest) and can not go nearly as deep as they did in previous TMO versions. Glad you survived. How damaged are we talking?

Yes, the Aparri landing force was well escorted in real life and thus is in the mod. I built it based off of published orders of battle(as I did every historical action in the mod) , so each ship you encountered has a historical counterpart and with changes, their help can come from hours away instead of the previous 15 minute limit. In testing been off coast of Japan, been under for hours being depth charge, think I got it, then a new warship contact comes in closing, pinging , finds me and starts process all over again lol. So you were detected and they called for help, their buddies joined in on the party hunting the sub. My first patrol in the mod after release, was in December 1941. I was in Bashi channel and sunk a merchant, two DD's responded about 30 minutes later, detected me from an unusually logn distance and depth charged me about 6 hours as well, one charge came so close, it flooded forward torpedo room and put hull damage up to 24, damaged a lot of equipment, injured crew, boat went out of control for a time to 411 feet while was trying to balance out as repairs were going on, lucky with that hull damage , hull did not collapse from the increased depth. Good to be home in TMO indeed lol. Glad you are enjoying it. What was the max depth you took the S-Boat during the attack?
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Old 10-03-21, 02:56 PM   #95
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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?
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Old 10-03-21, 03:11 PM   #96
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Originally Posted by Mad Mardigan View Post
Ahoy...

Yeah, restart is in S-18 & the Sealion... both just a couple of days outta Manilla.

S-18, with orders to head to Celebes sea & await further orders... Sealion, to head just a wee bit north of Aparri in the College area & also to await further orders... jus' hope My career isn't comprised of an over abundance of going to point X (X being what ever locality there.. take your pick here... ) & await further orders... jus' joshin' a bit but also with a smidge of seriousness as well.. I trust that there wasn't a overabundance of those kind of orders written into the objectives orders scripting... though, I recall early on it was mentioned that at the start of the war, there was a lotta orders, counterorders that flew about... before the higher ups, got their act together... at least on that score. so, to run into that early on... would be totally understandable.

A shame it took them soo bloody long to get their heads outta their aft quarters over the torp fiasco, though...

What's the word on that, the depth charge disturbance mod...?



Tears, of joy... no doubt... think I'll probably shed a couple Myself...



M. M.


Ah yes, the orders can be silly, its an old issue from stock days as well. The orders are untouched from last TMO version, I did not get around to it for this release( Alot more complicated to implement than one would think and can cause problems in campaign) but a revamp is planned in the future for orders to be be more in synch with the update mod.

Yes, that is accurate in early days the patrol orders changed quickly, a lot of confusion. In the sim if you don't each your goal, as long as sink a couple ships it usually offsets not reaching the objectives. I used to ignore patrol orders all time and managed to sink. Only thing if have some dry patrols (which in this mod you now will from time to time) and then don't complete orders consistently it affects your renown and more importantly the rating you are assigned internally, eventually will relieve you of command, that is a hard coded thing. Happened to me once when testing some things in campaign, before I knew how to edit the orders assigned in the save file.


Depth charges......I've only been depth charged twice on this patrol and it was ineffective on first first one, but second one was decent, still needs adjustment. I stumbled on a carrier and two CA with 6 DD in the Banda Sea off Buru Island at night in March 1942 submerged and attacked, but three premature explosions 10 yards or less from the carrier and one miss when carrier took evasive action caused me to miss. The seas were heavy, so the escorting destroyers were ineffective with their counter attack and the DC disturbances just made it worse, none of the charges came close and they quit hutting after an hour.

I reduced the disturbances created by depth charge explosions from 45 seconds per charge to 15, so the AI does not lose track of player as easy. Second attack from a DD after sinking the 9900 ton freighter (KOBAYASHI MARU) her was escorting, directly attacked me for about two hours, seems lost contact and kept dropping astern of me at about 1000-1500 yards for another hour then he went quiet to listen for 45 minutes or so , then left area with the other second ship he was escorting and. Definitely reduced his accuracy in tracking and dropping charges but still provided a decent counter attack, may need a little more adjustment though. For next try, I may reduce the time on each charge to say 10 seconds and the size of the disturbance and try it on next patrol. Plus side, in the second attacked I was able to keep the boat at max depth of 365 feet during the attack, which is very deep for a Salmon class.
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Old 10-03-21, 03:45 PM   #97
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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   #98
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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   #99
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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, 10:24 PM   #100
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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 10-03-21, 10:33 PM   #101
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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   #102
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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   #103
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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   #104
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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   #105
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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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