Silent Hunter 4 Real Fleet Boat User Manual v1.52 Table of Contents Part I: An Introduction to RFB _______________ 1 Introduction _________________________________________ 2 A Real Fleet Boat Patrol _______________________________ 4 Installation Instructions _______________________________ 6 Mod Compatibility ____________________________________ 6 Part II: Gameplay In RFB ____________________ 7 Crew Management____________________________________ 8 Crew Rosters _______________________________________________ 8 Rosters Used for Real Fleet Boat _______________________________ 9 Crew Size Limits ____________________________________________ 9 Crew Skills ________________________________________________ 10 Crew Ratings ______________________________________________ 12 Crew Injuries ______________________________________________ 13 NYGM Ship Damage Mod _____________________________ 14 Stock SH4: An Exercise in Certainty___________________________ 15 Implementing the SDM ______________________________________ 16 Causing Ships to Sink by Flooding – Creating Realistic Ship Sinking __ 16 Compartment Flooding ________________________________________________ 17 Critical Chance ______________________________________________________ 19 Introducing Uncertainty and Variability in the Way Ships Sink ________ 19 Ship Damage Model __________________________________________________ 19 Ship Damage Model __________________________________________________ 20 Weapons Damage____________________________________________________ 20 The Player __________________________________________________________ 21 Creating Realistic Ship Sinking Times __________________________ 21 Delaying the “Ship Sunk” message for as long as possible __________ 22 Eliminating the Ability to Split Ships in Two ______________________ 23 Using the Deck Gun in a More Realistic Fashion __________________ 23 NYGM Fleet Boat Damage Mod ________________________ 25 Stock SH4: The Tiger Tank™ Submarine Damage Model __________ 26 Design Decisions in the FBDM: It’s all Relative __________________ 27 Implementing the FBDM _____________________________________ 28 Making the Player’s Submarine Vulnerable to Large Caliber Naval Gunfire ________________________________________________________ 29 The Player’s Perspective ______________________________________________ 29 Redesigning the Fleet Boat Propulsion System within the Limits of the SH4 Engine ______________________________________________ 30 The Player’s Perspective ______________________________________________ 30 -i- Making the Exposed Crew and Equipment Vulnerable to Small Caliber Gunfire __________________________________________________ 31 The Player’s Perspective ______________________________________________ 31 Losing the Submarine by Exceeding Crush Depth_________________ 31 The Player’s Perspective ______________________________________________ 31 Avoiding Death and/or Injury During Depth Charge Attacks for Crew Members Stationed in External Compartments ___________________ 32 Background: External vs. Internal _______________________________________ 32 The Player’s Perspective ______________________________________________ 33 Equipment Repair and Crew Injury ____________________________ 34 The Player’s Perspective: Equipment Damage _____________________________ 34 The Player’s Perspective: Crew Injury ____________________________________ 34 NYGM AI Visual Sensor Mod And Submarine Visual Sensor Mod _______________________________________________ 36 The Player’s Perspective_____________________________________ 36 Distance Measurement, Draft, and Tonnage Mod _________ 38 Stock Silent Hunter 4: Clear Skies Ahead _______________________ 38 Introducing the Fog of War to Ship Targeting____________________ 38 Bringing it All Together ______________________________________ 39 Determining the Correct Distance Measure Reference Point _______ 39 Submarine Upgrades & Availability_____________________ 40 S-Boat Upgrades ___________________________________________ 40 S-18 Equipment Upgrades & Availability ________________________ 40 S-42 Equipment Upgrade & Availability _________________________ 40 Fleet Boat Upgrades ________________________________________ 41 Equipment Upgrade & Availability _____________________________ 41 Conning Tower Upgrade & Availability __________________________ 42 U-boat Upgrades & Availability _______________________________ 43 Torpedo Availability & Malfunctions ____________________ 44 U.S. Torpedo Availability_____________________________________ 44 U.S. Torpedo Malfunction Data________________________________ 44 German Torpedo Availability _________________________________ 45 German Torpedo Malfunction Data ____________________________ 45 Japanese Sensor Data _______________________________ 46 Surface Search Radar Availability _____________________________ 46 Sonar ____________________________________________________ 46 Airborne Radar_____________________________________________ 46 Part III: Submarine Details__________________ 47 American Submarines _______________________________ 48 S-18 Class_________________________________________________ 48 History __________________________________________________ 48 Performance______________________________________________ 48 S-42 Class_________________________________________________ 49 - ii - History __________________________________________________ 49 Performance______________________________________________ 49 Porpoise Class_____________________________________________ 50 History __________________________________________________ 50 Performance______________________________________________ 50 Salmon Class ______________________________________________ 51 History __________________________________________________ 51 Performance______________________________________________ 51 Sargo Class _______________________________________________ 52 History __________________________________________________ 52 Performance______________________________________________ 52 Tambor Class ______________________________________________ 53 History __________________________________________________ 53 Performance______________________________________________ 53 Gar Class _________________________________________________ 54 History __________________________________________________ 54 Performance______________________________________________ 54 Gato Class ________________________________________________ 55 History __________________________________________________ 55 Performance______________________________________________ 55 Balao Class _______________________________________________ 56 History __________________________________________________ 56 Performance______________________________________________ 56 Tench Class _______________________________________________ 57 History __________________________________________________ 57 Performance______________________________________________ 57 German Submarines _________________________________ 58 Type IXD2 Class: ___________________________________________ 58 History __________________________________________________ 58 Performance______________________________________________ 58 Part IV: Bibliography and Credits____________ 59 Research Resources_________________________________ 60 Books ____________________________________________________ 60 CD-ROMS _________________________________________________ 60 WEBSITES ________________________________________________ 62 CREDITS___________________________________________ 64 Developers: _______________________________________________ 64 Testers:___________________________________________________ 64 - iii - Part I: An Introduction to RFB -1- Introduction The Real Fleet Boat (RFB) modification project originated to address shortcomings in realism many players felt were present in the WWII submarine simulation Silent Hunter 4 (SH4). The original RFB started modestly enough addressing just a few areas in the early versions of the mod and SH4. Since then, RFB has evolved to include more scope and has expanded into many more areas of the game, quickly becoming what is commonly referred to as a “SuperMod”. The latest version of the RFB “SuperMod”, discussed in further detail in this manual, is based on the latest version of SH4 (v1.5) included as a part of the U-boat expansion. Due to the extent of the changes with SH4 v1.5 and the additional changes incorporated in this version of RFB, it is not backwards compatible with earlier versions of SH4. As RFB has evolved into its current form, the team has remained dedicated to bring the player the most realistic experience possible – hence the “Real” in Real Fleet Boat. Webster’s Revised Unabridged Dictionary defines realism as: Realism: (Art & Lit.) Fidelity to nature or to real life; representation without idealization, and making no appeal to the imagination; adherence to the actual fact. In essence, RFB attempts to make art imitate life. Clearly this is difficult to accomplish and presents a rather slippery slope because one person’s (or group’s) vision of realism may not match that of another, especially for a game that is primarily an offline, single person experience. In the end, this means the RFB developers must carefully balance every design decision to ensure that art does imitate life to the maximum extent practicable. Similar to the way the scope of RFB has evolved, the definition of “realism” in RFB has evolved. In early versions of RFB “realism” was a rather mechanical goal based on matching statistical averages from Pacific Theater patrol reports to actual game play. While this may sound good in theory, it has the potential to result in rather unrealistic results, and more importantly unrealistic behavior from the player. These limitations have been addressed such that the focus was shifted from strictly matching statistical averages to trying to get the player to behave as a WWII submarine commander would have behaved. Specifically, “realism” has been “redefined” to ensure that the player experiences the same fear, exhilaration, tension, and joy as a WWII submarine commander. In this respect, the player experience is paramount. The player should be rewarded for using the proper strategy and tactics, and punished for the wrong strategy or tactics. And of course luck is always a factor in the player’s success or failure. How well the RFB team has done at making art imitate life can only be judged by the players who use this mod. There will likely be some areas where individuals -2- may disagree with our design decisions. This is unavoidable in a mod with the breadth of scope in RFB. On the balance though, we hope you – the player - feel we’ve done a respectable job to bring our brand of “realism” to SH4. Remember, the RFB team is not dictating how anyone should play SH4, we are only providing our vision, for other similarly minded individuals, to enjoy. Good Luck and Good Hunting! The RFB Team -3- A Real Fleet Boat Patrol …Somewhere in the Pacific, December 1941… 27 December 1941 Arrived assigned station, Makassar Strait, 2 deg 7 min south, 120 deg 34 min east. Course NNE, Speed 7. Trim dives and sonar search every three hours. 17:32 Sonar reports convoy containing at least one merchant, 2 or 3 escorts bearing 86 deg. Long range. Surfaced and ran toward for one hour. 18:43 Periscope depth. Sonar reports contacts bearing 355, Long range. Single ping shows range 22500 yards. Estimated course 265. Est speed 7 knots. Switched to normal intercept course on surface, Ahead emergency — 10 knots in this S-Boat. 19:15 Convoy sighted, bearing 90, range estimated 7000 yd. Identified merchant as Chitose Seaplane Tender, not a merchant at all! Vital we not be spotted as he can make at least 15 knots. Submerged for approach. Escorts not reacting so believe we are not sighted. -4- 19:25 Range 2200, Target speed 5 kt. AoB 60 deg port. Fired four torpedoes, Dick O’Kane technique, longitudinal 80% spread, depth set at 5’feet. Estimate torpedo run 1 min 50 sec. Sonar report all torps hot and on track. 1 hit just aft of the beam. 2 pass under. 1 dud. Target listing 20 deg to port. Turns away and accelerates. Ordered to follow submerged while reloading. 19:35 Escorts searching active sonar. We are ahead emergency to catch up to Chitose to finish it off. Ordered battle stations to speed up reload. 19:45 Tube 1 reloaded. Making 9 kt but not making up much distance on Chitose. Escorts definitely hear us but can’t locate. We must continue ahead emergency if we are to finish off our target. Last four torpedoes are loading. 19:55 Range to Chitose 1800 yards. Own speed 9 kt. Target speed about 7. Course 5 deg. Two escorts behind searching, one ahead of target pinging. Safe for now. Batteries down to half charge. We will start losing speed very soon. 20:04 Range decreased to 1000 yards. Decide to try stern 180 deg Aob shot. Fired #1, depth 5 feet, AoB 0 deg, Bearing zero. One minute 10 sec after firing, Chitose turned 10 deg left. Torp missed. Did not appear to be spotted by target or escorts. Will take another shot at 700 yd range. 20:10 Own speed down to 8 kt. Range 700 yd. Fired #2 depth 5 feet AoB 0 deg, bearing 0. Fired #3 same parameters, bearing 2. Torp 1 normal run, Torp 2 started norm run but motor shut down at 15 sec. Torp 2 sank. Torp 1 missed to port. One torpedo left. 20:19 Own speed to 7 knots. Target at 5 kt. Apparently didn’t see either torp from last attack. Last torpedo fired from parallel course, submarine to left of target, Target bearing 55 deg, range 900 yards, we are no longer gaining. Must shoot. Target bearing 55 deg, range 900 yd, AoB 120 deg port. Fired shot to hit broadside—what I should have done with the misses. Torp run hot and normal. Run 45 seconds. Sonar reports impact on target. Torpedo is a dud. Damn it, we’re going home. -5- Installation Instructions Real Fleet Boat (RFB) is designed to be installed with the JoneSoft Generic Mod Enabler Program (JSGME). Simply extract the contents of the compressed file to your MODS directory and enable the mod via the Mod Enabler’s interface. As RFB is a very large program, it can take up to 30 seconds or more for the mod to be enabled, depending on the user’s computer specifications. You will find two extra folders in your downloaded RFB file: (1) Alternate Nomographs, and (2) German Audio Files. The first folder contains nomographs calibrated to the metric system and can be seen on the in game nautical chart. The second file overwrites certain standard audio files in order that one has a proper in game experience when playing a German campaign or mission. Like the main RFB install file, these folders are enabled and disabled with JSGME. Mod Compatibility Great efforts have been made to make RFB compatible with other popular Silent Hunter 4 mods. However, certain mods by design will not work with RFB. Among them are the following: • • • • Trigger Maru Environmental Mod Natural Sinking Mechanics Manual Targeting Ship Centered Accuracy Fix For those players wishing to run the Run Silent, Run Deep (RSRDC) and Operation Monsun (OM) campaigns, please enable these mods after enabling RFB, and ensure you have downloaded the RFB compatible version of each mod. For those wishing to run RSRDC and OM simultaneously, enable RSRDC before OM. Any other mods not listed here may or may not work properly with RFB, and as such the end user uses these mods at their own risk. -6- Part II: Gameplay In RFB -7- Crew Management The aim of the crew management model in Silent Hunter 4 is to attain a level of crew management as realistic as the game allows. In Real Fleet Boat, thus, any deviations from reality are a result of a limitation in the game engine. The realm of realistic crew management in Real Fleet Boat covers the following areas: • • • • • Crew Rosters Crew Size Limits Crew Skills Crew Ratings Crew Injuries Crew Rosters All of the crew rosters in RFB reflect real world crew rosters for each type of submarine modeled, within the limitations of the SH4 engine. These limitations are described below: • Crew Sizes: unlike Silent Hunter 3, the starting crew for each boat remains the same throughout the war. Because of this, we have chosen real world rosters (listed below) that, in general, reflect the “final,” typical crew complement for each particular boat. • Planesmen: The biggest limitation you will notice is that one planesman is always present in the control room. In reality, the dive plane controls were manned by the bridge watch only when the boat was submerged. Thus, to maintain a semblance of reality we have elected to keep one man stationed at the dive planes controls at all times. • German Watch Rotations: The “three watch” system is hard coded to apply to both American and German submarines in SH4. In reality, German U-boats had two watches: Port and Starboard. From 0800 to 2000 hours, the watches rotated every four hours. From 2000 to 0800 hours, the watch rotated every six hours. Because of the way the game is coded, we cannot implement the German two watch system without running into problems with game play. Thus, some concessions have been made to the Type IXD2 crew roster in order for this boat to function correctly. -8- • Damage Control Team: In reality, every crewman on a sub was expected to be skilled in damage repair. While large surface ships certainly had dedicated damage repair crews, the reality of crewing a submarine means every man on board had to know how to repair damage to the boat, whether big or small. Hence, the men you see in the Damage Control slots represent those crewmen who worked in compartments other than those modeled in SH4. Historically, these were the cooks, stewards, and yeomen. When General Quarters was called these men were used as extra manpower to help repair any damage the boat might suffer. Rosters Used for Real Fleet Boat The crew rosters in Real Fleet Boat are all drawn from real world crew lists and reflect the assignments given to each crewman, within the above stated limits of the game’s mechanics. These assignments will be discussed further below: • • • • • • • • S-18 and S-42 Classes: USS S-26, January 1942 Porpoise Class: USS Pickerel, April 1943 Salmon and Sargo Classes: USS Seawolf, October 1944 Gar, Tambor, and Gato Classes: USS Herring, May 1944 Balao Class: USS Archerfish, December 1943 Tench Class: USS Kete, March 1945 Type IXD2: U-873, May 1945 Type XVIII: U-2502, May 1945 Crew Size Limits Silent Hunter 4 v.1.5 introduced crew limits for each playable submarine. These limits are broken down as follows: • • Petty Officers: sailors with a rank from level 4 to 6. Chief Petty Officers and Officers: sailors with a rank from level 7 to 12. Simply put, if you want to add one of these types of sailors to your boat, you will need to drop a sailor from the corresponding classification, or else the game will tell you the boat is already at its maximum number of sailors for that type. The starting crew rosters are at their maximum numbers for both of the above listed classifications. There are no limits on the number of Seaman/Matrosen a player may add to their boat. Do note that while Chief Petty Officers and Officers are lumped together into the same category, it is not possible to promote CPOs to the Officer ranks with RFB. -9- While it was true that CPOs could become officers, the time needed to do so took far longer than the “instantaneous” promotions Silent Hunter 4 allows. Crew Skills Every sailor in RFB has a unique set of skills. These skills are the sailor’s natural abilities and are broken down as follows: • Leadership: the higher the value here, the greater the compartment’s efficiency will be when the sailor is in a leadership slot. • Mechanical: this skill applies to a myriad of duties on board a submarine, from engines and motors to torpedoes and detection equipment. • Electrical: again, this skill applies to a variety of compartments, from the propulsion compartments and equipment in the control room to the sensors mounted in the conning tower. • Gunnery: as the name implies, this skill applies to the ability to spot, engage, and destroy enemy targets with the deck mounted weapons. It is also a skill related to torpedo maintenance. • Visual: skilled lookouts will consistently and efficiently spot targets while assigned to the bridge watch on the surface. This skill also has an effect on the efficiency of deck mounted weapons. Enlisted crew skills gradually increase in value. Once an enlisted sailor reaches rank level 6, however, his skill progression stops. At rank levels 7-9, only the leadership skills will increase. It is at this point that, as in the real world, enlisted sailors become “hands-off” leaders. That is, they lead by tasking the men below him with the duties that need to be accomplished, and thus the enlisted men below him will carry out those tasks. In other words, his job is “to make sure the job gets done, not to do it himself.” Officer skills start off at a midlevel (roughly level 4) petty officer skill set and gradually progress upwards. The major difference between them and the enlisted men, though, is that the leadership skills of the officers will be somewhat higher. Thus, a rank level 12 officer will have roughly the same skills as a level 7 chief petty officer, but he will have slightly higher leadership skills, in general. The skills of each sailor will depend on the particular compartment to which the sailor is assigned. Each sailor has what is known as a “primary” skill and a “secondary” skill; these are his highest rated skills and those which are relevant to his assigned compartment. Likewise, each compartment has a primary and - 10 - secondary skill that is needed to run that compartment efficiently. These skill sets are detailed as follows: • Bridge Watch: sailors here need to spot and identify targets quickly. Hence, the primary skill here is Visual, followed by the secondary skill of Gunnery. • Torpedo Rooms: loading torpedoes quickly and safely is critical to maintaining the boat’s offensive readiness. As such, Mechanical and Gunnery are the primary and secondary skills here, respectively. • Conning Tower (Radio and Listening Rooms in U-boats): home to the boat’s sonar and radar systems, these pieces of equipment require an operator skilled in electrical components and mechanical know how. Hence, Electrical and Mechanical skills are the primary and secondary skills, respectively. • Control Room: home to a myriad of devices that make the boat work, this compartment has a primary skill of Mechanical and a secondary skill of Electrical. • Main Propulsion Plant (Machinery Rooms in U-boats): home to the boat’s diesel engines and electric motors, this compartment also has a primary skill of Mechanical and a secondary skill of Electrical. • Deck Guns and AA Guns: naturally, men here need to be skilled primarily in Gunnery, though the Mechanical skill also has an effect here on compartment efficiency. • Damage Control: crewmen skilled primarily in Mechanical and secondarily in Electrical will help repair damaged compartments and components more quickly. • Hogan’s Alley: nicknamed after the after battery crew quarters, this is where the enlisted men from the bridge watch need to be placed when the boat is submerged, in order to protect them from depth charge damage (this will be described in detail later). Since this compartment functions as an off duty section of the boat, it has no skill modifiers. - 11 - Crew Ratings Like their real world counterparts, each sailor (above the junior enlisted ranks) has a rating (or Laufbahn in German). This rating shows that a sailor has been trained to be a specialist in a particular military job. In RFB, these ratings improve the sailor’s relevant primary and secondary skill sets. These skills and their relevant compartment are described below: • Machinist: these are the men that keep the boat’s propulsion systems running. As such, men here are skilled primarily and secondarily in Mechanical and Electrical, respectively, and assigned to the diesel and motor compartments. Their skill set also makes them good crewmen to man your submarine’s guns. • Radioman: the radiomen man the sonar and radar equipment. Thus, their primary skill is Electrical and their secondary skill that of Mechanical. • Torpedoman: obviously, these men should be assigned to the torpedo compartments. Their primary skill is Mechanical, and Gunnery is their secondary skill. Because of this, torpedomen make good crewmen for the deck and antiaircraft guns. • Command: these men manned the control room systems and typically came from either the machinery or electrical ratings. Hence, their primary skill is Mechanical and secondary that of Electrical. • Gunner: as the name implies, these men are experts at handling the boat’s deck-mounted weapons. Their primary skill is Gunnery and secondary that of Mechanical. Gunners also are handy at reloading torpedoes. • Lookout: these are the men that man your bridge watch. As such, their primary skill is Visual, and Gunner is their secondary skill. You will notice another “rating” on your boat that is not in this list: Pharmacist’s Mate (Sani for the U-boats). Introduced as a special skill with the 1.5 add on, this skill has been modified so that only particular crewman can have this skill. This crewman will help to reduce the crew’s recovery time from injuries and slightly reduce their fatigue recovery time. - 12 - Crew Injuries You will notice a large number of crew slots in Hogan’s Alley and three additional leader slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced to RFB and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not “leave” the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to Hogan’s Alley and the officers to the conning tower. Historically, as the Officer of the Deck, the bridge watch officer would move to the conning tower when the boat submerged. The radarmen and sonarmen will thus gain a small efficiency bonus when these officers are moved to the conning tower. This subject is covered in more detail in the Fleet Boat Damage Mod section of the manual. - 13 - NYGM Ship Damage Mod “One of the stupidest things in game design is the lack of uncertainty given to the player” The NYGM Ship Damage Mod for Silent Hunter 4 (henceforth referred to simply as the SDM), developed in collaboration with the RFB team and included in the Real Fleet Boat mod package, is based upon the same guiding principles as the original NYGM Ship Damage Mod developed for Silent Hunter 3. The SDM seeks to achieve several important goals: • • • • • • • Cause ships to sink by flooding rather than by having them run out of hit points; Cause ships to sink in a realistic manner; Introduce uncertainty and variability in the way ships sink; Introduce more realistic ship sinking times based upon both the amount of damage and the size of the ship; Delay the “Ship Sunk” message for as long as possible, and no earlier than with significant flooding at or above the main deck level; Eliminate the stock behavior where certain torpedo hits would result in the ship splitting in two; Require the player to use the deck gun in a more realistic fashion. While these design goals may make sinking ships more challenging, they are not intended to make sinking ships “harder,” or to make the ships sink in an unrealistic manner. The current version of this mod includes the following types of ships: • • • All merchants ships; All AI submarines; All small coastal vessels. Warships will be completed in groups in the future starting with those most important from the player’s perspective. It is important to note that the design decisions, changes, and alterations for this modification are all original and are not based on any other previous attempts to modify ship sinking physics for SH4. These changes have resulted in extensive modifications to the core SH4 files. In many respects the changes introduced in the SDM are even more extensive than those introduced by the original SH3 NYGM Ship Damage Mod. Because of the extensive changes to core SH4 files, - 14 - this mod is not compatible with any other total conversion mod (e.g. Trigger Maru), although a standalone version is planned for the future. Stock SH4: An Exercise in Certainty Silent Hunter 4 (v1.5) is arguably the best submarine in the world today. While Silent Hunter 3 may have extensive user support and modifications, SH4 introduces a number of significant graphical and other code related changes that help make it a much superior platform over the previous version. One common area for both SH3 and SH4 is a very sophisticated damage model. While this may not be apparent in the stock version of either game, with a little effort and massaging, the SH4 damage model can be coaxed into some very realistic, unique and unpredictable behavior. Perhaps one of the best improvements of SH4 over SH3 is in the area of ship sinking. In SH3 when the ship ran out of hit points (HP) it would explode with a mighty BOOM! This has been dramatically improved in SH4 so that when the ships run out of HP they sink instead of exploding. While this may sound good on the surface, there are two problems with this model. First, every ship of the same class has exactly the same number of HP. For example, the stock large composite freighter has 300 HP, and will take 2 or 3 MK14 torpedoes to sink - every time without fail. It also means that the hit location is not important to sinking the ship. If all 3 torpedoes hit exactly the same location, the ship will still sink – every time without fail. This is also true for the deck gun in that the player can target the very tip of the bow and hit the exact same spot with enough shells to reduce the HP to zero thus sinking the ship. Clearly this is unrealistic behavior. The second problem with this model is that these ships almost never actually sink by flooding, and they sink in a very short period of time – several minutes in most cases. While very quick sinkings did actually happen, they were the exception and not the rule. The quick sinkings in SH4 fails to force the player to make tactical decisions similar to those the actual commanders had to make. By making ships actually sink by flooding compartments and by slowing the time it takes to sink a ship, the player will be forced to decide if another torpedo (or the deck gun) will be required to finish sinking the ship. This in turn spawns a separate decision tree for this seemingly “simple” decision. These are the problems real commanders had to face. Finally, by slowing down the sinking time and making a ship sink by flooding, it also makes it possible to introduce situations where ships will look “sunk”, but will not actually sink. While it is not possible to eliminate the “Ship Sunk” message – the message is integral to the code of SH4 and the recording of sinkings – they have been significantly delayed over stock SH4 (v1.5). - 15 - Implementing the SDM This section will provide additional detail on how each of the design goals was implemented in the SDM. Causing Ships to Sink by Flooding – Creating Realistic Ship Sinking In order to get ships to sink by flooding rather than through the loss of HPs, the first task was to raise the ship HP to 4000. This represents over 22 max HP torpedoes, or nearly an entire torpedo load for a U.S. fleet boat. This value should represent a sufficient number of HP to prevent the player for firing torpedoes until the ship finally sinks. In essence, the player will have to plan the location of torpedo impacts rather than “spray and pray” as in the stock implementation. The next step was to create a model for the ships that replicated the actual design of the ship and the advantages of compartmentalization. For the merchant ships, this is represented primarily as a combination of cargo and machinery compartments. These compartments are located where they would logically be expected. For example, the machinery compartment is logically located where one would expect the engine room to be for a given ship (typically near the funnel). In addition to the main compartments, there are several special compartments such as fuel bunkers, and the engine room represented in each ship model. Finally, each model has a series of special effects that visually represent the level of damage to the player. This will include effects such as fire, smoke, and explosions. As mentioned earlier, the SH4 damage model is simple, yet surprisingly sophisticated. The combination of the main compartments, special compartments and effects completes the ship damage model. A typical example of the compartmentalization present in each model is shown in the graphic below: - 16 - It is important to note that the extent of compartmentalization is dependant on the size and type of ship. Some ships will have more compartmentalization, while others will have less. It is also important to note that damaging a compartment is the only way to sink a ship, just as in real life. Finally, depending on the ship and the size of the ship, damaging one compartment is not likely to cause the ship to sink. Despite the sophistication of the SH4 damage model, one weakness is that bulkheads are not modeled, or easy to model. Instead, the SDM uses a gap, or a space, between each compartment. The various random characteristics of the torpedo are then used to affect damage to the compartment as they would if a bulkhead were present. The main drawback to the lack of a bulkhead is the inability to model catastrophic failures. This has instead been handled through “critical chance” covered in more detail below. When a compartment is damaged to a sufficient level, it will start to flood. As the compartment floods, the mass of water entering the compartment will negatively affect the ship’s buoyancy. In SH4, this negative effect on buoyancy is known as “floatability”. The higher the floatability of the compartment, the higher the negative effect on the ship’s buoyancy, and the quicker it will sink. When the sum of the “floatability” exceeds the ships buoyancy, the ship will sink. The interesting (and subsequently difficult) part about this is that every ship in SH4 is unique and as a consequence has unique sinking characteristics. This means that the compartment structure and compartment floatability has to be uniquely tailored to each individual compartment on each individual ship in order to achieve optimal sinking characteristics. This individualization of ships is not present in the stock SH4 ship damage model to the detail and extent present in the SDM. Compartment Flooding Critical to understanding how to sink ships is an understanding of how compartments flood. Flooding in compartments is governed by two parameters. The first is the compartment HPs and the second is called critic floatation. The compartment HP defines how much damage, in HP, the compartment can sustain before being destroyed. Critic floatation defines how much damage, as a percentage of the compartment’s HP, the compartment must take before flooding starts. For example, if a compartment has 200 HP and critic floatation is set for 0.70 (70%) a compartment must sustain at least 140 HP of damage before it will start to flood. Assuming the damage is caused by a MK14 torpedo with 120 – 180 HP, a minimum strength torpedo will not cause flooding in the compartment. Torpedo, shell and bomb damage HPs are randomly picked between the minimum and maximum HP values for the applicable weapon. - 17 - Once a compartment has been damaged to be point that flooding starts, the compartment will flood until 100% flooded – every time. Unlike the player submarine, there is no stopping a compartment from fully flooding once damaged beyond the critic floatation. Flooding time is based on the extent of the damage. The more damage to the compartment, the faster it will flood. Flooding time is represented for each compartment by a parameter called “FloodingTime”. This parameter represents the amount of time it takes, in seconds, to fully fill a compartment if it is 100% damaged. Clearly the extent of damage and the critic floatation will both impact how quickly a compartment floods. It is important to keep in mind that causing more damage to the same compartment will not cause more flooding effect (floatability), and thus will not cause more negative buoyancy. The only effect will be to cause the compartment to flood faster. If for example, the player damages a compartment with a torpedo such that it starts to flood, the floatability of the compartment will be subtracted from the ships buoyancy (as a sliding scale of how flooded the compartment is). Shooting a second torpedo at the same compartment will only cause the compartment to flood faster, and will not increase the “sinking effect”. This same principle holds true regardless of the weapon employed by the player. One of the particularly sophisticated aspects of the SH4 damage model is that when optimally modeled the location of the hole makes a significant difference on how ships sink. If the player uses an impact torpedo in SH4 Ship Damage Mod, the ship will list to the side of the impact. As with all things in SH4, the extent and degree of list varies from ship to ship, with some ships exhibiting more list than others. The depth of the hole in the ship also effects compartment flooding. This is primarily reflected in two different ways. First, the deeper the hole in the ship’s hull the faster the compartment will flood. Second, if a torpedo detonates near the very bottom on the ship’s hull, there is a possibility for extra sinking effect. The extra flooding is mostly applicable to magnetic detonation (under hull) torpedoes rather than impact torpedoes, but it may be possible. Finally, if damage to another location of the ship causes a previous hole to be raised out of the water, the flooding in that compartment will stop assuming there are no other holes in the hull still below water. - 18 - Critical Chance Critical chance is a special setting for each compartment that represents the idea that a single torpedo hit may cause catastrophic damage resulting in the sinking of the ship. Critical chance represents a sort of “golden BB”. It is possible to get a critical hit any time a compartment takes damage. Critical chance is an important characteristic of the ship damage mod since it represents the intangible factors that could cause a ship to suddenly sink such as coal dust or fuel vapors, an old, weak ship, a weak spot, etc. All cargo and machinery compartments have the potential for a critical hit, though the possibility is small. Introducing Uncertainty and Variability in the Way Ships Sink The previous section described in detail how the stock SH4 damage model has been modified, including a review of the effects of key parameters that control compartment flooding and subsequent ship sinking. This section will be divided into the three major aspects that help introduce uncertainty and variability into the way ships sink in the SDM. - 19 - Ship Damage Model The primary attribute used to introduce uncertainty in the physical ship damage model is space, or the distance between compartments, and the size of the compartments. In the case of spacing between compartments, they are spaced such that the location of the hit matters. If the hit is in the correct location, it is possible to damage up to two compartments and cause flooding. If the location is not correct, only one of the compartments may be damaged and flood. Compartment spacing primarily applies to torpedoes. It is not difficult to damage multiple compartments during a torpedo attack, but it does require careful planning, solution development and aim to accomplish successfully. Spacing is also used to add some variability to the possibility for the player to damage the fuel bunker, or cause flooding in the engine room that will cause the ship to slow or stop. Compartment size is used to help control the way damage is applied to the ship, specifically as it relates to use of the deck gun. For best results, the player should aim for the waterline with the deck gun because this will have the greatest chance of causing enough damage to each compartment for them to start flooding. While the ship may take damage above the waterline in the form of fires, masts destroyed, or external cargo destroyed, this will probably not result in the ship sinking. Weapons Damage The weapons parameters allow for the greatest variability in how damage is applied to the ship damage model. All weapons, regardless or type, have the same parameters. These parameters will be discussed in general, but have been tuned to achieve the desired effects with the ship damage models. Every weapon has three basic parameters: min and max HP damage, armor penetration setting, and the min and max damage radius. Each will be discussed individually in more detail below. HP Damage – this is the amount of damage the weapon or ammunition inflicts to the ship and/or compartment. Each has a minimum value (MinEF) and a maximum value (MaxEF). The MinEF is the smallest amount of HP damage that will be inflicted, while the MaxEF is the largest HP damage the weapon can cause. The actual damage is a random number between MinEF and MaxEF. Armor Penetration (AP) – this is the basic setting for the armor thickness the ammo will penetrate in centimeters (cm). The actual calculation of armor penetration is a very complex formula that takes into effect the HP damage and several other factors. If the weapon or ammo does not penetrate the armor, then no damage HP is applied. - 20 - Damage Radius – this is the range in meters (m) in which the ammunition will cause damage. This parameter consists of a minimum radius (MinRadius) and a maximum radius (MaxRadius). Originally it was believed that the damage radius was a random number between the MinRadius and MaxRadius similar to the HP damage above. In reality the damage radius is always at the MaxRadius with the only variability in the number of HP applied between MinRadius and MaxRadius. In essence, this means that if a compartment is inside of MinRadius it will receive the full damage HP. If the compartment is between MinRadius and MaxRadius, it will receive a portion of the damage HP depending on how far it is from MinRadius (HP drop off at a rate proportional to the inverse of the square of radius). If a compartment is outside of the MaxRadius, it will not receive any damage HP. This is a critical concept that has huge impacts on compartment sizing and spacing as discussed above. The Player With all of the previous discussion on compartment design, compartment parameters, and random ammunition damage effects, the player may well be the most significant contributor to uncertainty and variability in ship sinking. Now the quality of the solution is now much more significant. Now the type of weapon and location of hits/impacts suddenly matter. Now the player must carefully plan attacks to ensure he is at the optimal range and geometry, and that the proper tactics are employed for each individual ship prior to attack. While the player can help reduce these factors, random chance will still play a role and there will be instances of frustratingly awful “bad luck”, but then this is exactly the same thing experienced by most WWII submarine commanders at some point in the war. Creating Realistic Ship Sinking Times The previous sections have focused on the mechanics of making ships sink by flooding compartments. That will not be repeated in this section. By comparison, this section will only point out two factors related to ship sinking times. First, as mentioned earlier, each ship class is unique. As such, the sinking time for each class has been individually tuned. In general, the player should expect a ship that has been torpedoed to sink in about 10 minutes per 1000 tons. Some ships will sink slower, and some faster, but this will depend on the location, quality and quantity of damage inflicted to the ship. Second, the player should not expect that using the deck gun on a ship will result in the same sinking time as a torpedo. The holes created from deck gun shells are much smaller than the hole caused by a torpedo, therefore the deck gun will - 21 - result in a much slower flooding rate, and thus a longer sinking time, than a torpedo. The tactical situation may cause the player to use another torpedo to speed the sinking. Remember to target another compartment since, as discussed above, an additional torpedoes to the same compartment will only change the flooding rate, and will not cause a change on the ship’s buoyancy. Delaying the “Ship Sunk” message for as long as possible One of the major difficulties with this modification is the infamous “Ship Sunk” message. When the ship is considered “sunk” by the SH4 engine, based upon an unknown set of criteria, the player receives the “Ship Sunk” message. While this system may have advantages from a game play perspective, the reality is that real commanders never had this sort of message to validate a sinking. Reality to the side, the real disadvantage from a game play perspective is that it provides the player with too much, and too accurate of information. If the message is displayed too early, the player will not expend extra ordinance (either torpedoes or deck gun shells) to sink the ship. Based on the mechanics of the engine, if the message were removed, the player would never get any credit for sinking any ship thus rendering the renown system useless. For the fans of the renown based system, rest assured that it’s not possible to remove the “Ship Sunk” message, a fact that has been confirmed by the developer. Instead, the best that can be accomplished is to delay the message for as long as possible. At a minimum, the message should not be displayed until major portions of the ship, such as the main deck and/or superstructure, are physically underwater. The actual implementation of this design goal is very difficult to achieve. First, the exact criterion the game engine uses is not know, and has not yet been explicitly determined through testing or any other empirical method. The only useable method to date has been time consuming and extensive testing and tweaking. In many respects this is easier on the SH4 engine than it was on the SH3 engine because of what seems to be some additional “flexibility” in some of the major criteria currently believed to be used by the SH4 engine for the message. These criteria include such attributes as flooding time and total floatability. In other cases it can be frustrating due to the extreme uniqueness of each ship, and some individual quirks in the SH4 engine. In the end, the SDM has attempted to delay the “Ship Sunk” message for as long as possible, therefore the player must use his judgment to determine if and when the ship will actually sink. The player may choose several different methods to evaluate the “sinking potential” for each ship. Some of these are as simple as just waiting longer if possible. Where not possible, the player may choose to damage previously undamaged compartments in order to speed the sinking. In - 22 - either case, the delay should force the player to make these critical decisions without the aid of unrealistic additional information. Eliminating the Ability to Split Ships in Two Many of the stock ships in SH4 have been designed such that when hit in a special location by an impact torpedo, the ship will split into two pieces and sink. While the intent of this section is not to debate the realism of this design decision – there have been many discussions on this topic on various forums – the SDM has removed this design feature. Specifically, the ship DAT and ZON files have been totally restructured such that ships will not split in two when hit by an impact torpedo. There are a couple of technical reasons why this behavior has been removed. First, ships will only split in two when struck by an impact torpedo. The ship will never split into two parts from a magnetic torpedo. Second, the frequency of ships splitting in two far exceeds the reality of such events ever happening. Once the player learns the “magic spot” this can be repeated every time with a 100% success rate. Clearly this goes against the design goal to create variability and uncertainty. Due to the above mentioned distinct differences between the impact and magnetic torpedo behavior in SH4, the keel has been removed and modeled in a different way. As mentioned above, the depth of the torpedo does matter, and with torpedo damage deeper on the ships hull, flooding will be both faster and will have the potential to result in a larger sinking effect. Additionally, the SDM has been designed such that magnetic torpedoes will have the potential to cause an even bigger impact on negative buoyancy than an impact torpedo. This represents the impact of very large holes in the deepest part of the hull. Using the Deck Gun in a More Realistic Fashion In stock SH4, the player was not required to use the deck gun in a particularly realistic manner. For starters it was possible to aim the deck gun at the very tip of the bow and repeatedly hit the same spot resulting in the ship sinking. Secondly, the deck gun only required a few shells to actually sink a very large merchant. With the changes made in the SDM, the player will find that the deck gun is not a very effective primary weapon for sinking ships. The deck gun is quite effective when used to finish off crippled or damaged ships, and it may be effective when used against small merchants or coastal vessels, but it will take a long time and maybe even dozens of shells to sink a large merchant alone. Additionally, the shots must actually cause flooding to be helpful in sinking the ship. For best - 23 - results, the player should aim shots at or below the waterline. Also keep in mind that the deck gun causes a significantly smaller hole than a torpedo, therefore the flooding rate will be slower. The shells have also been modified so that the size of the shell matters. For example, deck gun shells should be effective against all merchants and small coastal vessels (or similar) with the 5” shell being the most damaging and the 3”/88mm shell being the least damaging. The 40mm, 37 mm, 20mm and 50 cal shells may be effective against small coastal vessels – as they were historically but do not expect them to be effective against anything larger. For small coastal vessels, the 40mm and 37mm are the most effective, while the 20mm and 50 cal rounds are just marginally effective. NOTE: When using the deck gun or the AA guns manually in RFB, the player must click on the shell icon to load the first shell, otherwise nothing will happen when the player tires to fire the gun. - 24 - NYGM Fleet Boat Damage Mod The NYGM Fleet Boat Damage Mod (FBDM) for Silent Hunter 4, developed in collaboration with the RFB team and included in the Real Fleet Boat mod package, is based upon achieving the following major design goals: • • • • • • • Make the submarine vulnerable to large caliber surface gunfire; Redesign the Fleet Boat propulsion system within the limits of the SH4 engine; Make the exposed crew and equipment on the player’s submarine vulnerable to small caliber gunfire; Redefine the damage model for the player’s submarine so that it will be lost by exceeding crush depth rather than through the loss of hit points; Make the exposed crew on the player’s submarine less vulnerable to depth charge attacks; Extend the duration of equipment repair times and redesign the equipment so that it will not work when damaged beyond a certain point or when it is destroyed. Badly damaged equipment should not be able to be repaired at sea; Dramatically extend the duration of crew healing times.. The current version of this mod includes the revised damage models for the following fleet boats: • • • • • • • • • • Balao Gar Gato Porpoise S18 S42 Salmon Sargo Tambor Tench The Narwhal and German U-boats will be completed in a future version of this mod. As with the SDM, all design decisions, changes, and alterations for this modification are all original and are not based on any other attempts to modify the player’s submarine damage model. These changes have resulted in extensive modifications to the core SH4 files. Because of the extensive changes to core SH4 files, this mod is not compatible with any other total conversion mod (e.g. Trigger Maru), although a standalone version is planned for the future. With - 25 - regards to a standalone mod, file overlap makes compatibility very challenging, therefore while a standalone version of the FBDM would be compatible with the SDM, and vice verse, the SDM and FBDM will likely be released as a combined package rather than as separate packages for simplicity sake. Stock SH4: The Tiger Tank™ Submarine Damage Model Silent Hunter 4 (v1.5) shares much in common with its older brother SH3 with respect to the submarine damage and physics - the player’s submarine is nearly indestructible. When SH4 was first released, and even after 4 patches and an add-on, it is not uncommon to see screen shots of submarines motoring around with huge damage textures on the hull caused by damage received from large caliber naval gunfire or circle running torpedoes. The boats in these screen shots were still able to submerge without any adverse effects (in some cases before the damage was even “repaired”) and were still able to return to port, many without even a single casualty. While the damage textures are mere window dressing, they point to a severe underlying problem: no submarine should ever be able to submerge (let alone survive and return to port with no casualties) after being hit by armor piercing naval gunfire or a circle running torpedo. The ability to survive (and still fight!) following what should catastrophic damage beggars the imagination. Other problems with the submarine damage model are intrinsic to the nature of the SH4 engine. One of the biggest problems with SH4 turns out to be a carry over from the SH3 engine effectively negating one of the biggest advantages the U.S. Fleet Submarine over its German counterpart: submarine propulsion. The U.S. Fleet Submarine used a diesel electric propulsion train based on the propulsion system used in diesel electric locomotives in use in the U.S. at the time. In this propulsion train, the diesel engines drive generators that in turn provide power to DC motors. These DC motors turn the reduction gear driven shaft. Further enhancing this system, designed to be highly reliable for very long range boats, was the built in redundancy of four diesel engines and four electric motors, plus an auxiliary diesel and generator. This system virtually ensured that battle damage or propulsion failures would not strand the submarine. Not so with SH4. The SH4 propulsion model, based on the SH3 model, uses the German Uboat system of two direct drive diesel engines and an associated generator. This model, unfortunately, cannot be changed. While the equipment screen for a Gato class submarine, for example, may show four diesel engines and four electric motors, in reality, there are only two; the other two diesel engines and electric motors are merely window dressing. If the two main diesel engines are destroyed, all four will in turn be “destroyed” and the ship will be stranded. Even if the other two diesel engines are not destroyed, the ship will still remain stranded. - 26 - Providing reasonable solutions for these two problems, within the limitations of the SH4 engine, created the impetus for this modification. The other features and design goals listed above were added as work progressed. Design Decisions in the FBDM: It’s all Relative Making the player’s submarine vulnerable to large caliber naval gunfire required a new way of looking at the current damage model. The first step was to define the desired damage model response to large caliber naval gunfire, namely: large caliber naval gunfire (3” or larger) striking the hull of a submarine should, in nearly all cases, penetrate the hull causing damage such that the submarine cannot submerge without risk of flooding and the subsequent loss of the boat. The 3” round was selected because it was the most conservative approach and would cause the least amount of damage, therefore it the proper characteristics were achieved with a 3” round then those characteristics would be maintained for all other rounds. With the basic design criteria established, it was then also important to recognize the different types of interactions present in the SH4 world. Specifically these are: 1. AI to Player – this interaction is where the AI attacks the player’s submarine with gunfire, bombs, or depth charges. 2. Player to AI – this interaction is where the player attacks the AI naval vessels or aircraft with guns or torpedoes. 3. AI to AI – this interaction is where the different AI factions attack each other with guns, bombs or torpedoes. Most of the player’s experiences in SH4 will involve only two of the interactions listed above: (1) AI to Player and, (2) Player to AI. The AI to AI interaction is limited at best, and present in only a few specific instances that the player will seldom see and will seldom participate. For this reason, interaction was not considered to be important to the players experience and was excluded from design consideration in the FBDM. Instead, the focus was placed on the AI to Player and Player to AI interactions to ensure they provide as rich an experience as possible for the player in the SH4 world. The focus on these two interactions has an additional advantage in that it dramatically simplifies design of the FBDM. For the purpose of the FBDM, all remaining discussion will relate to the AI to Player interaction, however it is important to note that the SDM must account for both the Player to AI and AI to Player interactions, and it must also consider changes made in the FBDM. This a critical, but unappreciated are of mod overlap. Another important principle for the FBDM is the recognition that everything in the SH4 world is relative. For example, the amount of damage inflicted to a - 27 - compartment by a 3” shell is relative to the number of hit points in the compartment, the armor rating of the compartment and the number of damage hit points inflicted by the shell. Changing the balance of these attributes changes the damage. If for example, the HP damage from the shell were raised, it would be relatively more damaging to the compartment. Unfortunately, it’s possible for this to get out of control, if for example the 3” shell HPs get too large, so it’s best to rebalance the all of the important attributes. This can quickly results in an unconstrained engineering problem with too many degrees of freedom. That’s why selecting an optimal baseline is so important, and as mentioned above the 3” shell serves this purpose. Once the compartment and shell HPs are rebalanced, it becomes necessary to rebalance the other ammunitions used in the AI to Player interaction, namely the bomb and depth charge. This serves to make the player’s submarine more vulnerable to all damage and helps establish another constraint on the problem. In the end, much of the work on the FBDM is a simple rebalance of all AI used shells, bombs and depth charges and to the submarine damage model and vice verse – simple in theory, complex in practice. Finally, in order for this rebalancing to work properly, the ammunition used by the AI must be unique and cannot be used by the player. This is because it is designed specifically for the AI to Player interaction. By contrast, the ammunition used by the player cannot be used by the AI because it is designed specifically for the Player to AI interaction. It is important to remember this very fundamental concept for others who may wish to modify or change the FBDM and/or SDM at a later date. It is not worth worrying about any perceived relative differences between ammunition since they have been designed for a specific application and have had the settings modified to work on this interaction only. Practically, this means that shells specifically assigned to AI only guns (e.g. 4.7” AP shell) should never be assigned to the submarine deck gun (or vice verse) as this will destroy the premise of the FBDM and SDM. Implementing the FBDM This section will provide additional detail on how each of the design goals listed above was implemented into, and the characteristics the player can expect to see in the FBDM. - 28 - Making the Player’s Submarine Vulnerable to Large Caliber Naval Gunfire The Player’s Perspective With the changes to the submarine damage model, the player should expect to experience the following with respect to large caliber naval gunfire: • A hit by a single 3” shell (or larger) to a compartment will cause major damage, though it may not destroy the pressure hull; • Depending on the hit location (above or below the waterline), the player may experience flooding; • Hits by larger caliber shells, or additional hits by smaller caliber shells (e.g. 3”), stand a very significant chance of destroying the pressure hull in the affected compartment. When this happens the ship will be lost by flooding; • It is possible, but unlikely, to be hit by naval gunfire and not have compartment damage; • Because of basic changes in the damage system, the player should not see gunfire cause an increase in “hull damage” nor will be damage texture appear. These effects are unavoidable (the first desirable the second not). - 29 - Redesigning the Fleet Boat Propulsion System within the Limits of the SH4 Engine The Player’s Perspective With the changes to the submarine damage model, the player should expect to experience the following with respect to the Fleet Boat Propulsion System: • Diesel and electric engine equipment entries have been combined into a single entry for the port (#2 and #4) engines and starboard (#1 and #3) engines. This is consistent within the limitations of the SH4 engine. • The diesel and electric engine equipment damages have been redesigned such that the following rules apply: o Damage to one group of engines <50% (e.g. #1 and #3 diesel engines) represents damage to a single engine of the group. Ship speed will be reduced by an amount proportional to the amount of damage the damaged engine has received. o Damage to one group of engines >=50% (e.g. #1 and #3 diesel engines) represents one diesel engine destroyed and the other diesel engine damaged. Ship speed will be reduced by an amount proportional to that of one destroyed engine plus the loss in speed proportional to the amount of damage the other engine has received. o If one engine in a group is destroyed (e.g. >= 50% damage) the group damage will not be reduced less than 50% while at sea. The player must return to port for the engine to be repaired. o The diesel engines have been modeled, in both location and damage resistance, to make it less likely to suffer a situation where both groups of engines will be destroyed. This outcome is not impossible, but it is less likely especially given the general rebalancing of the submarine and shell damage. o The auxiliary diesel engine and generator has been conceptually modeled in the port and/or starboard diesel engine groups. This simply means that extra HP are present making it that much more difficult to destroy the diesel engines. • Port and starboard propeller shafts have been modified to make it less likely that they will be destroyed during certain types of attacks. • Damage to the port and starboard propeller shafts will result in a reduction in speed proportional to the level of damage to the shafts. • Due to limitations in the SH4 engine if a group of engines is completely destroyed (e.g. the port diesel engine group) the associated shaft will not turn. This behavior is based on the U-boat propulsion model adopted from the SH3 engine. • The rudder has been modified to make it less likely that it will be destroyed during certain types of attacks. - 30 - Making the Exposed Crew and Equipment Vulnerable to Small Caliber Gunfire The Player’s Perspective With the changes to the submarine damage model, the player should expect to experience the following with respect to exposed crew injury from small caliber gunfire: • Crew in exposed areas will be extremely vulnerable to small caliber gunfire (e.g. 40mm or less). This will result in serious crew member injury or even death. Exposed areas are considered to be the anti-aircraft gun stations, the deck gun station and the bridge watch stations. • External equipment will be vulnerable to, and could be damaged or destroyed by, small caliber gunfire. Equipment that could be damaged or destroyed by small caliber gunfire includes, but is not limited to the antiaircraft guns, the deck gun, TBT, SJ and SD radar antennas, and the periscope heads. Losing the Submarine by Exceeding Crush Depth The Player’s Perspective With the changes to the submarine damage model, the player should expect to experience the following with respect to the submarine damage model: • The player’s submarine will no longer receive “hull damage” in most cases when damaged by depth charges, bombs, naval gunfire, or when rammed by other ships. o “Hull damage” represents the percentage of HPs lost from the submarine object’s total HP, and establishes the percentage loss in the submarine’s “crash depth” (crash depth is the same as the submarine’s crush depth) due to this damage. o Example: Assume the submarine object has 100 HP and has a crash depth of 100 feet. If the submarine object takes 1 HP damage, it will have 99 HP remaining (when HP = 0 the object is destroyed), and the crash depth will be reduced to 99 feet. If the submarine exceeds the crash depth, HP will be removed from the total, at a defined rate, until either the object is destroyed, or the depth no longer exceeds crash depth (for submarines, crash depth is dynamic as explained above). • When the player’s submarine is damaged by depth charges, bombs, gunfire, or when rammed by another ship, damage will be applied to the submarine’s compartments, which if damaged severely enough, will start - 31 - • • to flood. Flooding reduces the submarines positive buoyancy and may cause the submarine to sink. If the compartment starts to flood, the submarine may experience the following effects (remember, these effects will be more severe if multiple compartments are flooding): o While Submerged: The submarine will tend to sink off of the ordered depth. The player may have to increase speed, order a new, shallower, depth, or if the flooding is severe enough order a main ballast tank blow. o While Surfaced: A fully flooded compartment will not likely cause the submarine to submerge because of the excess surfaced buoyancy. Therefore, if the submarine has taken enough damage such that flooding makes it difficult or impossible to maintain depth submerged, the best course of action is to surface the boat. o Pressure Hull Destroyed: If a compartment on the submarine takes too much damage before the crew can repair it, the pressure hull in that compartment may be destroyed. When this happens, the submarine will almost certainly sink uncontrollably regardless of whether surfaced or submerged. Collision with land will cause the submarine to receive “hull damage”. This effect is necessary for a couple of reasons (for example ship sunk in shallow water with destroyed bulkheads), so it is advisable that the player not attempt to “ground” the submarine in shallow water. If the submarine exceeds crash depth, it will very rapidly receive “hull damage” and the ship will be lost. This will happen so quickly that the player will not be able to react fast enough to save the ship. Avoiding Death and/or Injury During Depth Charge Attacks for Crew Members Stationed in External Compartments Background: External vs. Internal Because of behavior unique to the SH4 engine it is not possible to have an external crew be vulnerable to small caliber gunfire and resistant to depth charge attacks. This is because of the way the SH4 engine treats compartments and also because the engine does not distinguish between the various types of ammunition causing damage to the compartment (e.g. bombs, guns or depth charges). One other unique “feature” of the SH4 engine is that for the “external” compartments, the submarine state (e.g. surfaced or submerged) only changes the state of the compartment (e.g. active or inactive). When submerged, the main deck watch “compartment” is inactive, but the crew members are not actually removed from the compartment. Making the main deck watch crew vulnerable to small caliber gunfire also makes the main deck watch crew extremely vulnerable to depth charge attacks. In reality, the main deck watch crew would be stationed inside of the submarine hull while submerged and would - 32 - only be as vulnerable as any other crew member in the same “internal” compartment. This mod incorporates a couple of key changes necessary to make external crew less vulnerable during depth charge attacks. The Player’s Perspective For the fleet boats, the following compartments are considered to be external to the submarine pressure hull: • Main Deck Watch • Deck Gun • AA Guns For the fleet boats, the following compartments are considered to be internal to the submarine pressure hull: • After Torpedo Room • Main Propulsion Plant • Control Room • Conning Tower • Forward Torpedo Room • Hogan’s Alley • Damage Control Team/Room The following guidelines should be followed in order to avoid unnecessary crew injury and/or death in external compartments during depth charge attacks: • Never permanently station crew members in the Deck Gun or AA Gun compartment crew slots. Only man these stations when necessary, and be sure to use crew members from internal compartments. • Never fill the last, empty, crew member slot in the conning tower (one per watch section). If these slots are filled, the player will not be able to Rig Ship for Depth Charge. • Prior to any attack on the submerged (or submerging) submarine, the player must manually Rig Ship for Depth Charge! Rigging Ship for Depth Charge involves the following player actions: 1. Move the OOD from each Deck Watch watch section to the empty crew slot in the conning tower. For example, the 1st watch section OOD should move to the 1st watch section slot in the conning tower. 2. Move the remaining deck watch crew members to Hogan’s Alley. It is highly recommended to move then in a logical fashion, such as by watch section, in order to make it easier to move them back to the deck watch stations. Note: it is most important to move the men quickly and keep them alive. Proper watch sections can always be sorted out later. 3. Check the deck gun and AA gun stations for any other crew members and move them back to their original compartment. - 33 - • Note: Rig Ship for Depth Charge! is a manual player action and cannot be automated. Sometimes the AA gun slots can be difficult to move crew to because of different screen resolutions. If there is difficulty placing crew members in the AA gun slots, use the “Hide Interface” command to access these crew slots. Equipment Repair and Crew Injury The Player’s Perspective: Equipment Damage In addition to all of the other changes in this mod, the equipment repair times have been dramatically extended over the stock SH4 repair times. The player can expect that repair times may take from several minutes to several days depending on the extent of the damage. During this time, the equipment will operate at a reduced level to the maximum extent allowed by the SH4 engine. In addition to taking longer to repair, badly damaged equipment will require a higher “repair skill” in order to repair while at sea. If the equipment is damaged beyond a certain point (usually about 50% damage) the crew will not be able to repair the equipment while at sea, and it will be considered “Out of Commission”. The equipment can be repaired once the ship returns to port from patrol. Some equipment affected by these changes include: Diesel and electric engines (as explained above), torpedo tubes, AA guns and the deck gun, the radar (to a more limited degree), hydrophones, periscopes and the TBT. The Player’s Perspective: Crew Injury As with the equipment repair times above, the extent and effects of crew injury, and the amount of time that it takes for crew members to recover from an injury has been dramatically changed over those present in stock SH4. When the submarine takes damage, the player should expect the crew to be injured. The extent of the injury will depend on a number of factors such as compartment location and the type of damage. As explained above, crew in external compartments will likely receive the most severe injuries because there is little or no protection. Even during depth charge attacks, the crew can be injured if a compartment is damaged. The severity of injury will depend on the severity of damage to the compartment. For light damage, crew injury will mostly be limited to bumps and scratches. These will heal relatively quickly in a matter of a few hours. More severe injuries such as broken bones, large lacerations, head injuries, etc. could take days or even weeks to heal, and the most severe injuries may not heal until the player returns to port. - 34 - It is important to keep in mind that as crew members are injured, their watch standing effectiveness will decrease. So to will their repair effectiveness. This can result in a double impact in that severely injured crew members may be unable to repair only moderately damaged equipment because of their reduced effectiveness and the need for increasing crew repair skill due to increased equipment damage. The player should pay attention to these potential types of situations and make the necessary adjustments in crew configuration in order to ensure that critical equipment is repaired. Hogan’s Alley may serve as a useful location to place severely injured crew members so that they can heal. It’s not advisable to place injured crew members in the empty deck or AA gun slots because they could potentially be killed as outlined above, although the deck and AA gun slots may serve as useful locations for crew members who have been killed in action. - 35 - NYGM AI Visual Sensor Mod And Submarine Visual Sensor Mod During testing of RFB 1.52 and operational game play of Operation Monsun Patch 3 and above, a visual detection issue with stock Silent Hunter 4 was discovered. Under a defined set of conditions, the game will consistently fail to report certain ships within visual range even though the player can see these ships. There may be cases where the player’s submarine is within 1000 yards / meters of a contact without the game generating a visual contact report. The causes of this issue are as follows: 1. The values used in the “Visual” section of Sensors.cfg 2. The true position of the ship from the Sub 3. The date of the mission 4. The latitude and longitude of the player’s submarine The Player’s Perspective If you are in the Northern Hemisphere (Latitude 25 degrees north or above) in the winter (November, December, and January), the game may not generate the ship/s location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from approximately bearing 280 true to bearing 050 true from the sub will be reduced to short periods of around 20 seconds before disconnecting. Once the ship in question moves south of the sub’s position the game will then allow unaffected auto TDC lock. It should be noted that the further north you go, the larger the non-detection area becomes. However, if you are in the same location in the summer (May, June, and July) you may not see this issue at all. If you are on the equator you will see all contacts no matter what the date is. If you are in the Southern Hemisphere, the reverse of the effect in the Northern Hemisphere applies in the winter (latitude 25 degrees south or below). From June to August the game may not generate a ship’s given location on the navigation and attack maps. The periscope’s ability to stay locked on a ship that is located clockwise from bearing 110 true to bearing 250 true from the sub will be reduced to the above mentioned period of approximately 20 seconds. Once the ship in question moves north of the sub’s position the system will then allow unaffected auto TDC lock. It should be noted that the further south you go the larger the non-detection area becomes. In addition, as with the Northern Hemisphere if you are in the same location in the summer (November, December, and January) you may not see this issue at all. - 36 - With the addition of the NYGM AI Visual Sensor Mod and Submarine Visual Sensor Mod, this issue has been significantly magnified. Therefore, the player will have to act like a real captain and actually look through the periscope and conduct 360-degree scans to confirm the location and/or number of the ships instead of having all ships instantly and magically appear in real time. The NYGM Submarine Visual Sensor Mod's unintended result of reducing the real time satellite ability of the submarine AI to display the ships on your navigation map down to the meter/yard and the degree of ships the player doesn't even know are there adds to the “realistic uncertainty” of RFB’s game play. When using Silent Hunter 4’s “automatic targeting” option, the player will still have to work for every sinking, which is another selling point for those who want the auto TDC but disliked its 1000% accuracy. - 37 - Distance Measurement, Draft, and Tonnage Mod RFB’s new distance measurement, draft, and tonnage mod aims to make the distance measurement method used with either periscope more in line with the historical reality, thus adding to the “fog of war.” This fog of war is further enhanced by modifying the tonnage and draft values presented to each player. Stock Silent Hunter 4: Clear Skies Ahead In stock SH4, the game uses the exactly correct mast height of every individual AI ship as the reference point used to determine the distance to a target. While in theory this is a valid way to determine the distance to a target, it removes any uncertainty about the ship’s true mast height, and the reality is that there were many different reference points on a ship used to measure the distance to a target (funnels, deckhouses, decks, forecastles, etc.). Relying on the mast height only was generally considered to be impractical, since steps were taken to conceal a ship’s true mast height, such as using camouflage and modifying the height of the masts. Furthermore, the tonnage and draft values presented in the recognition manual in stock Silent Hunter 4 largely take out any guesswork on the part of the player. The ship’s listed tonnage and draft values reflect their exact, in-game values. With a torpedo running at its proper depth, for instance, a player targeting a ship in stock Silent Hunter 4 will know for certain whether or not a torpedo will run underneath the keel of a ship. Players can thus “snipe” a ship, firing a torpedo at just the right depth so as to ensure a magnetic detonation. Introducing the Fog of War to Ship Targeting Throughout WWII, the U.S. Navy’s Office of Naval Intelligence (ONI) produced an extensive series of recognition manuals designed to help commanders identify and target enemy shipping. These manuals included a variety of data, including the estimated height of various points on each ship, the ship’s estimated tonnage value, the ship’s draft when fully loaded vs. empty, armor, weapons, etc. Notes were included in these entries to let the commander know how accurate the data was believed to be. For instance, in the 1944 manual on Japanese merchant shipping, each ship entry had an intelligence value from A to C. These ratings were described as follows: - 38 - • • • A: “Excellent. Source material has been available and drawing believed to be correct in detail.” B: “Source material limited, some details may be inaccurate.” C: “Source material very limited, profile believed to be generally correct but proportions and details doubtful.” Bringing it All Together Armed with this material from the ONI manuals, extensive changes were made to the way target data is presented to the player in Real Fleet Boat. These changes are detailed below: 1. Distance Measurement Reference Point: the reference point used for each ship uses the exact values extracted from ONI manuals. Depending on the intelligence information surrounding a given ship, this value may or may not be very accurate. 2. Tonnage: again, this value is taken from each respective entry in the ONI manuals. The tonnage values credited to each ship reflect those known to the U.S. Navy at the time each respective manual was distributed to the fleet. 3. Draft: like tonnage values, the draft value of each ship represents the value known to ONI. Where both empty and loaded draft values are presented for a particular ship’s entry, the latter value is used, since Silent Hunter 4 treats each ship as sailing fully loaded. It is important to note here that these draft values do NOT necessarily reflect the ship’s true ingame draft. With the depth-keeping problems present with both German and American torpedoes, it is thus generally a good idea to not fire one’s torpedoes too deep and thus risk having the torpedo run harmlessly beneath the keel of a ship. Determining the Correct Distance Measure Reference Point In order to reduce confusion while remaining true to the data presented in the ONI manuals, the following reference points are used for each class of ship. Note that one can also find this data when moving the mouse cursor over the check box in the recognition manual: • • • Merchant Ships: top of the tallest mast. Aircraft Carriers and Aircraft Transports: flight deck. All Other Warships: top of the tallest funnel. - 39 - Submarine Upgrades & Availability S-Boat Upgrades S-18 Equipment Upgrades & Availability 1942 Radar Upgrades SJ Surface Search Radar SJ-1 Surface Search Radar 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 1943 1944 1945 AA Gun Upgrades D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND Single-barrel 20mm AA Gun 1 1942 Deck Gun Upgrades 4 Inch Deck Gun 3 Inch Deck Gun 1942 Misc Upgrades Conning Tower Upgrade 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 =Upgrade Available S-42 Equipment Upgrade & Availability 1942 Radar Upgrades SJ Surface Search Radar SJ-1 Surface Search Radar SD-1 Air Search Radar 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1 1942 1943 1944 1945 AA Gun Upgrades D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND Single-barrel 20mm AA Gun 1 1942 Deck Gun Upgrades 4 Inch Deck Gun 3 Inch Deck Gun 1942 Misc Upgrades Conning Tower Upgrade 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 =Upgrade Available - 40 - Fleet Boat Upgrades Equipment Upgrade & Availability 1942 Radar Upgrades SD Air Search Radar SD-1 Air Search Radar SV Air Search Radar SJ Surface Search Radar SJ-1 Surface Search Radar 1942 Sound Equip. Upgrades WCA Sonar JP-1 Sonar 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1 1 1 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 1943 1944 1945 AA Gun Upgrades D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND Single-barrel 20mm AA Gun 1 Twin-barrel 20mm AA Gun 1 40mm AA Gun 1 1942 Deck Gun Upgrades 3 Inch Deck Gun (Fore) 3 Inch Deck Gun (Aft) 4 Inch Deck Gun (Fore) 4 Inch Deck Gun (Aft) 5 Inch Deck Gun (Fore) 5 Inch Deck Gun (Aft) Twin 5 Inch Deck Guns 1942 Misc Upgrades Decoy Launcher 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1 1 1 1 1 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 =Upgrade Available - 41 - Conning Tower Upgrade & Availability 1942 Balao Late War 1942 Gar Mid War Late War Mid War Late War Variant #1 Late War Variant #2 Mid War Late War Mid War Late War Mid War Late War Mid War Late War 1945 1943 1944 1945 1943 1944 1945 1943 1944 1945 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 Tambor 1944 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 Sargo 1943 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 Salmon 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1 1942 Porpoise 1944 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1942 Gato 1943 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 =Upgrade Available - 42 - U-boat Upgrades & Availability 1939 Radar Upgrades FuMO29 Radar FuMO30 Radar FuMO61 Radar 1939 Sonar Upgrades GHG Sonar KDB Sonar Balkon Gerät Sonar FuMB1 RWR FuMB7 RWR FuMB10 RWR FuMB26 RWR 20mm C/30 AA Gun (x1) 20mm C/38 AA Gun (x1) 20mm C/38 AA Gun (x2) 20mm C/38 Gun (x4) 37mm C/30U AA Gun 37mm M/42U AA Gun (x1) 37mm M/42U AA Gun (x2) 105mm Deck Gun Bold 1 Decoy Launcher Bold 2 Decoy Launcher Bold 3 Decoy Launcher Bold 4 Decoy Launcher 1944 1945 1940 1941 1942 1943 1944 1945 1940 1941 1942 1943 1944 1945 1940 1941 1942 1943 1944 1945 1940 1941 1942 1943 1944 1945 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1939 Misc Upgrades 1943 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1 1 1 1 1939 Deck Gun Upgrades 1942 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1 1939 AA Gun Upgrades 1941 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1939 RWR Upgrades 1940 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1940 1941 1942 1943 1944 1945 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1 =Upgrade Available - 43 - Torpedo Availability & Malfunctions U.S. Torpedo Availability 1942 Torpedo Upgrades Mark 10 Mark 14 Mark 18 Mark 23 Mark 27 1943 1944 1945 D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND 1 1 1 1 1 =Upgrade Available U.S. Torpedo Malfunction Data Premature Detonations Duds Up to 12 Feet (August 1942) Large Chance (Until June 1943) Large Chance (Until Sept. 1943) Up to 12 Feet (August 1942) Large Chance (Until June 1943) Large Chance (Until Sept. 1943) Type Deep Runner Mark 10 Up to 10 Feet (All War) Mark 14 Mark 18 Mark 23 Mark 27 - 44 - German Torpedo Availability 1939 Torpedo Upgrades T1 T2 T3 T1 FAT1 T1 LUT1 T3 FAT2 T4 T5 T11 1940 1941 1942 1943 1944 1945 S OND J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J A S ON D J FMAM J J AS ON D J FMAM J J AS ON D J FMA 1 1 1 1 1 1 1 1 1 =Upgrade Available German Torpedo Malfunction Data Deep Runner Premature Detonations Duds T I Types Through Feb. 1942 Through Nov. 1942 Through Nov. 1942 T II Types Through Feb. 1942 TIII Types Through Feb. 1942 Type Through Nov. 1942 Through Nov. 1942 T IV TV T XI - 45 - Through Nov. 1942 Japanese Sensor Data Surface Search Radar Availability 1942 1943 1944 1945 TYPE 22 Radar D J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND J FMAM J J AS OND Kongo Class Battleship 1 Fuso Class Battleship 1 Ise Class Battleship 1 Ise Class Battleship (Convert) 1 Yamato Class Battleship 1 Takao Class / Maya Cruisers 1 Furutaka Class Cruiser 1 Mogami Class Cruiser 1 Kuma Class Cruiser 1 Agano Class Cruiser 1 Taiho Class Carrier 1 Okinoshima Minelayer 1 Subchaser 1 Kagero Class Destroyer 1 Yugumo Class Destroyer 1 Other DD Classes 1 1 1 1 =Upgrade Available Note: This is the only surface search radar available to Japanese surface ships, and has a maximum range of about 5 km against submarines. Sonar Warships: Gradually improve over the war and are at their peak by late 1944. Merchants: Start using sonar in late 1944. Airborne Radar Airborne radar starts being fitted in limited numbers to aircraft in the fall of 1942. By the end of 1944, most aircraft have been fully equipped with airborne radar. - 46 - Part III: Submarine Details - 47 - American Submarines S-18 Class History The S-18 class of submarines evolved from Electric Boat’s prototype S-1 (Fiscal Year 1917) for the new class of S-boat submarines. Although many of these boats would eventually be discarded under the terms of the 1930 London Naval Treaty, a number survived to serve in a variety of roles during World War II. Six S-18 class submarines were in service with the Asiatic Fleet at the outbreak of the war, and they were later joined by other S-18s in the Aleutians and the North Pacific. S-18s continued to serve in combat roles until early 1944, when they were finally retired and relegated entirely to training duties. Performance Speed: 13 knots surfaced; 9 knots submerged Range: 8,950 miles at 9.5 knots surfaced; 100 miles at 5 knots submerged USS S-36 (SS-141) at Bethlehem Shipbuilding Corp., San Francisco, CA March 29, 1923 - 48 - S-42 Class History The S-42 class was a small group of six Electric Boat S-boats authorized under the 1 July 1918 Appropriation Act and Emergency Fund (24 new S-boats had been ordered by the U.S. Navy, but only these six were built). S-42s incorporated a variety of improvements over the older S-18s, such as increased surfaced range, changes to the ballast system and a gun access hatch under the breech of the deck gun. S-42 boats served in both the South Pacific and the Alaskan waters into 1944, at which point they were withdrawn from combat service. Performance Speed: 12.5 knots surfaced; 9.5 knots submerged Range: 10,000 miles at 8.1 knots surfaced; 100 miles at 5 knots submerged USS S-44 (SS-155) - 49 - Porpoise Class History Authorized as part of Fiscal Year 1934 funding, the Porpoise class was the precursor of the fleet submarines of the Gato and Balao classes. This class incorporated features that would become standard in follow on classes, such as an all electric drive with four diesel engine generators, high surface speed and an endurance of 75 days. However, the forward torpedo room was too cramped, and the reserve battery capacity was too low. These deficiencies would ultimately be corrected in later classes. Submarines of this class served in combat from the war’s beginning until the end of 1944, when the surviving boats were reassigned to training duties. Performance Speed: 19.25 knots surfaced; 8.75 knots submerged Range: 11,000 miles at 10 knots surfaced; 62 miles at 4 knots submerged USS Pike (SS-173) Underway off New London, CT May 5, 1944 - 50 - Salmon Class History A class of six submarines built with Fiscal Year 1936 funding, these boats were an improvement on the earlier Porpoise boats. The forward torpedo room was enlarged, and the diesel compartment was split into two equal parts. More torpedoes could now be carried, including 4 in external storage for the aft tubes, plus two more tubes were added to the stern compartment. The battery capacity was increased so that these boats could stay underwater for up to 48 hours at 2.5 knots. Boats of this class served from the war’s first days until the cessation of hostilities. Performance Speed: 21 knots surfaced; 9 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 miles at 4 knots submerged USS Snapper (SS-185) off Mare Island Naval Yard February 24, 1945 - 51 - Sargo Class History Fiscal Year 1937 submarines, boats were generally repeats of the Salmon class. The standard battery fitted to this class, produced by the Navy’s Bureau of Engineering, replaced the earlier commercial type bought from Exide and Gould. It was henceforth known as the “Sargo battery” and was fitted in all follow on fleet boat classes. A faulty main induction valve (as the Squalus found out) and a badly overweight design were the main faults of this class. Even so, Sargo boats served with distinction during World War II, sinking some 73 ships, including a Japanese submarine. Performance Speed: 21 knots surfaced; 8.75 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 miles at 4 knots submerged USS Sailfish (SS-192), off Mare Island Navy Yard April 13, 1943 - 52 - Tambor Class History Authorized with Fiscal Year 1939 appropriations, these were the first fleet submarines with six bow torpedo tubes. The four externally stored torpedoes of the Salmon and Sargo classes were now moved inside the hull. The Bureau of Engineering re-rated the main diesel engines so the boats could now make their required speed at their rated power. Boats of this class could exceed 18 knots while one engine charged batteries or was repaired. Boats of this class served with distinction throughout the war, with the Tautog holding the record of most ships sunk by a single U.S. submarine. Performance Speed: 20.4 knots surfaced; 8.75 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 miles at 4 knots submerged USS Triton (SS-201) Underway Circa 1940 - 53 - Gar Class History The Fiscal Year 1940 program consisted of six fleet submarines and two 800 ton coastal boats. In late December 1938, Navy Secretary Claude Swanson decided that the fleet submarines would be repeats of the Tambor class, thus the boats of the Gar class performed to the same specs of its immediate predecessor. Gar class boats served in combat from the war’s first days until the end of 1944. Performance Speed: 20.4 knots surfaced; 8.75 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 miles at 4 knots submerged USS Gudgeon (SS-211) off Mare Island Naval Yard July 7, 1941 - 54 - Gato Class History Initially authorized under Fiscal Year 1941, the Gato class was an improvement over the preceding Tambor and Gar boats. The maximum diving depth was increased, a pressure proof bulkhead now divided the engine room in half, and the auxiliary ballast tanks were finally enlarged to compensate for the weight of 24 torpedoes or 40 mines. The first Gato class boats were commissioned in late 1941, and from early 1942 until war’s end they formed the backbone of the U.S. Navy Submarine Force along with the follow on Balao class. Surviving boats of the Gato class would continue to serve well into the postwar years with both the U.S. Navy and various foreign fleets. Performance Speed: 21 knots surfaced; 9 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 knots at 4 knots submerged USS Gato (SS-212) off Mare Island Naval Yard November 29, 1944 - 55 - Balao Class History Fiscal Year 1942 boats, the Balao class was designed to take advantage of a stronger type of metal known as high tensile steel. The change to this type of material allowed boats of this class to dive deeper than the preceding Gato class boats. Entering combat in mid 1943, the Balao class boats came alongside the Gatos to form the bulk of the late war American submarine force in the Pacific. Like the Gato class, Balao class boats also served in the postwar U.S. Navy and various foreign navies. Performance Speed: 20.25 knots surfaced; 8.75 knots submerged Range: 11,000 miles at 10 knots surfaced; 84 miles at 4 knots submerged USS Balao (SS-285) - 56 - Tench Class History In 1943, the Portsmouth shipyard conducted a redesign of the Balao class to address some of the weaknesses of this class. The tank layout was revised to eliminate weak points in the torpedo rooms, and fuel capacity was increased by installing a “variable fuel tank.” In addition to this, the installation of double armature motors reduced gear whine, which was a major source of noise. Lastly, the addition of 4 reload torpedoes brought the torpedo capacity to 28. Serving in the Pacific from early 1945, a number of Tench class submarines were canceled when it was realized they would not be needed to help win the war. It was a Tench class boat – the Torsk – that sank the last Japanese warship of World War II. Performance Speed: 20.25 knots surfaced; 8.75 knots submerged Range: 16,000 miles at 10 knots surfaced; 84 knots at 4 knots submerged USS Torsk (SS-423) Underway off the U.S. East Coast February 16, 1945 - 57 - German Submarines Type IXD2 Class: History The Type IXD class originated from Karl Dönitz’s request for the further development of a long range and Fleet style U-boat but without the heavy artillery armament of the Type XI class. As a completely new design based on the Type XII class was deemed impractical, it was decided to enlarge the Type IXC class into a U-boat with a higher surface speed and an increased range. While the Type IXD1 experienced problems with its six torpedo boat diesels, the IXD2 boats were quite successful with the standard Type IX propulsion unit, which was augmented with a diesel electric addition for increased range. Serving from 1942 until the war’s end, Type IXD2 boats conducted extremely long patrols, with a handful of boats serving in the Far East as part of Operation Monsoon. Performance Speed: 19.2 knots surfaced; 6.9 knots submerged Range: 23,700 miles at 12 knots surfaced; 57 miles at 4 knots submerged U-848 under attack by PB4Y-1s and B-25s near Ascension Island November 5, 1943 - 58 - Part IV: Bibliography and Credits - 59 - Research Resources Books Bauer, K. Jack and Roberts, Stephen S. Register of Ships of the U.S. Navy, 1775-1990: Major Combatants. New York: Greenwood Press, 1991. Friedman, Norman. U.S. Submarines Through 1945: An Illustrated Design History. Annapolis, Maryland: Naval Institute Press, 1995. Gannon, Robert. Hellions of the Deep: The Development of American Torpedoes in World War II. University Park, Pennsylvania: The Pennsylvania University Press, 1996. Köhl, Fritz and Rössler, Eberhard. The Type XXI U-Boat. Annapolis, Maryland: Naval Institute Press, 1991. Möller, Eberhard and Brack, Werner. The Encyclopedia of U-Boats: From 1904 to the Present. London: Greenhill Books, 2004. Rössler, Eberhard. The U-Boat: The Evolution and Technical History of German Submarines. London: Cassell & Co, 1981. Williamson, Gordon and Pavlovic, Darko. U-boat Crews 1914-45. London: Osprey, 1995. Wiper, Steve. Warship Pictorial #27: Kriegsmarine Type VII U-Boats. Tucson, AZ: Classic Warships Publishing, 2004. CD-ROMS Navy Department – Bureau of Naval Personnel. NavPers 16160: The Fleet Type Submarine. June 1946. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 41-42: Japanese Naval Vessels. November 1942 – with supplements through August 1943. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 54-R: U.S. Naval Ships and Aircraft. June 9, 1942. History on CD-ROM. - 60 - Navy Department – Division of Naval Intelligence. ONI 54 Series: U.S. Naval Vessels. November 1943 – with supplements through December 1943. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 201 (1943-44): Warships of the British Commonwealth. July 1, 1943. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 204: German Naval Vessels. August 13, 1942 – with supplements through October 1942. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 208-J: Japanese Merchant Ships. August 24, 1942. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 208-J (Revised): Japanese Merchant Ships. May 1944. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 208-J Supplement No. 2: Far Eastern Small Craft and ONI 208-J Supplement No. 3: Standard Classes of Japanese Merchant Ships. January/March 1945. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 220-G: German Submarines. April 13, 1944. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 222-J: A Statistical Summary of the Japanese Navy. July 20, 1944. History on CD-ROM. Navy Department – Division of Naval Intelligence. ONI 222-J: The Japanese Navy. June 1945. History on CD-ROM. Uboataces. U-995 German Type VIIC U-Boat. August 15, 2007. Aardvark Global Publishing Company. Walkowiak, Thomas F. Gato and Balao Class Submarine of World War Two Plan eBook. August 27, 2008. The Floating Drydock. War Department – Military Intelligence. FM 30-58: Identification of Japanese Naval Vessels. December 29, 1941. History on CD-ROM. War Department – Navy Department. FM 30-50/NAVAER 00-80V-57: Recognition Pictorial Manual of Naval Vessels. September 1, 1944. History on CD-ROM. Wittmer, Paul. United States Submarine Men Lost During World War II. May 2007. Paul W. Wittmer. - 61 - WEBSITES “American Military Patches, Other Insignia and Decorations of World War Two.” http://www.angelfire.com/md2/patches/index.html “Dictionary of American Naval Fighting Ships.” http://www.history.navy.mil/danfs/index.html “Dud Torpedoes, WW2 Pacific.” http://www.ww2pacific.com/torpedo.html “Early CPO Rate Abbreviations.” http://www.goatlocker.org/resources/cpo/history/abbrev.htm “Enlisted Ratings and Jobs in the U.S. Navy.” http://www.history.navy.mil/faqs/faq78-1.htm “Feldgrau.com - The German Armed Forces 1919-1945.” http://www.feldgrau.com/ “The Fleet Type Submarine Online.” http://www.maritime.org/fleetsub/index.htm “FleetSubmarine.com is your source on World War II American submarines.” http://www.fleetsubmarine.com/ “German U-Boats and Battle of the Atlantic.” http://www.uboataces.com/ “Historic Naval Ships Association.” http://www.hnsa.org/index.htm “Home Page of Paul W. Wittmer.” http://www.subvetpaul.com/ “HyperWar: Current Doctrine, Submarines (United States Navy: 1944—USF-25).” http://www.ibiblio.org/hyperwar/USN/ref/SS-Doct/index.html “HyperWar: US Navy Bureau of Ordnance in World War II.” http://www.ibiblio.org/hyperwar/USN/Admin-Hist/BuOrd/index.html “Imperial Japanese Navy Page.” http://www.combinedfleet.com/kaigun.htm “Japanese Radar of World War II.” http://www.stargames.com/exhibits/japaneseradar/japaneseradar.html “Kriegsmarine and U-Boat History.” http://www.ubootwaffe.net/index.html - 62 - “Naval-Reference.Net: Illustrated Naval History Reference.” http://navalreference.net/index.html “Naval History via Flix.” http://navalhistory.flixco.info/H/93745x263540/259869/a0.htm “NavSource Naval History.” http://www.navsource.org/ “NavWeaps – Naval Weapons, Naval Technology, and Naval Reunions.” http://www.navweaps.com/ “The Official USS Batfish (SS 310) Website.” http://www.ussbatfish.com/index.html “On Eternal Patrol.” http://www.oneternalpatrol.com/ “Online Reading Room: Publications, Documents, and Subject Presentations.” http://www.history.navy.mil/library/online/readingroom.htm “The Pacific War Online Encyclopedia.” http://pwencycl.kgbudge.com/Table_Of_Contents.htm “PigBoats.com” http://www.pigboats.com/ “Reports of the U.S. Naval Technical Mission to Japan.” http://www.fischertropsch.org/primary_documents/gvt_reports/USNAVY/USNTMJ%20Rep orts/USNTMJ_toc.htm “The Ship Camouflage Website.” http://www.shipcamouflage.com/ “Submarine Research Center.” http://www.submarineresearch.com/index.html “U-boat Archive.” http://www.uboatarchive.net/ “uboat.net – The U-boat War 1939-1945.” http://www.uboat.net/ “USS Bergall.” http://www.bergall.org/ “Valor at Sea.” http://www.valoratsea.com/main.htm “World War II Day by Day.” http://www.wwiidaybyday.com/ - 63 - CREDITS The task of creating a mod like Real Fleet Boat is a large one, and as such many members of the Silent Hunter 4 community, past and present, have contributed to its success. Without their help and input, Real Fleet Boat would not be the mod it is today. In no particular order of importance, the following persons have contributed to the development of the mod: Developers: 9th Flotilla AkbarGulag Ailantd AntEater Beery Capnscurvy Captain Cox Carotio Castorp345 CCIP Cdrake66 Chomu Der Teddy Bär Ducimus Egan FullMetalEdges Galanti GouldJG Gunfighter GunMod Hildofr Iceberg Jace11 JimBob JimiMadrid Jungman kriller2 LukeFF Lurker_hlb3 Mikhayl Nisgeis NVDrifter Observer Redwine Schlageter-JG26 Scoochy Shad43 skwasjer swdw Timetraveller Xantrokoles Donner jrex53 Nuc r6751 Rockin Robbins Testers: 399nkov AVGWarhawk DeepIron Deviance Dieselglock - 64 -