SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Downloads > Silent Hunter 4 > Gameplay mods
Mods, missions, patches, & files for every subsim there ever was!
Forget password? Reset here

Navigation

If you are experiencing trouble downloading, it could be due to an ad-blocker or extension in your Chrome browser.
Try turning off the ad-blocker or whitelisting www.subsim.com in your ad-blocker extension
or switching to Microsoft Edge browser or Firefox to complete the download. Thanks.

Main | Legacy Downloads | Utilities | Category Tree | Stats | Search

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

 

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

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

File Name: Natural Sinking Mechanics 4.0 (6.83 MB) Download
Author: WernerSobe (Uploaded by Rockin Robbins)
Date Added: 08-22-09
Downloads: 3561
Grade: A+
Description
From Werner's .pdf documentation:


There are two separate mods in the .7z file: NSM Lite and NSM Classic. NSM Lite is the wimpy version that lets the targets sink pretty quickly and more arcadey. Of course, it's still better than the stock 30 second explosions and sinkings.

But my favorite is NSM Classic. Flooding is almost the only thing to be able to sink a target now and it can take a long time if you haven't put enough holes in it. Repeat torpedo hits to the same spot do next to nothing to make the target sink faster. You must distribute your hits along the length of the target to sink it.

Undesirable side effects include a maddening occasional pillar of smoke, connected to nothing and which follows your sub all around the ocean, whether you ave surfaced or submerged. It is not known whether this contributes to being sighted by enemy warships. I doubt it.

Since NSM was produced and SH4UBM was published, several new targets have been introduced that are not covered by NSM. The game will not crash as a result. These types merely sink in the stock manner.

Also, Werner lost his mojo and introduced a keelshot arcade effect, where if you explode a magnetic pistol torpedo under the keel you'll split the target in half and sink it with one torpedo every time. It's quite comical. Just don't do it. What a shame that Werner bowed to public pressure to compromise a really great mod!

Modders: Your vision, your mod, your way. When you start to compromise because of what someone else wants that you don't like, you have confused yourself as to what your mod really is. Your mod jumps the shark and goes for a swim in the ocean of mediocrity, never to be seen again.

Of conspicuous exception is TMO, which was seriously mucked up until Ducimus realized he wasn't modding for his vision any more, but was just screwing it up to conform to other people's visions. He's fixed that.

Just don't use the magnetic pistol keelshot and this is a very good mod. If you get the smoke, save and restart your game.
Images
None

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

 

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

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



Comments
Webster
01-15-13 at 07:13 PM
WARNING: THIS MOD IS ONLY FOR V1.4 GAME, DO NOT USE WITH UBM V1.5
Caustic
08-18-13 at 06:14 PM
Works with 1.5, it just cannot be used in the german campaign as the mod does not modify allied ships. I have never seen the infamous "smoke column" when using it.
subpilot
12-17-13 at 09:04 AM
Keelshot kills are accurate. Read "Destroyer Operations in World War Two" sometime. A keelshot is an instant kill for almost all ships.

Great mod.
uman855
01-31-14 at 12:49 AM
Best Mod ever!
chrysanthos
10-19-14 at 06:12 AM
so if i get it right this works even with playble ships having working damage model am i right?
kafine
11-09-15 at 07:32 PM
There is nothing in the zipped file.
nayr20
04-01-17 at 08:45 PM
Awesome mod!
thomas boutrois
05-08-17 at 06:03 AM
p.jakub88
06-13-17 at 06:59 AM
Great mod! Now it looks way more realistic than the stock game.


DownloadsII 5.1.0 by CyberRanger & Jelle
Based on ecDownloads 4.1 © Ronin
Graphics by Danlisa

All times are GMT -5. The time now is 07:51 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.