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-   -   [REL] Searchlights Removed mod (https://www.subsim.com/radioroom/showthread.php?t=169499)

schlechter pfennig 05-13-10 10:36 PM

[REL] Searchlights Removed mod
 
http://www.filefront.com/16441971/Se...ts_Removed.zip

The Searchlights Removed mod removes searchlights from all ships that are not directly involved with submarine detection, pursuit and attack. This mod only modifies the ships in the stock GWX 3.0 installation; if other ships are added thru other mods they may or may not have searchlights.

The rationale behind this mod was to make the behavior of ships more realistic when they came under U-boat attack. Neither merchants (armed or otherwise) nor capital ships would have wanted to draw attention to themselves by 'reverse spotlighting' themselves by illuminating their searchlights. Unfortunately, since I can't change the behavior of capital ships when they come under attack or go on the offensive, removing their searchlights was the only alternative I had.

Additionally, this should negate the frame rate degradation that occurs when multiple ships illuminate all their searchlights.

I believe I've removed all the correct searchlights. However, if you run across a merchant or capital ship that still has searchlights and shouldn't, or find a warship that should have her searchlights, please let me know.

The Searchlights Removed mod is JSGME ready. Just copy or move the data folder to the MOD folder and enable thru JSGME in between patrols/at base.

edit: I've uploaded a newer (and substantially smaller) file. I accidentally:oops: forgot to just leave the .eqp files in and zipped the whole darned Sea folder. :oops:

Sailor Steve 05-13-10 11:03 PM

FIRST IN!!!:rock:

I don't think I've ever done that before!:D

Do you want me to put it up here at Subsim Downloads?

iambecomelife 05-14-10 12:11 AM

Thank you for this mod - it's a major realism improvement.

As far as I know, the merchantmen were under strict orders to use no lights except for a very dim stern light in foggy weather, to help keep ships in the rear columns from drifting out of station. Any merch captain who turned on a searchlight during an attack would probably be relieved of command - assuming he survived.

On one convoy a US Coast Guard cutter was begging a tanker crew to put their lights out. Finally, they trained their MG's on the tanker's portholes and offered to "put the lights out for them". They got the message in a hurry. :rotfl2:

melnibonian 05-14-10 01:08 AM

Great stuff :up:

Thanks a lot for that

Captain Nemo 05-14-10 07:28 AM

Thanks for this mod:up:. I have often wondered if merchant ships used search lights following a u-boat attack for obvious reasons. This mod should also help u-boats with escaping on the surface following a close range night surface attack on a convoy. In my experience if you get in close, say 1,000 metres, as soon as your torps hit you are likely to be illuminated by a merchant ship with his search light no matter how far away the escorts might be and are immediatly under attack and have to dive. This should give you a better chance of sneaking away on the surface in the darkness to reload and attack again.

Nemo

LGN1 05-14-10 07:39 AM

Hi schlechter pfennig,

did you include the whole Sea folder in the mod? It's a huge download :hmmm:

Cheers, LGN1

schlechter pfennig 05-14-10 10:09 AM

Quote:

Originally Posted by Sailor Steve (Post 1391842)
FIRST IN!!!:rock:

I don't think I've ever done that before!:D

Do you want me to put it up here at Subsim Downloads?

:D :up:

I wouldn't mind at all, no! :oops: Except, ah . . . . :oops::oops::oops: . . . as you can see below, I sorta stepped on my torpedo. I hadn't realized I just needed to keep the .eqp file and so the mod has the entire folder content for each modified ship. :oops::oops:

So back to ye old drawing board, and I'll be uploading a revised (and substantially smaller) mod file in a bit.

Quote:

Originally Posted by LGN1 (Post 1392199)
Hi schlechter pfennig,

did you include the whole Sea folder in the mod? It's a huge download :hmmm:

Cheers, LGN1


Sailor Steve 05-14-10 10:13 AM

No problem. I'll wait.:)

schlechter pfennig 05-14-10 11:14 AM

OK, I've uploaded the revised (and substantially smaller) file.

Jimbuna 05-14-10 03:58 PM

Quote:

Originally Posted by schlechter pfennig (Post 1392487)
OK, I've uploaded the revised (and substantially smaller) file.

You got there in the end....which is the most important part http://www.psionguild.org/forums/ima...s/thumbsup.gif

STEED 05-14-10 04:06 PM

Give this a spin tomorrow. :up:

bigboywooly 05-14-10 04:07 PM

Nice one

STEED 05-15-10 03:42 PM

Gave it a spin today, looking good. :up:

Had a one to one shoot out in the dark with the old deck gun, makes change from not having a beam a light in your face. Attacked a convoy at night and only saw the escort ship trying to locate me while the convoy was dark. :salute:

Another great mod. :yeah:

Sailor Steve 05-15-10 08:42 PM

I have a question: Which files are changed? I don't want to change anything, but I'm a big fan of the GWX Buoyancy and Draught mod, and the .sim files want to interfere with each other. If you didn't touch those files I'll just add that mod in after this one. If you did, then I'm hopeless.:dead:

schlechter pfennig 05-15-10 09:16 PM

Quote:

Originally Posted by Sailor Steve (Post 1393990)
I have a question: Which files are changed? I don't want to change anything, but I'm a big fan of the GWX Buoyancy and Draught mod, and the .sim files want to interfere with each other. If you didn't touch those files I'll just add that mod in after this one. If you did, then I'm hopeless.:dead:

All I changed were the .eqp files, and all that I changed there were setting the searchlight linknames to NULL, so you should be OK.


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