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-   -   [REL] Better And Realistic Flotation (https://www.subsim.com/radioroom/showthread.php?t=164953)

Arclight 03-15-10 05:46 AM

[REL] Better And Realistic Flotation
 
Yes, that does make it BARF, and yes, that is intentional. :D Though officialy the "a" has been dropped.


Let's see, mod changes 3 things: flotation, flooding time and HP (optional).

The results of messing with flotation should be obvious: rather than having to blast away all HP, causing a big explosion before she finaly sinks, you can now see some effect from your hits, in the form a greater affected pitch and roll (listing, and sinking by the bow or stern). With carefull aim, it should be possible to dispatch any ship to Davey Jones' locker before the fireworks display kicks in. I'm not saying that you will manage this everytime in 'real-world' conditions, just that it's possible. :)

Increasing the flooding times simply makes it feel a bit more authentic: rather than the ship slipping beneath the waves a minute or so after being hit, she will linger a while and contemplate her fate. :hmm2:


The HP tweak raises HP a little in most cases, lowered for most (if not all) warships and lowered for some small fry. Why is this done? :06:

Because, for example, 1 of your torps caught a bad wave and didn't quite do what you wanted it to do. Result: target takes 2 hits, but where normally that should do it, it stays afloat. You fire a third fish and hit, but because the target now has 0 HP, a big hollywood themed fireball rips through the ship. We were trying to avoid that. :DL

So that's what the tweak changes: allow for that extra coup-de-grace shot. Should even that not be enough, then the next hit will definitely finish it (few shells from DG will do nicely too), in a grand hollywood display. Note however that due to highly variable damage from torpedoes, it still might go down in blazing glory from that finishing blow, it's just a little less likely to happen. :cool:


Comes in 3 modules:

BRF full: flotation tweaks + flooding times increased
BRF lite: flotation tweaks only
BRF HP balance: changes HP to be more in balance with the mods objective


Just extract the contents of the zip to your JSGME 'MODS' folder and enable:

1. Either "BRF 1.3 full" OR "BRF 1.3 lite"
2. "BRF 1.1 HP balance" if desired


HP balance is optional, both for convenience and for avoiding possible incompatibility. Should another mod already mess with the .zon files for the ships, you can still use the core mod; ie. the HP balance is not strictly nescesary for proper functioning of the flotation tweaks.


Feedback is always appreciated, and I want to hear the bad stuff too. ;)

Enjoy. :salute:


DOWNLOAD (216KB)


Alternate mirror (GameFront)

-.-. .... .- -. --. . .-.. --- --.

v1.3
- finalized testing and tweaking so all ships should now display proper behaviour, particularly battleships and battlecruisers
- minor changes to tweaks already in place (merchants and transports)
- HP tweaks extended to all ships (HP balance 1.1)

"Damage assessment" released as stand-alone module

v1.2
- further refinement on merchants

v1.1
- made a little more aggressive; ships were still hanging on

Arclight 03-15-10 05:46 AM

Also put up a single mission that places you in a VIIC, with 4 targets in front. Can be used to give this a test, for example. That's what I've been using it for. ;)

Extract into "SingleMissions" folder. (..\Ubisoft\Silent Hunter 5\data\SingleMissions\)


DOWNLOAD (2KB)

charognard 03-15-10 05:57 AM

hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?

Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"

urfisch 03-15-10 05:57 AM

thanks! but is it possible, to get some screens - to have a preview of your mods...?

:salute:

Arclight 03-15-10 06:03 AM

Maybe a video, but that's always a pita. I'll see about it.
Quote:

Originally Posted by charognard (Post 1316423)
hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?

Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"

Damage is a little variable as far as I know. You stand a far better chance to sink a ship by flooding with this though. :)

Don't know about fire damage, might be possible through scripting. But that is far beyond my capabilities at the moment.

urfisch 03-15-10 06:10 AM

"a pita"? lol..."strg+f11" is taking a screenshot...cant be that complex...

Arclight 03-15-10 06:42 AM

I said a video smartass, not a slideshow. :haha:

But yeah, here ya go:
1st shot, G7A, 5 meters, high speed, impact only. Target is a C2.
http://i268.photobucket.com/albums/j...tHome/1hit.jpg
http://i268.photobucket.com/albums/j...e/1hitside.jpg
http://i268.photobucket.com/albums/j.../1hitfront.jpg
2nd shot, same set up;
http://i268.photobucket.com/albums/j...Home/2hits.jpg
http://i268.photobucket.com/albums/j.../2hitsside.jpg
http://i268.photobucket.com/albums/j...2hitsfront.jpg
The first series was made after she was no longer flooding. Second series was made during flooding, since I was pretty sure she was going down. I was right. :D
http://i268.photobucket.com/albums/j...oingdown-1.jpg

piri_reis 03-15-10 06:44 AM

Good work mate, I'll try this out and report back. :up:

charognard 03-15-10 06:45 AM

do your flooding effect interract on the ship speed ??

I have seen some ships with broken Propeller continu to run at 10knt...

Arclight 03-15-10 07:13 AM

I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;
Quote:

[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=50.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=1.0
FloodingTime=1200
CargoType=None
I would like to point out again that it's in beta. Maybe if I can get an understanding of the scripting, stuff like infuencing speed depending on damage or damage over time from fire will become possible. For the moment, I can't even access all ship properties because we don't have a program that can read the .zon files, for example. (or maybe I'm just seeing it wrong, but S3D seems to be displaying 'corrupt' bytes?)
Quote:

Originally Posted by piri_reis (Post 1316493)
Good work mate, I'll try this out and report back. :up:

Thanks, feedback is much needed. :)

Testing was done on a 'shooting range', so they might behave differently during a campaign with a fully 'upgraded' torpedoman (i.e. torpedoes with more damage).

charognard 03-15-10 07:18 AM

i ll test it tonigth after my Fu.... job :D

coronas 03-15-10 07:38 AM

Great stuff. :yeah:
NYGM 3.3 has a very realistic damage and flooding system in SH3.
Can be implemented in same way in SH5?

schurem 03-15-10 07:58 AM

I tried it and its a marked improvement over stock. I like your choice of "perceived realism" over "absolute realism". Please do the other ships in the same fashion :yeah:

HanSolo78 03-15-10 08:02 AM

Quote:

Originally Posted by Arclight (Post 1316533)
I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;

I would like to point out again that it's in beta. Maybe if I can get an understanding of the scripting, stuff like infuencing speed depending on damage or damage over time from fire will become possible. For the moment, I can't even access all ship properties because we don't have a program that can read the .zon files, for example. (or maybe I'm just seeing it wrong, but S3D seems to be displaying 'corrupt' bytes?)
.

Hi!

Some help.... with the Goblin editor in the Sh5 root directory we can edit .sim and .zone files!
You just have to oben minimum 2 files with the goblin editor: 1 .gr2 file and 1 .zon file for example.


greetings
Han

tHy 03-15-10 08:11 AM

That is the kind of mod I've been waiting for. The current damage and flooding system honestly is the only reason I stopped playing SH5 currently. There are many bugs and unfixed things, but this is an absolute core elemnt that ruins every encounter for me. Stupid "arcade-shooting" to decimate the hitpoints to zero until the ship sinks. Come on, I thought we had a simulation here.

Something like NYGM would be the perfect objective, but your work is a good step towards that! It makes playing the game worthwhile again, thank you for that.

Another bugger that you perhaps could target: Ships are almost always sinking along the length of the ship, they never "keel over" or even fall to the side...they almost always sink straight down, only a slight left-right-adjustment. Would be awesome to get more diversity here too. A torpedo running at 2m impact should cause severe list...


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