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-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

WernerSobe 08-12-07 06:20 AM

[REL] Natural Sinking Mechanics
 
NATURAL SINKING MECHANICS

Latest Version 4.0 (29.01.2008)

ATTENTION: THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE
by Werner Sobe





What is NSM?



Natural Sinking Mechanics will greatly increase your silent hunter expirience by making the ships sink in a more natural way. Entire damage system has been reworked. Ships will no longer sink by hitpoints but only by physical action, such is flooding and losing bouyancy or balance. The new damage system is explained in support pdf included to the mod, it is a good idea to find out how it works. This is a realism mod. The ship sinking rates and the different sinking behaviers has been tweaked as much accurate to historical records as possible. Expect all ships sink much slower then they do in stock game. The sinking rate depends on where the ship has been damaged. Sometimes you will see ships sinking in a matter of seconds and sometimes they will take hours (but that being rare).

What is new?


NSM4 is a complete rewamp. It has new compartment layouts for every ship (even sampans) and a completely new zones.cfg that is much more compatible with other mods. There are two new key features:


1. The new keel damage. For the first time torpedo depth becomes a factor. Now you can effectively use the vacuum effect when a torpedo explodes under the ship. You can now literely break the neck of the vessel with a single well placed shot. It is no longer random. If you want to find out how it works, and how to set up your torpedoes read the support pdf included to the mod.



2. There is a completely new balance between different ships. If you have been using previous versions of NSM you will find that your torpedoes are stronger but less reliable. You will need less hits to sink something and the ships are much better balanced agains each other.



Installation
There is a Classic and a Light version. You only need to install one of them. The Light version has increased sinkrates by 30%. The mod is JSGME ready.


1. Extract all files to ..\Silent Hunter 4\MODS\ directory


2. Start generic mod enabler and activate NSM4. Overwrite all conflicts.



for detailed information, FAQ, compability and installation order see support pdf included.





also recomended for realism friends:



DOWNLOAD REALISTIC TORPEDO MALFUNCTION MOD FOR NSM: http://files.filefront.com/NSM4+Real.../fileinfo.html




Killer-Carrot 08-12-07 06:29 AM

Canīt wait to try it. When i press download on the filefront page it takes me to the front page so the link is not working.
Thanks for the mod anyway ;):p

CaptainCox 08-12-07 06:33 AM

CHEERS for this brilliant MOD!
Looks real good this.
EDIT: Yep something is up with that link!

WernerSobe 08-12-07 06:39 AM

hm works for me. well try now...

602Sqn_Puff 08-12-07 06:42 AM

When I click download now it takes me to the main front page of Filefront

WernerSobe 08-12-07 06:45 AM

ah yes i see.

I guess its because they check the new files for porn i.e. before you can download them.

ubik 08-12-07 06:46 AM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by ubik
My first post here, first of all, let me say thank you for an excellent mod that goes great with TM 1.5.


Now for the questions:

Will explosive rounds still be usable even if not penetrating the armour?

Is flamability considered in the damage model?

What are the present effects of a ship on fire? Pure eyecandy or can we expect some kind of continual damage to the object?

Is it possible for the damage control parties to put out a fire?



Thanks again for the hard work!

1. no, the shell must pass the hull or it does no damage. Its not finished yet i will fix it so the HE shells will penetrate all merchants.

2. not sure what you mean. But yes ships will catch on fire.

3. no its just an animated effect it doesnt add more damage over time. To be honest i doubt that its possible with sh4, anyway maybe there is a workaround that i dont know about but i think i can see the entire picture of the damage system already (i even dream of hex codes at night and know what they mean) and i havent found a way for damage over time.

4. fires will disappear on their own after a while.


Thanks for clarifying!

Anyway, since the HE rounds have a lesser penetration capability than the AP rounds will here be any instances where they are "better" to be used?

CaptainCox 08-12-07 06:50 AM

Could be my connection at the mo, but is just sits there (blank page) loading...
Will try again in a min or 2.
Same when i try to load my stuff on FF...like I said will wait a bit.

602Sqn_Puff 08-12-07 06:52 AM

Thanks for clarifying..looking forward to thie mod :)

WernerSobe 08-12-07 06:52 AM

Quote:

Originally Posted by ubik
Anyway, since the HE rounds have a lesser penetration capability than the AP rounds will here be any instances where they are "better" to be used?

sure ill try to explain.

everytime you hit a ship (with anything) it must first pass the hull armor. The damage will only be applied if you can defeat the armor. HE rounds basicly do more damage but cannot penetrate thick armor. So they are useless agains strong armored ships but they are better agains weak targets. AP on the other hand can penetrate thick armor, but will do less damage. So they are good agains strong armored targets and not "that" good agains weak targets.

Canonicus 08-12-07 06:53 AM

Quote:

Originally Posted by 602Sqn_Puff
When I click download now it takes me to the main front page of Filefront

I get the same result...please look in to this.

ubik 08-12-07 06:57 AM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by ubik
Anyway, since the HE rounds have a lesser penetration capability than the AP rounds will here be any instances where they are "better" to be used?

sure ill try to explain.

everytime you hit a ship (with anything) it must first pass the hull armor. The damage will only be applied if you can defeat the armor. HE rounds basicly do more damage but cannot penetrate thick armor. So they are useless agains strong armored ships but they are better agains weak targets. AP on the other hand can penetrate thick armor, but will do less damage. So they are good agains strong armored targets and not "that" good agains weak targets.



Ok Werner, thanks for the info!

Being a modder myself (for a strategy game, not a simulation) I really value your dedication and commitment to something like this. Thank you for your time!

WernerSobe 08-12-07 07:02 AM

download should work now pls confirm

JackAubrey 08-12-07 07:12 AM

Quote:

Originally Posted by WernerSobe
download should work now pls confirm

I click on download and get a "NSM30.zip" File which cannot be opened by doubleclicking. Winzip tells me the file is corrupt. Filesize is 175kb.
When opened with Winrar the NSM30.zip contains a compressed folder named:
"Programator simplu pentru PIC si EEPROM". I donīt speak that language and i do not need a tutorial on how to build an EEPROM Programmer, i want the mod! :rotfl:

I tried several times to download directly from your link, using the download button. And i tried to click on the file info first and download from there. Both times the same. I only get the "Programator" thing.

CaptainCox 08-12-07 07:13 AM

Hm...Download works but I get a file called
Quote:

Programator simplu pentru PIC si EEPROM
its packed in a file called NSM 30 but :p
Lucky Jack beat me to it ;)


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