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Old 08-12-07, 06:20 AM   #1
WernerSobe
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Default [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




Last edited by Webster; 01-15-13 at 07:19 PM.
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Old 08-12-07, 06:29 AM   #2
Killer-Carrot
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Can´t 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
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Old 08-12-07, 06:33 AM   #3
CaptainCox
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CHEERS for this brilliant MOD!
Looks real good this.
EDIT: Yep something is up with that link!
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Old 08-12-07, 06:39 AM   #4
WernerSobe
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hm works for me. well try now...
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Old 08-12-07, 06:42 AM   #5
602Sqn_Puff
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When I click download now it takes me to the main front page of Filefront
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Old 08-12-07, 06:45 AM   #6
WernerSobe
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ah yes i see.

I guess its because they check the new files for porn i.e. before you can download them.
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Old 08-12-07, 06:46 AM   #7
ubik
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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?
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Old 08-12-07, 06:53 AM   #8
Canonicus
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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.
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Old 06-01-09, 09:10 PM   #9
jnd89
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Quote:
Originally Posted by 602Sqn_Puff View Post
When I click download now it takes me to the main front page of Filefront
Its happening to me now, help?
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Old 08-12-07, 06:50 AM   #10
CaptainCox
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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.
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Old 08-12-07, 06:52 AM   #11
602Sqn_Puff
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Thanks for clarifying..looking forward to thie mod
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Old 08-13-07, 03:56 PM   #12
direland69
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WernerSobe, this is fantastic! I'm amazed at how your contribution has changed the mechanics of the game. If there ever is a SH5, UBI should be offering you a job.

Thank you so much for your efforts. I could never play SH4 without it now.
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Old 08-16-07, 03:35 PM   #13
PANTERA999
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Hi i have problem with gun is very strong i sink ships like med cargo with 5-6 shots in wather line. i use mod v 2.6 and instal 3.0 the torp are exelent and sinking ships
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Old 08-24-07, 02:46 PM   #14
GT182
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Werner, I'm using the previous verion of this mod, 3.0 I believe seeing 3.1 is now up. And have had this I've nailed a large merchant( Old Salt something or other) with 4 torpedo hits along it's side leaving large gaping holes, but she would not sink. Only the 5th fish made "Ship Destroyed" come up. But again she didn't sink. I've only seen this happen the one time. Anyother ship that stayed afloat after 4 torpedo hit would sink, and if not the 5th would put her down.

Did this newest version fix this? I've downloaded it but can't use it until I end this patrol. BTW. It might be frustrating they take awhile to go to the bottom, but it sure adds great realism.
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Old 08-24-07, 03:14 PM   #15
WernerSobe
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ive started reverse engineering to find the problem and ive already surrounded it. It is definetely in zones.cfg. Removing all effects from every zone made the smoke disappear in a bugged savegame. So all i have to do now is to reactivate the effects one by one until i find the one that is responsible for that bug.

so now i know how to trigger it and where the problem comes from. Give me some time and ill fix it.
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