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Old 04-07-10, 06:55 AM   #91
reaper7
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Downloading now, thanks Arclight. Still I'm gonna have to take a break from Modding and start playing abit. Have all these great Mods downloaded and waiting to be tried out .
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Old 04-07-10, 07:23 AM   #92
Arclight
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Yeah, haven't played SH5 since I started modding (apart from testing).

Been playing ArmA a bit though, got our own server now.


I hope to have an update for this next weekend, but probably closer to the one after that. The idea is to work on torpedo damage (more the radius, instead of damage), and see how that works out.
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Old 04-10-10, 08:53 AM   #93
jcmemphis
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Maybe a tad over tweaked? I sunk a heavy cruiser and a fleet carrier with two torps each??? I have this mod plus the floatation, so not sure which one would cause it. No other gameplay mods loaded.
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Old 04-10-10, 09:18 AM   #94
cothyso
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this mod is the flotation one.. which was the other one you had?
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Old 04-10-10, 10:32 AM   #95
jcmemphis
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Quote:
Originally Posted by cothyso View Post
this mod is the flotation one.. which was the other one you had?
Oh, the other one is Damage assessment v1.1 . I accessed this thread from there so assumed this was the thread for that one. Seems the war vessels are a tad easy to bring down....

EDIT UPDATE: To follow through on my mistake, I went into the mod and just posted the comment directly there on the mod page. Just wanted to be sure the info got to the right person.

Sorry for my noobness....
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Old 04-10-10, 11:06 AM   #96
Arclight
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No, not overtweaked; what you see is stock behaviour.

Considering there are so many shared zones between types, others would become harder to sink again. Have to strike a balance somewhere, or make it horribly complex.

For the record, carriers weren't exactly resistent to torpedo damge.
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Old 04-11-10, 09:44 AM   #97
jcmemphis
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Sounds reasonable. THank you for the update. I do love the mods, so I'll be keeping them. Great work!
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Old 04-12-10, 08:07 AM   #98
MattDizzle
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Got a fast moving battleship in norway, 1940 with a long distance (4.5KM or more) shot of two torpedoes. Both hit. Total lucky shot. Dove away and never got to see it sink (*WHUMP* *WHUMP* (Checks patrol log) )
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Old 04-12-10, 08:59 AM   #99
t0maz
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2 torps its not enought for Battleship in real life.
unti you have some critical very lucky hits?
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Old 04-12-10, 09:28 AM   #100
Arclight
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Try hitting on the stern, much like most other ships, they don't respond very well to that.

Sunk a QE with only 2 hits once, totally lucky though.
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Old 04-12-10, 03:14 PM   #101
GDFTigerTank
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"2 hits on a battleship isn't enough"

Really?

Considering the majority of battleships in the Royal Navy are refit WW1 types, are you essentially saying they should be magically running a modern WW2 armor and flooding control/protection schema in this game? Why exactly?



"On 25 November 1941, while steaming to cover an attack on Italian convoys, Barham was hit by three torpedoes from the German submarine U-331, commanded by Lieutenant Hans-Dietrich von Tiesenhausen. The torpedoes were fired from a range of only 750 yards providing no time for evasive action, and struck so closely together as to throw up a single massive water column. As she rolled over to port, her magazines exploded and the ship quickly sank with the loss of over two thirds of her crew."


Honestly... two torps would have done the same, it'd just have taken a little longer to roll. Maybe had the ship been sitting still it would have been different, but for moving - two torps is fine.
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Old 04-12-10, 04:09 PM   #102
ntlange
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"Extract into JSGME "MODS" folder and enable."

This is my first attempt at moding SH5. How do I install this? I have the mod downloaded but haven't found this folder anywhere. And how is it enabled? thanx for the help
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Old 04-12-10, 04:15 PM   #103
t0maz
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Quote:
Originally Posted by ntlange View Post
"Extract into JSGME "MODS" folder and enable."

This is my first attempt at moding SH5. How do I install this? I have the mod downloaded but haven't found this folder anywhere. And how is it enabled? thanx for the help
Read some sticky threads and u will know...
for example a JSGME User Guide:
http://www.subsim.com/radioroom/showthread.php?t=163447
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Old 04-12-10, 11:07 PM   #104
Arclight
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Basic recap; you need to install JSGME (generic mod enabler) to you game's root folder (..\Ubisoft\Silent Hunter 5\). Run the program once, and it will prompt you to create a new folder where you can place your mods. It's called "MODS" by default. Close the program and check if the folder was properly created (should be inside the "Silent Hunter 5" folder).

Move/copy your mods in that folder, and they should show up in JSGME's left pane. Select one and click enable (arrow pointing right iirc).

Make sure the mod is in good order though; should have a folder with the mod name, and in that one called "data" and possibly another called "Documentation".

If you don't have the "data" folder directly blow the mod's folder, the files will end up in the wrong place.
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Old 04-13-10, 03:13 AM   #105
t0maz
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... and if u use Vista or Win7 start JSGME always by "Run as Administrator".
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