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Old 07-23-10, 12:28 AM   #151
Royale-Adio
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Good, I'll test it.
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Old 07-23-10, 12:53 AM   #152
Walruss
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hey arclight, quick question: does roughness of the seas affect flooding speed?
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Old 07-23-10, 12:53 AM   #153
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Quote:
Originally Posted by Walruss View Post
hey arclight, quick question: does roughness of the seas affect flooding speed?
Second.
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Old 07-23-10, 07:03 AM   #154
Arclight
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Possibly, fairly sure it affects the sinking itself. Say in normal weather a ship sinks and lists to a point were the water is just spilling onto the decks. In heavy weather the ship will be bobbing up and down, causing more compartments to go below the waterline.

Haven't really tested in heavy weather and I tend to sit out storms (cant see through the scope most of the time, <500m visibility).

Flooding times themselfs are fixed variables though, so I don't think they're affected.


On the capsizing; yes and no. Yes, I can get them to capsize (kinda), but it completely destroys any balance in the mod. Maybe needs a different aproach.
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Old 07-23-10, 01:38 PM   #155
Caustic
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Default Amazing mod!

I have been lurking around the forums for some time now and BRF is definately one of my favorite mods for SH5. Nontheless, it could be improved and I am happy to see that you are still working on the mod.
IMO, It isn't quite as effective as NSM or the NYGM ship damage mod for SH4 but I think that could change. Realistic ship physics are a key immersion factor in any sub/naval simulation.

Best of luck and thank you for all of your contributions Arclight.


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Old 07-23-10, 02:03 PM   #156
shamuboy1
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Well yesterday night after I posted I was playing around with sinking Carriers and I should two torpedo's into her bow and she began to take on water. She listed to the left a bit and kept growing as he stern rose almost completely out of the water and then out of nowhere she turned all the way upside down and her stern rose higher into the air until it was almost vertical and then sunk. It was quite a sight and my heart pumped a little bit. If it happens again I'll try to get pictures. It was truly amazing!

I hope you get the chance to balance the capsizing because that would finish this mod completely up in my mind!
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Old 07-23-10, 02:04 PM   #157
Arclight
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Glad I could contribute, and there's certainly room for improvement. Thing is, we don't know where SH5 stands right now regarding support. And a lot of mods are still in very active development, so held back to avoid conflicts with other work.

For example, I'd like to tweak the torpedoes, but that would bring it into conflict with another popular mod.
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Old 07-23-10, 03:07 PM   #158
Caustic
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The HP Balance feature does make the floatation physics behave more realistically. I removed all of the warship HP tweaks because I like the stock values, for whatever it is worth.

Earlier, I flooded a merchant using only the deck gun for the first time(Before, I could only deplete the HP+Big Hollywood Explosion) and through careful shooting, I was able to disable the engines and destroy the propellor shaft, very epic indeed. The ship went down beautifully by the stern with a slight starboard list.

The way the fuel bunkers and cargo interact with the damage model in SH5 is amazing.
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Old 08-13-10, 05:35 AM   #159
Frantic8882
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I dunno if anyone has asked this before, but I have BARF Full and Critical Hits Torp. 1.1 installed. If I am not mistaken, BARF changed the values of torpedoes just like CritHits. I get no warning in GME but any chances of the two mods getting in their way in the game?
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Old 08-13-10, 09:11 AM   #160
Arclight
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No it doesn't, and just for that reason. I've tried keeping it compatible with other popular mods.
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Old 08-14-10, 01:45 PM   #161
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Good, very good. Me using less torpedoes and running by them while they are burning and sinking sure makes for a nice gaming experience after tracking them for hours. Thanks man.
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Old 08-26-10, 06:52 AM   #162
livechatter
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Default installing the mod

where do i need to extract the zones.cfg file?

edit: i just replaced the existing zone.cfg by the file from BARF is that OK?

Last edited by livechatter; 08-26-10 at 07:20 AM.
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Old 08-26-10, 07:48 AM   #163
Arclight
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Pretty much, but it's much better to use JSGME. It allows you to roll back should you want to.
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Old 10-26-10, 05:30 AM   #164
johnnywoo
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Default crash with BARF mod?

Since i've installed the BARF v1.3 mod, i'm experiencing crashes of silent hunter 5 to the desktop. After sinking a ship through the attack periscope i'm usually changing to the outside view to watch it go down. After that if i want to look through the attack periscope again (to sink another ship f.e.), the game crashes to the desktop. Anyone experienced similar problems?

I've got silent hunter 5 patched to v1.2

Other mods installed:
NewUIs with TDC for SH5 by TheDarkWraith version 4.0.3
Critical hits torpedoes v1.1
Critical hits deck gun v1.2

Maybe there are compatibility problems with other mods, but after searching this forum i've realized that no one has experienced such with
these mods installed.
Any help would be really appreciated.
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Old 10-26-10, 08:18 AM   #165
Arclight
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All I can say is that I'm 99% sure it's not BRF causing it in itself, though a conflict is a possibility.
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