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Old 03-18-08, 02:41 PM   #751
KreigsmarineU-9
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Default Downloading Question

On the first Page it states the following:

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

I don't have that directory, Do I need to create a Mods Folder in the My Doccuments/SH4, or in the C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific.

And for some reason I have 2 directories with that name but with a (2) after the word Pacific.

Help me to understand;
TY
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Old 03-18-08, 03:15 PM   #752
KreigsmarineU-9
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Nevermind, I'm silly. I got it. I needed to install the JSGME in order to get the MODs Folder in the directory.
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Old 03-23-08, 12:43 PM   #753
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Welcome back Werner!!!!!
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Old 03-23-08, 01:39 PM   #754
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Quote:
Originally Posted by WernerSobe
Once i have the addon and some time there will be new version of NSM.
Excellent news.
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Old 03-29-08, 06:23 AM   #755
piersyf
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Default NSM and realistic torpedo mods

Hi guys. After reading the threads here decided that the first 'must have' for me was NSM. It was somewhat disappointing to learn that Ubi used a simple hit point system, but oh well, they aren't alone on that front.

Anyway, installed as per instructions and am on patrol and find a nice little convoy of a medium split cargo merchant and a juicy 9200 ton troop transport escorted by 4 rather tame DD's (they do look for me, but haven't pinged me yet). I decided to try for a longer distance shoot because of the escorts... be halfway to the thermal layer before the first fish hits. Send out 4 on a spread at about 2200yds and get 2 hits on the stbd bow, right under the anchor. Nothing. Ship sails on (taking evasive action) and a small fire burning on deck. While the futz around looking for me and trying to evade they allow me time to slip under and escape along their original track and position for a second try. A 3 fish shoot at closer range (same target) and all 3 hit the stern just forward of the screw no more than a few feet apart. Nothing. The fire doesn't even get worse. I would have thought 5 torps would be enough for a 9000 ton vessel, especially an unarmoured one.

So my question: is this the mod, or have I been unlucky, or perhaps is the mod not installed right? I specifically looked for the mods to suit ver1.4. The mods were installed using JSGME and I'm running NSM4 realistic torpedo , NSM4 classic and 360 degree plotter in that order.
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Old 03-29-08, 08:52 AM   #756
Darkranger85
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I downloaded the mod and I'm getting a "Menu ID" error.

I have v1.4 SHIV so it should be compatable, so I dont know why its not working.

Help! I really would like this mod to work for me.
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Old 03-29-08, 12:10 PM   #757
Digital_Trucker
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Quote:
Originally Posted by piersyf
......and get 2 hits on the stbd bow, right under the anchor. Nothing. Ship sails on (taking evasive action) and a small fire burning on deck. ............ and all 3 hit the stern just forward of the screw no more than a few feet apart. Nothing. The fire doesn't even get worse. I would have thought 5 torps would be enough for a 9000 ton vessel, especially an unarmoured one.
The trick is to hit the vessel in different places. Hitting the same spot with 3 torpedos only makes one hole. You might also check to make sure that your torps are set for only contact detonation. If they are set for contact/magnetic they may go off before they actually get to the hull, thus lessening the damage. NSM works by imitating real life flooding of a vessel that is compartmentalized. You have to create as many holes in the hull as possible (in the right places) to make the ship sink.

It can be very frustrating, but very rewarding, too.
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Old 03-29-08, 04:02 PM   #758
MONOLITH
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Next to the the ROW/Environmental mods, NSM is my all time favorite mod.

The realistic manner in which the ships sink, and based on where they've been hit, is just amazing to watch.


And thanks to WernerSobe, I've also become quite good at attacking with Sonar only.
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Old 03-29-08, 05:54 PM   #759
piersyf
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Thanks DT, the torps were set for magnetic and no holes appeared in the hull at all. I'll continue with the attack. I had it saved before the first attack as a good practice mission, and a save after the second attack. If I get a result on contact only I'll accept it as a 'learning outcome' in the campaign and play on... a shame seeing as I only started with 16 torpedoes... oh well, I'll get practice with the stern tubes

P

OK, went in again, last few torps in the nose and still with 4 in the stern. Got position again and launched with torps set for contact. Got 2 hits, one dud. The good one hit stbd bow again, but this time opened a hole. 15 minutes later, with a 10 degree list and down at the bows, she slipped under. Nice to watch! Then went after the second ship in the convoy, only stern tubes left. Got position and shot, 2 hits, 2 duds! Evade escorts again, run ahead while tubes are reloaded with final fish in the boat, get position again and 2 more duds! I know this is accurate for the time, and can now understand the anger the sub crews must have felt. My chase went on for 38 hours and covered 280nm, and only 1 fish was effective, and I had to elude 4 destroyers on 5 separate occasions to make the attacks. I still need 600 tons to complete the merchant shipping part of the mission. Poor sampans... not taking on escorts in a gun battle...

Oh, one other thing. After sinking the troop transport there was a lot of air activity. About 12 or so contacts in the following day. The interesting thing was that 2 turned to 'sunk' markers... maybe they collided, or ran out of fuel...

Last edited by piersyf; 03-30-08 at 01:10 AM.
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Old 03-30-08, 04:49 AM   #760
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Hello there
Sorry for the silliest question ever asked: is this for 1.3, 1.4 or 1.5?

Thanks
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Old 03-30-08, 10:25 AM   #761
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Quote:
Originally Posted by BopMaster
Hello there
Sorry for the silliest question ever asked: is this for 1.3, 1.4 or 1.5?

Thanks
1.4. And welcome aboard!
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Old 03-30-08, 11:49 AM   #762
Digital_Trucker
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Quote:
Originally Posted by piersyf
...

Oh, one other thing. After sinking the troop transport there was a lot of air activity. About 12 or so contacts in the following day. The interesting thing was that 2 turned to 'sunk' markers... maybe they collided, or ran out of fuel...
Glad it's so realistically frustrating (when things don't work) and rewarding (when one finally slips under). NSM is one of the mods I refuse to play without.


As for the planes, they are notorius for doing stupid things like running into each other or just playing "chicken" with the ocean:rotfl: It's too bad we can't follow them around with the camera, we could make all kinds of "blooper videos"
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Old 03-30-08, 11:59 AM   #763
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Quote:
Originally Posted by Digital_Trucker
As for the planes, they are notorius for doing stupid things like running into each other or just playing "chicken" with the ocean:rotfl: It's too bad we can't follow them around with the camera, we could make all kinds of "blooper videos"
I've wached, in more than one occasions, a plane being blasted by its own bombs' explosive force. Kinda reminded me of my Jane's F15 days, when I was stupid enough to drop those 2000lb bombs from an altitude of 300ft! :rotfl:
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Old 03-30-08, 07:29 PM   #764
Dignan
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Werner,

As you've seen from my other post about running NSM, I'm enjoying your mod. I did notice that with NSM4 enabled, my deck gun no longer makes holes in enemy ships. This may be by design as I've read your support document talking about decreasing the DGs effectiviness. Is this an intentional part of your mod and if so, is there a way I can bring that little part of teh damage graphics back? There's something satisfying about punching a bunch of holes in a bunboat or other small vessel I like to spar with on the surface on occasion. Thanks in advance and nice mod.

PS. I need to quite putzing around with all the modding and tweaking and just play the dang game.

Last edited by Dignan; 03-30-08 at 08:33 PM.
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Old 03-30-08, 09:08 PM   #765
WernerSobe
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NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.


the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.


It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.
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