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View Full Version : [REL] SH4 - Torpedo damage 2x


CaptainKobuk
04-06-07, 02:43 AM
:rotfl:100% PATCH 1.3 COMPATIBLE:rotfl:

:sunny: Torpedo damage 1.5x or 2x http://www.megaupload.com/?d=X2MUJQDR

:sunny: Torpedo damage 1.5x or 2x http://media4.filewind.com/g.php?filepath=11692

Choose if you want to increase your torpedo power by 50%(1.5x) or 100%(2x)

:sunny: Install with JSGME (works with both SH4 and SH3)
http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe

:sunny:files effected:
-----------------------------------
\Data\Library\Torpedoes_US.zon
-----------------------------

:sunny:

What this mod does:
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The hitting power of every USA submarine torpedo in the game was increased. Both the radius and the actual hit points damage were increased. Those are the only two moddable numbers for each torpedo's hitting power.

:sunny:Why this mod?:
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A recent other mod raised the radius to 20 feet and the damage to 1000.(on the most powerful torpedo i guess). My numbers are much less that power. My goal was to raise hitting power but not create super torpedos that might result in there being not enough challenge for me. Though i RESPECT any other modder's choices for what's fun for them. It is fun to see terrific explosions. My mod just makes them still rely a lot on chance critical hits. I guess.

The original SH4 torpedo power seemed weak to me. From memory, i recall that when a standard mk14 US Torpedo hit ANY CARGO SHIP squarely in the middle, it definitely ALWAYS made a hole and ALWAYS did damage. The only exception being duds. I realize that the modelling of damage in this game may be just calculating hitpoints without showing damage until a certain threshold is reached. Whatever.

The most common scenario in the unmodded game that i wanted to change for the better was to many shots doing no visible damage. I've seen enough actual war films or training films of torpedo hits to know they do tremendous damage to cargo ships when properly targeted. Transports had thin hulls. A warship is something different because of the extra steel thickness of the hull.

My goal is a fair game that's still a challenge but also fun to play because torpedo impact results are more visually and quantitatively dramatic.

:sunny:My beta testing results indicate the following...
-------------------------------------------------------
2x is enough power to sink most medium cargo ships and destroyers with one shot an average of around 70% of the time. I'm no expert on this, but i do know that that's historically quite a high if not an impossible average.

1.5x is currently being tested.:ping:

CaptainCox
04-06-07, 07:14 AM
Cheers man will gives this a go as I am fed up with not seeing the impact holes on the targets...hope this one might do the trick.

Spaxspore
04-06-07, 08:06 AM
Cheers man will gives this a go as I am fed up with not seeing the impact holes on the targets...hope this one might do the trick.
agreed, last night i shot 3 torps spread shot into a hvy cruiser, 2 nailed its rear damaging props etc, and 1 nailed right below toward the left of the forward guns ... ship kept goin at 30kts... no flooding at all...


Def will try this THANKX

BTW, there 2 to HUGe impact holes in his rear... no flooding no slowing down... Hell i could see hikoromo in the engine room

CaptainCox
04-06-07, 08:09 AM
Well it does work in that respect that 1 torp 1 ship sorta :p... still no damage graphics showing but... I tried on 3 different ships, square on. I think its not your mod, its most likely a bug or something.

Spaxspore
04-06-07, 08:37 AM
Well it does work in that respect that 1 torp 1 ship sorta :p... still no damage graphics showing but... I tried on 3 different ships, square on. I think its not your mod, its most likely a bug or something.

ok but if u hit them do they flood or sink?

CaptainKobuk
04-07-07, 06:06 PM
I updated the mod to provide a choice between either a 100%(2x) increase in torpedo hitting power or a 50%(1.5x) increase.

I think 50% is for keeping closer to realism. That enough extra power to still add a lot of extra kick to the game. :D

100% is for those who like extra magnum force in everything, including their computer games. ;)

Doomgiver
04-24-07, 07:30 AM
does this work with the 1.2 patch

ReallyDedPoet
04-24-07, 07:32 AM
Well it does work in that respect that 1 torp 1 ship sorta :p... still no damage graphics showing but... I tried on 3 different ships, square on. I think its not your mod, its most likely a bug or something.

I have seen damage graphics, strange why you are not:hmm:

RDP

liverpoolfan
06-13-07, 03:57 PM
How about with the 1.2 patch? If so, how did you do this? Ta

ReallyDedPoet
06-13-07, 04:44 PM
How about with the 1.2 patch? If so, how did you do this? Ta

Can't see why it would not work, install with JSGME.

RDP

MaxT.dk
06-13-07, 04:46 PM
How about with the 1.2 patch? If so, how did you do this? Ta It should work fine with v1.2.

You can do that by tweaking Torpedoes_US.zon, look for MinEF/MaxEF and MinRadius/MaxRadius

liverpoolfan
06-14-07, 12:41 PM
Max ... I thought that editing that only worked on version 1.1? Am I mistaken then?

MaxT.dk
06-14-07, 05:33 PM
Well, IF I'm not mistaken, some of the values are still readable in 1.2... And IF I'm mistaken, then I was using my own torpedoes tweak file that I never released for the public as I never completed it... :roll:

GeoffBelding
07-14-07, 07:16 AM
I am happy to report that Torpedo 2x works as advertised in patch 1.3.

I have discovered that I don't need to set torpedo depths according to the target vessel, the default 6ft depth seems better, that is more effective - I killed a battleship at anchor with just 1 torpedo.

Happy Trails

Geoff

STEED
07-14-07, 07:43 AM
I am happy to report that Torpedo 2x works as advertised in patch 1.3.

I have discovered that I don't need to set torpedo depths according to the target vessel, the default 6ft depth seems better, that is more effective - I killed a battleship at anchor with just 1 torpedo.

Happy Trails

Geoff

ONE!!!!!! :o

I sunk two heavy Cruisers last night and both took three to four torps.

PS: with this mod :damn:

Bluesub 6
07-14-07, 09:19 AM
I am happy to report that Torpedo 2x works as advertised in patch 1.3.

I have discovered that I don't need to set torpedo depths according to the target vessel, the default 6ft depth seems better, that is more effective - I killed a battleship at anchor with just 1 torpedo.

Happy Trails

Geoff

Thatīs good!
Nice mod

bunkerratt
07-14-07, 09:30 AM
it's working fine for me here ...damage shows up and it takes 2-3 torps to drop the yamato to the bottom dependent on the location of the hit's :|\\

CaptainKobuk
07-14-07, 09:03 PM
Great to hear my old MOD works fine with PATCH 1.3

Here's the 25% increased torpedo impact power MOD. For those who happen to want just a nudge up in torpedo impact power. Same exact file was modded so it's also PATCH 1.3 compatible.

http://www.subsim.com/radioroom/showthread.php?t=111785

To give you an example of why i like this simple MOD. Since the 1.3 Patch, i've picked up on playing SH4 again and so re-started the 4 training missions. Mission 4 is a convoy attack that requires sinking 1000 tons of merchants ships. Playing stock torpedoes, i had to replay the mission three times, after hitting a large oil tanker 4 times and all 4 times the most results i got was some leaning to one side of the big ship. :damn::damn::damn::damn: I guess though that the Porpoise Class we get in the mission uses really weak torpedoes.

Anyhow i've slapped the 25% MOD into the game and will go at that training mission one more time and see what happens now...

...have fun

darkest
07-22-07, 03:20 PM
I have problem guys... Listen, I'm from Poland :) (yeah - country in Europe?) and I can not make any download from megaupload... Why? I don't know, every time they reply to me that the tranfer limited to my country was already taken... So please, send me this mod to my e-mail next3@o2.pl or put this mod on filewind or rapidshare :) I will be very grateful :)

CaptainKobuk
07-23-07, 02:45 AM
I have problem guys... Listen, I'm from Poland :) (yeah - country in Europe?) and I can not make any download from megaupload... Why? I don't know, every time they reply to me that the tranfer limited to my country was already taken... So please, send me this mod to my e-mail next3@o2.pl or put this mod on filewind or rapidshare :) I will be very grateful :)

:sunny: Torpedo damage 1.5x or 2x http://media4.filewind.com/g.php?filepath=11692

Also linked to in the first post of this thread.

...have fun.

darkest
07-23-07, 06:08 PM
...have fun.


Thanks :) You've helped me a lot :) You have no idea how hard is to download something in my country ;)

Anti_Ship_Fella
07-26-07, 09:44 AM
Well it does work in that respect that 1 torp 1 ship sorta :p... still no damage graphics showing but... I tried on 3 different ships, square on. I think its not your mod, its most likely a bug or something.

I have seen damage graphics, strange why you are not:hmm:

RDP that may depend in wich part did you hit the ship and what ship did you hit if it was a small one you will not see a hole for sure

Anti_Ship_Fella
07-27-07, 08:09 AM
hey it wont work with 1.3 i just activated 1.5 power and the game loads to 3/4 and crashes please help i have living breathing ocean fix and super guns and they work but the game crashes always now

CaptainKobuk
07-27-07, 09:29 PM
Uh oh!

I'll do some testing to see if i can run 1.5 ok.

I'm currently running 1.25 always perfectly fine. It's another MOD based on the 25% increase torpedo power instead of 50%(1.5x) or 100%(2x). Everything else is the same. In the future i'll prodfuce a new MOD set with these and some sub and battery mods. All in the range of about a 25% increases.

Use this MOD in the meantime while i do some testing. 1.25 is actually better balanced in terms of giving the Japs a better chance to get you.

http://www.subsim.com/radioroom/showthread.php?t=111785