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View Full Version : [REL] Die Slowly Stage 14 ...


Redwine
06-18-07, 08:12 AM
Last Version : Die Slowly Stage 16 Here :

http://www.subsim.com/radioroom/showthread.php?p=586583#post586583



Die Slowly Stage 14 :
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For those who dont know the mod, it was created as an attempt to fix the "unsinkable" merchants and the "uncontrolable sink" on subs with the consecuent "Domino" effect.

Any of both effect can be totally fixed yet, but them was reduced to not happens too often, and when they happens, they are more controlable and aceptable.


General Short Overview :
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The "unsinkable" ships are something strange, initially i was thinking they was empty ships, but not.

Empty ships are easy to recognize because they have the waterline very up the sea surface and they have a continuous balance from port to straboard like as a pendulum.

Settings works fine with all ships loadup options into mission editor, but there are some ships into the campaign wich seems to be too hard to sink.

If we make them "normal" to sink, then, the ships filled with ammo, fuel, cargo become too easy to sink.

I attempt to found a good balance between them.

Now the "unsinkable" ships still being more hard than "normal ships, but do not take too much torps, and many "normal" ships can be killed with a single torp, many takes 2 or even 3.


The "uncontrolable sink" and the following "Domino" effect can be terminated, but then, the sub become so strong, and game loss interest.

I attempt to found a good balance where those effects still present but are not too pronunciated so you can manage them with your Damage Control Team.


Balance was stablished for Salmon, tambor and similar subs, if you play Gato and Balao, you will found your life a little bit easy, and if you play a S Class, your life will be more hard.


Warships was reworked, all battleshisp, light and heavy crusers, carriers are now more hard to sink.


Destroyers was made more weak, somo of them was having more hitpoints as some battleships.


Many other things related to survival probability was reworked, like as depth charges, bolds/decoys, radar, air strikes, planes.


Download the Mod from Here :

Last Version Die Slowly Stage 16 :

http://hosted.filefront.com/Redwine

The file contains two versions, one... ready to use with default settings, the other... a step by step to personalize your preferences at your choice.

More details here from the Readme :



Die Slowly Mod Stage 14 :
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Why this name ?

Asked by many guys, this mod produce many diferent ways to sink, but in many cases, it is a slow way to sink,
in ships and in your sub.

Traslate it as "Sinks Slowly" or "Slow Sink" in your mind if you preffer.



News from Stage 13 to Stage 14 :
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Zones settings reworked, be ware to stay so near of an exploding ammo filled ship!

Submarine settings reworked, crash speed was increased, so the amounth of dame the sub takes under the
crush depth is taked more quickly now. Sub is little weak now, more interesting.

DDs/DEs settings reworked, they are a little bit more strong now, some times they can not be terminated with
a single torp.

MK-27 "Cutty" was reworked due how DDs are more strong now, they becomed so weak to kill a DD.
Now MK-27 are very more unpredictable, some times they do nothing, some times they produce a reduced damage
and DDs mantain their dangerous capabilities, some times they produce a slow flooding and DDs sinks
after few minutes, some times produce severe damage like lose of a proppeller or loss of DDs sensors,
DDs dont sinks but losse their hunting capabilities,and some times if they hits a critical zone,
the DD can be terminated by a single hit.

Japanese Battleships settings reworked. Kongo BB major rework.

Japanese Carriers settings reworked.

Japanese Light Cruisers settings reworked. Heavy Cruisers was reworked on previous versions, but
Light Cruisers needs a rework too.

Air Strike probability increased in comparision with Stage 13, but reduced in comparision with stock value.

Some new impresive sounds.

Some new reworked textures related to torpedo splashes and more.

Some textures related to fires, flashes, halos, explosions and exlosions clouds was reworked.


General Quick Overview :
#######################


For those who dont know the mod, it was created as an attempt to fix the "unsinkable" merchnts and the
"uncontrolable sink" on subs with the consecuent "Domino" effect.

Any of both effect can be fixed yet, but them was reduced to not happens often, and when happens they are
more controlable and aceptable.



About the name :
))))))))))))))))

Called like this due to it produce in many situations a slow way to sink, for ships and for your sub,
traslate it as "Sinks Slowly" or "Slow Sink" if you want.



About the "unsinkable" ships :
))))))))))))))))))))))))))))))

The "unsinkable" ships are something strange, initially i was thinking they was empty ships, but not.
Empty ships are easy to recognize becuase they have the waterline very up the sea surface and they have
a continuous balance from port to straboard.

Settings works fine with all ships loadup options into mission editor, but there are some ships into the
campaign wich seems to be too hard to sink.

If we make them "normal" to sink, then, the ships filled with ammo, fuel, cargo become too easy to sink.

I attempt to found a good balance between them.
Now the "unsinkable" ships still being more hard, but do not take too much torps, and many "normal" ships
can be killed with a single torp, many takes 2 or even 3.



About the sub's "uncontrolable sink" and "Domino effect" :
)))))))))))))))))))))))))))))))))))))))))))))))))) )))))))

Those effects can be terminated, but then, the sub become so strong, and game loss interest.
I attempt to found a good balance where those effects still present but are not too pronunciated so you can manage them with your Damage Control Team.
Balance was stablished for Salmon, tambor and similar subs, if you play Gato and Balao, you will found your life a little bit easy, and if you play a S Class, your life will be more hard.




Considerations :
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This pack of tweaked files is a team job by Pcelt and Redwine
This mod was not posible without the full help of Pcelt.


Work is in Progress ...

Made for SH IV V1.2

Tested on v1.2, with realistic repair times, (a little bit easy if realistic repair times box not checked),
and with all files present here, not sure about the bahaviour if you dont install all files of the mod.

Particles setting to full reccomended.

Mod was adjusted to works fine on Salmon, Tambor and those kind of subs, you can spect your life will be
a little bit hard into an S Class, and a little bit easy into a Gato or Balao Class.

Mod Was adjusted to use MK-14 and 23 topedoes, you can spect your life will be a little bit hard when using
MK-10 and 18, and a little bit easy when use MK-16.

MK-27 "Cutty" was adjusted to damage a DDs, may be able to stop their attack, but not adjusted to Kill the DD.
Any way some times a DD can be killed by it.

Mod was adjusted to works better on merchants filled with cargo, ammo, and fuel, you must to spect
your life will be hard on "unsinkable" merchants. Any way those merchants do not take too much torps now
as before.

Initially i was thinking, the "unsinkable" merchants was "e,pty"erchants, but not, the empty merchants
was easy to recognize due their waterline is so up out of the sea surface, and their gravity center is so high
and then they are continuouslly balancing port to straboard as a pendulum.
The mod works fine with the filled options of the mission editor, but in campaign, it seems to be another
fill option wich cause the "unsinkable" merchants.

Many times the ships can be terminated by flooding without expend more torps, you decide if you can wait
for them to flood or expend more torps to terminate them inmediatelly.

It is just an attempt to make the game more playable and funny, not a great mod, not itended to be a competence
with any of the excellent magamods.

Not just a mod, just a small collection of tweaks and personalizations that make a small diference






Why these tweaks ?
################



The stock game has some anoying things, some merchants are to hard to sink, needs up to 10 torps according
people reports, when battleships, even the Yamato, are too easy to destroy, some small battleships sinks
with 2 or even a single torp, and the Yamato with only 3 torps.

Some battlesips has only 300 HP ! (Ise and Ise2) and Yamato 800, some heavy cruisers has 300 hitpoints,
when some medium merchants has 300 and even 400 hitpoints, and some large merchants has 400 hitpoints.

And all destroyers has 400 HP... more than the Ise and Ise 2, and half of Yamato.

So, some times was so hard to sink a medium merchant than a heavy cruiser or even a small battleship as Maya.

Kongo Class has a very low armor, it was increwased too.

Cruisers, light and heavy cruiser was too weak too.

Plus, some large and medium merchants has a behaviour into a builded test mission, but into the campaign,
they seems to have not the same behaviour.

Those filled with fuel or ammo as load up, seems to have the same behaviour.

But there are some others, wich do not explodes, wich are so hard to sink, demanding up to 10 toprs.

Initially we think they are thos efiled with freight, but into a test mission those filled with freight
have not any problem, the remaining option is they may be empty ships.

You can roll back the weaked ships, but you must to take in account, with the reduced hitpoints, in example
a conflictive Nippon Oiler, large modern tanker, filled with ammo or fule will take most of the times
a single torp, ocasionally 2.

Filled with freight into a test mission, it takes most times 2 torps, and ocasionally 3.
Empty in campaign, it may need between 3 and 5.

But if you roll bak the files to stock hitpoints for all cargo ships, in example this ship, empty in campaign,
can take up to 8 or even 10 torps.

Use of new .zon files with smaller hitpoint on merchants is reccomended.

The files .zon for Battleships and Heavy Cruisers has increased hitpoints.

The sub has some strange things as in example the knowed "Domino effect", wich can not be called a bug
by sure, but if it is a "feature", it is very anoying.

When your sub take damage, wich happens too easy, after repairs, you have the mesage string mesage
"Hull is repaired...sir!" and the voice mesage "Hull is intact...sir!".

It is very anoying because it a lie. Your hull is stressed and can have lot of damage.

With your hull stressed, your crush depth is not any more your "build" crush depth.

It is reduced dramatically. Some times you crush even if attempt to dive to periscope depth.

After lot of watch the files, can not found which trigger or controls this reduction in the crush depth.

The only way to live together with this feature, is to make the sub more strong and give you more chances
to be able to dive, after take damage, almost at periscope depth, and if posible up to crash dive depth,
to be able to scape from planes and DDs in the remaining time of the mission to be able to back home.

This set of tweaked files not solve it, the "Domino effect" is still present, but it is not too
pronunciated as before.

Most of the times, you will be able to hide your sub from enemies at periscope depth safelly, and most
of the times you will be able to dive to crash depth, with no problems.

Often you will be able to reach even the thermal layer, but under 50m it is an unkow territory.
Under 50m you are not sure if you can be crushed suddently.

Of course 50m is not an exact value, it is uncertain, may happen at 45m or at 70m.






What Changes :
############



Battleships, Heavy and Light Cruiser was made more strong to sink.

Some merchant ships, Specially those conflictive ships, was made more weak.

Torpedoes was powered-up.

All flooding times for all ships was increased, now they sinks more slowly, you can wait for them to sink,
or use more torps to terminate them quickly.

Planes was made more weak, AAA is good, but planes seems to be non destructible items.

Sub was made more strong. Sub flooding times are larger.

Depth charges lethal radius was reduced, stock values are unrealistically exagerated, the lethal radius
was reduced, but be ware, any way new values are bigger than in real life.
Any way, new values are a random value between 1.5 and 3 times the real life values, it is to not make the game so easy.

Many new FX effect added, not sure if all them works, but ingame tests are so spectacular.

Some aditional tweaks at user decision was added, they are important too, to survival probability.

Redwine
06-18-07, 08:47 AM
Some Screen Shots...

The changes made, generates some stange ways to sink... and some more frecuent FX effects.
You can see this kind of ship's damage often....

http://img503.imageshack.us/img503/3248/sh4img105200716421781nz9.th.jpg (http://img503.imageshack.us/my.php?image=sh4img105200716421781nz9.jpg)http://img503.imageshack.us/img503/3737/sh4img1252007183353859am9.th.jpg (http://img503.imageshack.us/my.php?image=sh4img1252007183353859am9.jpg)http://img523.imageshack.us/img523/83/sh4img1752007141048609yq6.th.jpg (http://img523.imageshack.us/my.php?image=sh4img1752007141048609yq6.jpg)http://img405.imageshack.us/img405/5791/sh4img1752007141052640hf9.th.jpg (http://img405.imageshack.us/my.php?image=sh4img1752007141052640hf9.jpg)

http://img186.imageshack.us/img186/4011/sh4img175200714542375dc5.th.jpg (http://img186.imageshack.us/my.php?image=sh4img175200714542375dc5.jpg)http://img405.imageshack.us/img405/7171/sh4img175200714544687uw3.th.jpg (http://img405.imageshack.us/my.php?image=sh4img175200714544687uw3.jpg)http://img405.imageshack.us/img405/4879/sh4img175200714741328ta7.th.jpghttp://img146.imageshack.us/img146/2888/sh4img76200710026312hh3.th.jpg (http://img405.imageshack.us/my.php?image=sh4img175200714741328ta7.jpg)






Here you can see a DD wich is severe damaged, but not destroyed, it is "alive" yet, but with zero speed, semisubmerged, but it dont sinks, stay floating for ever.

http://img293.imageshack.us/img293/957/sh4img1752007153216203ye5.th.jpg (http://img293.imageshack.us/my.php?image=sh4img1752007153216203ye5.jpg)

http://img293.imageshack.us/img293/2285/sh4img175200715324178ow2.th.jpg (http://img293.imageshack.us/my.php?image=sh4img175200715324178ow2.jpg)

Redwine
06-18-07, 08:53 AM
http://img146.imageshack.us/img146/553/sh4img762007101130359ok8.th.jpg (http://img146.imageshack.us/my.php?image=sh4img762007101130359ok8.jpg)http://img146.imageshack.us/img146/2664/sh4img762007101521156jh3.th.jpg (http://img146.imageshack.us/my.php?image=sh4img762007101521156jh3.jpg)http://img516.imageshack.us/img516/4027/sh4img762007101527890sw2.th.jpg (http://img516.imageshack.us/my.php?image=sh4img762007101527890sw2.jpg)

http://img146.imageshack.us/img146/2636/sh4img76200710211421pq1.th.jpg (http://img146.imageshack.us/my.php?image=sh4img76200710211421pq1.jpg)http://img146.imageshack.us/img146/8528/sh4img76200710230703jh9.th.jpg (http://img146.imageshack.us/my.php?image=sh4img76200710230703jh9.jpg)http://img509.imageshack.us/img509/1125/sh4img762007102017843gj2.th.jpg (http://img509.imageshack.us/my.php?image=sh4img762007102017843gj2.jpg)

http://img521.imageshack.us/img521/6461/sh4img76200710927937jl5.th.jpg (http://img521.imageshack.us/my.php?image=sh4img76200710927937jl5.jpg)http://img521.imageshack.us/img521/9863/sh4img7620071098625wf8.th.jpg (http://img521.imageshack.us/my.php?image=sh4img7620071098625wf8.jpg)http://img521.imageshack.us/img521/6550/sh4img7620079515146dc5.th.jpg (http://img521.imageshack.us/my.php?image=sh4img7620079515146dc5.jpg)

Redwine
06-18-07, 08:54 AM
[/URL][URL="http://img146.imageshack.us/my.php?image=sh4img7620079555962ug3.jpg"]http://img146.imageshack.us/img146/1967/sh4img7620079555962ug3.th.jpg (http://img254.imageshack.us/my.php?image=resizeofsh4img762007958nc5.jpg)http://img527.imageshack.us/img527/1319/sh4img76200795853578tc3.th.jpg (http://img527.imageshack.us/my.php?image=sh4img76200795853578tc3.jpg)http://img527.imageshack.us/img527/4237/sh4img962007102656359jw5.th.jpg (http://img527.imageshack.us/my.php?image=sh4img962007102656359jw5.jpg)

http://img146.imageshack.us/img146/5416/sh4img962007102659609xl7.th.jpg (http://img146.imageshack.us/my.php?image=sh4img962007102659609xl7.jpg)http://img146.imageshack.us/img146/8886/sh4img962007105246156iv0.th.jpg (http://img146.imageshack.us/my.php?image=sh4img962007105246156iv0.jpg)http://img146.imageshack.us/img146/3229/sh4img96200715585978xg8.th.jpg (http://img146.imageshack.us/my.php?image=sh4img96200715585978xg8.jpg)

http://img515.imageshack.us/img515/2193/sh4img962007102850843fw0.th.jpg (http://img515.imageshack.us/my.php?image=sh4img962007102850843fw0.jpg)http://img510.imageshack.us/img510/8855/sh4img7620079585093sa4.th.jpg (http://img510.imageshack.us/my.php?image=sh4img7620079585093sa4.jpg)http://img525.imageshack.us/img525/1417/sh4img76200795853578kd1.th.jpg (http://img525.imageshack.us/my.php?image=sh4img76200795853578kd1.jpg)

ReallyDedPoet
06-18-07, 09:09 AM
Thanks Redwine:up:, nice screens as well.

RDP

tater
06-18-07, 09:24 AM
I'll have to try this!

Does weakening the DDs make them even more vulnerable to deck gun fire? How about collision damage?

If some were set to be as had to take out as BBs, I've never seen on, perhaps it's that the BBs are rediculously easy to sink? Maybe all the DDs need to be as hard as stock BBs, and all the BBs need to become vastly harder to sink...

I'm intrigued by this mod, and I'll continue to try it out, but overall it seems like things are too easy to sink with it (merchants). Last time I did a patrol with it, every single merchant I hit split in half with a large chunk just gone from the underside instead of a torpedo hit hole. In RL, the majority of ships sank due to loss of stability, not loss of bouyancy. Meaning they took on a list, they either went down with the deck awash on one side, or capsized. The bouyancy/stability finding was the result of the allies looking at what sunk their ships in the Atlantic, and they had a large sample size of data, sadly.

As it is, my sub seems like a cartoon in terms of how much damage I can take. the only time I get sunk is usually a bad DC attack---stock DCs. If the DCs were reduced to their historically low charge weight, and if they were somehow never detonated below 100-150ft early in the war, I'd not get so critically damaged by them.

Have you messed at all with the DC settings to control submarine "domino effect?"

ReallyDedPoet
06-18-07, 09:39 AM
As it is, my sub seems like a cartoon in terms of how much damage I can take. the only time I get sunk is usually a bad DC attack

I have had pretty good luck so far with this one. I have been sunk more than a few times, but in my latest patrol I have taken quite a beating but have managed to survive thus far. Actually one of my better patrols :yep:

RDP

tater
06-18-07, 09:46 AM
I think I recall someone saying that the SH4 DCs for the IJN are the same as US DCs. IJN DCs had 220lb charges vs 600 for the USN Mk7, and 300 for the USN Mk6.

I think the Mk7 was a roll-off, and the smaller ones were used both roll off and launched.

So if the IJN DCs are 50% stronger than a US type, that would explain a lot. If SH3 (I presume they were copied over) did Mk7s, then the IJN DC is 2.7X more powerful than it should be. I notice the air dropped DC is 450kg. That's gotta have a 600lb burst charge.

In general I'd liek to see the IJN attack far more with DCs, but have them not do much damage unless a direct hit.

BTW, I know you fixed the DCs to a point, but as you said, it's still too strong. Seems that fixing the AI sensors to get the escorts to attack, then dropping the lethal radius/charge further might be an interesting path.

tater

Redwine
06-18-07, 11:08 AM
I'll have to try this!

Does weakening the DDs make them even more vulnerable to deck gun fire? How about collision damage?

Hi Tater !

The mod is not oriented to adjust a deckgun duel against a DD, that was real only in WW1, but not later.

About the collision damage, it was my intention to research about it in this version, if you read the redme file, DDs become strongest from Stage 13 to Stage 14.

But sadly i was not able to fix the collision damage without to make the DDs so strong.

If some were set to be as had to take out as BBs, I've never seen on, perhaps it's that the BBs are rediculously easy to sink? Maybe all the DDs need to be as hard as stock BBs, and all the BBs need to become vastly harder to sink...

Sorry my bad english, i cant understand well this...
With the stock settings all battleships was too weak, some of them has very low armor, and some of them has lower hitpoints than merchants and DDs wich i think is not correct.

I'm intrigued by this mod, and I'll continue to try it out, but overall it seems like things are too easy to sink with it (merchants).

If you read the readme, you wiull found the answer, if you adjust well the 'normal" merchants, then... the "unsinkable" merchants become much more strong than a battleship.
When i made the "unsinkable" merchants more "normal" (4 or 5 torps to sink), then the "normal" merchants become more weak.
Any way, the amount of torps to sink a "normal" merchant is too variable.

If you do not hit a critical zone, or a cargo with ammo or fuel, then thay can tale up to 3 torps, wich sounds good to me.

If you hits a critical xone, or a cargo compartement filled with ammo or fuel, a single hit will be enought.

Any way... if you read the readme files, you will found, into the sea folder there are many diferent choices, you can make the merchants ships more strong or more weak at your pleasure changing prebuilded files.


Last time I did a patrol with it, every single merchant I hit split in half with a large chunk just gone from the underside instead of a torpedo hit hole.

You was lucky, it happens, but not always, some times, every merchant you hit needs more than one torps.

I think so it is related to the campaign layer, the zone where you patrol, and the kind of load into those ships.

In RL, the majority of ships sank due to loss of stability, not loss of bouyancy.

Stability, position of gravity center, floatation force, was not tweaked by this mod.

Any way, few ships sinks by loss of stability, Battleships in example, and other warships, they become with the keel up...

Meaning they took on a list, they either went down with the deck awash on one side, or capsized. The bouyancy/stability finding was the result of the allies looking at what sunk their ships in the Atlantic, and they had a large sample size of data, sadly.

If you use or test the mod more extensive, you will found many ships lossing stability, any way, it was not tweaking by me, it was from stock.

Not all ships sinks with the deck awash, many sinks scored at side, or even with the keel up, many with the bow or stern up.

I think so, after test too many, there are a big quantity of diferent ways to sink using this mod.

As it is, my sub seems like a cartoon in terms of how much damage I can take.

The other option is to have the "domino effect"... and this mod was started with the intention to fix it... any way in this version the sub was made more weak.


...the only time I get sunk is usually a bad DC attack---stock DCs.

About that, i look not to set historical values, like in SH2, and SH3, i attempt to test many times and found a survival probability near to the historical one, disregarding if settings are historical or not.

To have historical settings, and a unreal survival probability is useless in my opinion.

In example, depth charge lethal radius was reduced, but they still having about the triple of the real life values ... or more.

The way i follow, is, if you do not make any stupid thing, you must to be safe, a sub at silent running was only detected by pasive hydrophones at 50 meters, i readed that at an historical navy web document some time.

Any way, we have a problem here... i do not touch it almost yet...

DDs are so stupid...

But it is no matter of this mod.

So i change the way... in my test about the sub damage, i use the open provocation against the DDs, y was killed about 30 % of the times.

It is double of the real life deadly percent.

DDs are too stupid, that makes the game a little bit easy... but that was not the objective of this mod, almost yet, may be the next step...

If the DCs were reduced to their historically low charge weight, and if they were somehow never detonated below 100-150ft early in the war, I'd not get so critically damaged by them.

Not tweaked by this mod, thing are like as stock... i thnik so if we limited the depth charge depth to historical values, the game can become too easy, and losse interest...

Discused at SH 3 forum many time ago, the allied depth charges explodes so over the head of the german subs and them stay safe under them .... during years...

That was historical, but gives you a long "happy times", and may be plays against game interesting...

Have you messed at all with the DC settings to control submarine "domino effect?"

I cant understand well, but tweaking depth charge the hitting probability was reduced, the power of the depth charge is as stock...

Only their masive radius of influence was tweaked.

The damage caused by the depth charge was not changed, but as they have now a reduced radius, the probability to be hited was reduced, and when you are hited, pnly a well aimed depth charge will cause strong damage.

The domino effect was "atenuated" (not fixed) decreasing the crash speed.

This, plus the increased flooding times, and the increasied hitpoints.... gives you a long way to be killed.

The bad of this point is you can dic=ve under the crush depth, with no instant crush... your hull take "hidden" damage every second, but a low speed.

The result is.... you have not one uncontrolable sink, you have many of them, the sub sinks uncontrolable, and you can recover it.... it will sinks uncontrolable a new time, and you will be able to recover it... like this, many times, may be 6 or 7 times, but each time... your hull is taking "hiden" damage (donino effect) , and finally, if you not manage welll your crew and reapir team, the domino effect will surprise you ....

How to be more clear in my bad english...

Before : One uncontrolablke sink, one killing domino effect.

Now : many uncontrolable sinks, many small and low speed domino effects.

Result : In my opinion, an inmersive fight against the damage, you must to manage your crew some times during hour to save the sub from the final accumulative hull damage and domino effect.


I undestand, you dont like the mod, any way i aprecite too much your feedback...

Many of the changes and "improvements" was made based on feed backs like yours... :up::up::up:

Redwine
06-18-07, 11:09 AM
As it is, my sub seems like a cartoon in terms of how much damage I can take. the only time I get sunk is usually a bad DC attack

I have had pretty good luck so far with this one. I have been sunk more than a few times, but in my latest patrol I have taken quite a beating but have managed to survive thus far. Actually one of my better patrols :yep:

RDP
Using this mod ?

That is the objective.

I will apreciated if you give opinion on this new version, subs are weak now...

Take in consideration, the mod was adjusted to Salmon, Tambor subs, with realistic reapir times option checked, and MK-14.

If you use a weak or strong sub, if you uncheck the realistic repair times, or if you use weak or strong torps... things may be so diferent.

If you use a Balao, with MK-16, and realistic repair times unchecked, your life will be slighty easy.

If you use a S Class, with realistic repair times Checked, and with MK-10.... you will have very hard times.

Some of my friends had the "illusion" of the game is easy, with the mod, but it is because the DDsa are so dummy.

If you are catched by them, and you made some stupid thing, a pair of lucky DDs passes over you can cause a kind of damage you will be not able to control.

But DDs skills are another matter.

tater
06-18-07, 11:53 AM
Actually, there is a lot I like about this! I just didn't like the huge "bite" out of every ship I attacked. Maybe just my dumb luck that all my tests have the ships break in two and float a while before sinking, lol :D I wouldn't keep trying it if I didn't like the idea.

My main problem is that instead of just attacking the DM of the targets, the torpedos are altered. This is a problem for me since I use hardcore torpedos mod, with high failure rate early war. So I cannot use both together.

I actually removed just your DC changes and made them as a separate mod to test with some AI sensor tweaks since I liked the idea of lower radius. I think you mentioned the sink rate was also changed, correct? I notice that (assuming the sink rate was lowered) the DDs blow themselves up more with their own DCs. (just testing your DC part of the mod).

I'd add that I completely agree with your take on outcomes being important, not the exact charge in the DC, etc.

Snacko
06-18-07, 01:54 PM
I'm going to give this a try.

I would like some you who have tried it to post your comments. This sounds like a great mod if it is well balanced. But not so great if things are too easy or too hard. So far it sounds as if it is worth checking out.

Thanks for this mod Redwine! It sounds like it took a lot of work getting it well balanced.

Redwine
06-18-07, 02:09 PM
My main problem is that instead of just attacking the DM of the targets, the torpedos are altered. This is a problem for me since I use hardcore torpedos mod, with high failure rate early war. So I cannot use both together.

Not sure how some settings can works is they are blended with another mods, but sure... this will offer new horizonts...

Be sure this way can open new doors, that is not bad, you can explore many more options.

I actually removed just your DC changes and made them as a separate mod to test with some AI sensor tweaks since I liked the idea of lower radius. I think you mentioned the sink rate was also changed, correct? I notice that (assuming the sink rate was lowered) the DDs blow themselves up more with their own DCs. (just testing your DC part of the mod).

In that download site, you have the depth charges mod as a separate/stand alone one...

I changed the sink rate, and the depth precision... but that is not the cause of the DDs damaged by them selves.

It seems to happens when they runs over you and attempt to avoid a colission with another unit.

The game AI do not manage it... then, the DD release the depth charges, and stops to not colide with another DD, then it take damage by his own depth charges.

I'd add that I completely agree with your take on outcomes being important, not the exact charge in the DC, etc.

My idea is... you must to have an historical survival probability... to reach it, may be, only may be, you must to use in some places, non historical settings. After all, it ia a game, and do not simulates perfectly a real world.

Redwine
06-18-07, 02:14 PM
I'm going to give this a try.

I would like some you who have tried it to post your comments. This sounds like a great mod if it is well balanced. But not so great if things are too easy or too hard. So far it sounds as if it is worth checking out.

Thanks for this mod Redwine! It sounds like it took a lot of work getting it well balanced.
Many thanks... i agree with you, too hard or too easy, and you loss interest.

But remember, if you use stock DDs, they are a little bit easy, they needs more agresivity.

The problem is, there are some DDs in campaign, may be due to their crew rating... wich become rabid and so hard, they are few, but they are there around.

If you increase the DDs sensors sensivity, may be many of the DDs, become so good, but those few which are hard, will become soo hard...

It may be the next step to rework...

I know there is a mod to have hard DDs around there... but i never tryed it.

Bando
06-19-07, 07:02 PM
Hello Redwine,

I've installed this 1,4 mod, deinstalled 1.3 and I've seen something weird. It may be a coincidence, but when I fired 4 torpedoes at a Kongo, 2 hit near his propellors and he came to a halt. He had a list and was not going anywhere. The 2 torpedoes that missed him happened to hit (lucky me) a mogami heavy cruiser. The cruiser also developed a list and floated without propulsion. After a long wait (the DD's were not leaving very soon) and a full reload these two ships were drifting in front of my periscope. Both received additional torpedoes, both were destroyed, both capsized, and both stayed afloat upside down, like in the "poseidon" movie. I'd never seen this before, they always sink sooner or later, these did not. I've waited for hours, they stayed afloat upside down.

Is this mod related or is this coincidence?

Greatings
Bando

leovampire
06-20-07, 02:15 AM
At least one I know of so far. I attacked a task force with carriers. Put 2 in a Shokaku and 3 in a Hiryu. The Shokaku went down with 2 big holes the Hiryu had 3 holes but got away with the rest of the task force. So that is an improvment at least one of them didn't go down easy. Unfortunatly ran out of torpedo's and too many destroyers to try anything else.

And the LG Modern tankers split in half from the fuel explosion once you punch through the hull which is cool.

And BTW thanks for mentioning me in the readme's.

Redwine
06-20-07, 12:41 PM
Hello Redwine,

I've installed this 1,4 mod, deinstalled 1.3 and I've seen something weird. It may be a coincidence, but when I fired 4 torpedoes at a Kongo, 2 hit near his propellors and he came to a halt. He had a list and was not going anywhere. The 2 torpedoes that missed him happened to hit (lucky me) a mogami heavy cruiser. The cruiser also developed a list and floated without propulsion. After a long wait (the DD's were not leaving very soon) and a full reload these two ships were drifting in front of my periscope. Both received additional torpedoes, both were destroyed, both capsized, and both stayed afloat upside down, like in the "poseidon" movie. I'd never seen this before, they always sink sooner or later, these did not. I've waited for hours, they stayed afloat upside down.

Is this mod related or is this coincidence?

Greatings
Bando

Hi Bando... ! :up:

Yes, the behaviour you descrived was caused by the mod, and it it part of the mod objectives, gives a hard, slow and variable ways to sink.

Two torpedoes into the propellers may cause the stop of a Kongo Class, but not enough to sink it.

Most of the cases 4 or 5 was needed to kill it quickly, or may be some less can sink them by slow flooding in too later.

The "Poseidon" kill is one of the ways to sink, depending of the kind of damage caused, the ships loss stability and capsize.

If you launc a set of 4 or 5 torps at one time, may be this "Poseidon" kill do not happen.

What i don understand well, may be due to my bad english, is ... why you call it "weird" ?

Do not like it ?

Many thanks for info and feedback... :up:

Redwine
06-20-07, 12:50 PM
At least one I know of so far. I attacked a task force with carriers. Put 2 in a Shokaku and 3 in a Hiryu. The Shokaku went down with 2 big holes the Hiryu had 3 holes but got away with the rest of the task force. So that is an improvment at least one of them didn't go down easy. Unfortunatly ran out of torpedo's and too many destroyers to try anything else.
Carriers was made more strong, but have many diferrent ways to sink, some times they ca be killed by a single torp, and some times can resist 3.

Some times they sinks with no fire or explosions, some times after a chain of explosions, and some times after one or two big ball of fire explosions...

And the LG Modern tankers split in half from the fuel explosion once you punch through the hull which is cool.
Depending what fill them, they can explode and crack in two halfs by a single torp, but not always, some times needs 2 or 3 torps.

And... in other ships as large cargo and tankers, the "unsinkables" still present, you can need up to 5 torps.


And BTW thanks for mentioning me in the readme's.
Your colaboration, ideas and feedback are unvaluable... consider yourself as part of this mod.

I wait for your feedback. :up:

Bando
06-20-07, 03:15 PM
Hai Redwine,

LOL, weird means strange in this story. Only because I've never seen this before.
I love this mod and the only thing that could improve it (IMHO) is the removal of the words "xxx unit sank" or "she's going down". This would have to make you guess even longer, especially with this mod installed. Just like in real life.

Love this mod

Bando

tater
06-20-07, 03:50 PM
Actually, the CVs and Kongo was me ;)

Keep up the work, I like the direction it's going.

<S>

tater

Redwine
06-20-07, 03:54 PM
Actually, the CVs and Kongo was me ;)

Keep up the work, I like the direction it's going.

<S>

tater
Sorry... :p Any way, you are into the credits too... :up:

Fixed...

Your feedback and opinions, sugestions and helps was unvaluable too. :up:

Redwine
06-20-07, 03:56 PM
Hai Redwine,

LOL, weird means strange in this story. Only because I've never seen this before.
I love this mod and the only thing that could improve it (IMHO) is the removal of the words "xxx unit sank" or "she's going down". This would have to make you guess even longer, especially with this mod installed. Just like in real life.

Love this mod

Bando

Ok ... ! :up::up::up: Many thanks and sorry my bad english. :up:

Bando
06-20-07, 03:59 PM
Ok ... ! :up::up::up: Many thanks and sorry my bad english. :up:

Your English is a lot better than my modding.....:up: :up: :up:
English is not my native language also, just trying to keep up........;)


EDIT

By the way, is there a way to remove the crews comment of sinking the enemy ship???

Redwine
06-20-07, 04:09 PM
Ok ... ! :up::up::up: Many thanks and sorry my bad english. :up:
Your English is a lot better than my modding.....:up: :up: :up:
English is not my native language also, just trying to keep up........;)


EDIT

By the way, is there a way to remove the crews comment of sinking the enemy ship???

Many thanks !

I soupose yes... need to investigate.

But... may be they are cuased by some mod you have installed... i cant hear them. :hmm::hmm::hmm:

Here you have a copy of my Message_SO.cfg file into Cfg folder...

Just chaeck if you have the same lines, you can use mines to test too :

[Msg0]
MsgId=0
Priority=3
Timeout=20
Param0=1
MsgOgg00=Depth_charges_in_the_water_sir
;SoM_P_Depth_charges_in_the_water_sir.ogg

[Msg1]
MsgId=1
Priority=4
Timeout=20
Param0=1
MsgOgg00=Contact
;SoM_K_Contact.ogg
Param1=3
MsgOgg10=Type_unknown
;SoM_K_Type_unknown.ogg
MsgOgg11=Warship
;SoM_K_Warship.ogg
MsgOgg12=Merchant
;SoM_K_Merchant.ogg
Param2=3
MsgOgg20=Constant_distance
;SoM_K_Constant_distance.ogg
MsgOgg21=Closing
;SoM_K_Closing.ogg
MsgOgg22=Moving_away
;SoM_K_Moving_away.ogg
Param3=1
MsgOgg30=Bearing
;SoM_K_Bearing.ogg
Param4=1
MsgOgg40=0
;Number -> always put 0
Param5=3
MsgOgg50=Short_range
;SoM_K_Short_range.ogg
MsgOgg51=Medium_range
;SoM_K_Medium_range.ogg
MsgOgg52=Long_range
;SoM_K_Long_range.ogg

[Msg2]
MsgId=2
Priority=3
Timeout=20
Param0=1
MsgOgg00=Enemy_is_pinging_us_sir

[Msg3]
MsgId=3
Priority=3
Timeout=20
Param0=1
MsgOgg00=Enemy_ship_engaging_us_sir

[Msg4]
MsgId=4
Priority=3
Timeout=20
Param0=1
MsgOgg00=Destroyer_in_attack_run

[Msg5]
MsgId=5
Priority=5
Timeout=20
Param0=2
MsgOgg00=Warship
MsgOgg01=Merchant
Param1=3
MsgOgg10=Constant_distance
MsgOgg11=Closing
MsgOgg12=Moving_away
Param2=1
MsgOgg20=Bearing
Param3=1
MsgOgg30=0;Number -> always put 0

[Msg6]
MsgId=6
Priority=5
Timeout=20
Param0=2
MsgOgg00=Warship
MsgOgg01=Merchant
Param1=1
MsgOgg10=Bearing
Param2=1
MsgOgg20=0;Number -> always put 0
Param3=3
MsgOgg30=Constant_distance
MsgOgg31=Closing
MsgOgg32=Moving_away

Bando
06-20-07, 05:23 PM
these two are the same. I've seen a lot of SH3 stuff in those *.cfg files. I've looked through them, but nowhere it sais "enemy destroyed" or something like that.
I guess it must be in another file. I remember Beery changed it into "she's going down" Don't know where he did that, will check.

Thanks

Redwine
06-20-07, 05:39 PM
these two are the same. I've seen a lot of SH3 stuff in those *.cfg files. I've looked through them, but nowhere it sais "enemy destroyed" or something like that.
I guess it must be in another file. I remember Beery changed it into "she's going down" Don't know where he did that, will check.

Thanks

I was making changes on that file just few minutes ago... game seems to "not reacts" to changes... :hmm::hmm::hmm:

Those changes works on SH III... but here not. :oops:

Bando
06-20-07, 06:27 PM
I think these are leftovers from SH3.

Redwine
06-21-07, 08:52 AM
I think these are leftovers from SH3.

Yes agree... the folders and files are filled with lot of useless waste.

Topo65
06-21-07, 11:13 AM
:up: THX! REDWINE!!!! (ECV_Tordo)

Redwine
06-21-07, 12:54 PM
:up: THX! REDWINE!!!! (ECV_Tordo)

Gracias a vos Tordo ! :up:

leovampire
06-21-07, 01:59 PM
Is it possable to break down the Zone file into several groups like the planes so you can create differn't effects for differen't types of ships?

For example there are the BB class the CV class CA's and CL's then DD's right plus there is the TK's for tankers and CG for the cargo ships then have a common one for the rest.

I am experimenting with that idea! Would you like to see what I mean in a Zone file I made for an example?

Redwine
06-22-07, 09:03 AM
Is it possable to break down the Zone file into several groups like the planes so you can create differn't effects for differen't types of ships?

For example there are the BB class the CV class CA's and CL's then DD's right plus there is the TK's for tankers and CG for the cargo ships then have a common one for the rest.

I am experimenting with that idea! Would you like to see what I mean in a Zone file I made for an example?

Not sure... may be hard coded... :hmm::hmm::hmm:

leovampire
06-22-07, 01:15 PM
In the zone's files you worked on for the ships does it list the zones in there or just the armor stuff? unfortunatly I can't read them. I tryed in a Hex editor but since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.

Redwine
06-22-07, 02:39 PM
In the zone's files you worked on for the ships does it list the zones in there or just the armor stuff? unfortunatly I can't read them. I tryed in a Hex editor but since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.

Armor is into the hexe files... you can change from there.

It is just at the end of the file, and near the hitpoints.

You only need to replace the present numbers for those corresponding for the new value.

Redwine
06-22-07, 04:05 PM
Hi Leo....

You need to have an Hexe Editor at first...

Then you can open the .zon file you want to tweak.

Look for the ArmorLevel words....

Let one point after the "L" of level, and read the number...

like here....

http://img390.imageshack.us/img390/1761/20070622175021xd4.th.jpg (http://img390.imageshack.us/my.php?image=20070622175021xd4.jpg)

The number is :

00 00 aa 42

Then you must to open a Hexe to decimal conversor... and put the number in inverse order maintaining the pairs.

42 aa 00 00

like this...

http://img119.imageshack.us/img119/5657/20070622175135wv8.th.jpg (http://img119.imageshack.us/my.php?image=20070622175135wv8.jpg)

As you can see, the conversor give you the value for 42 aa 00 00 is corresponding to 85, it is the ArmorLevel for the Fuso BB.

Now imagine you want to rise up it to 90 instead 85.

Then you must to open a Decimal to Hexe Conversor and enter the value you want... in this case 90.

And convert it to hexe...

Like this...

http://img339.imageshack.us/img339/4672/20070622175257ue7.th.jpg (http://img339.imageshack.us/my.php?image=20070622175257ue7.jpg)

As you can see... the hexe value corresponding for 90 is :

42 b4 00 00

Now...

You must to enter the new number into the Fuso .zon file... but another time into inverse order, but by pairs...

It means, 42 b4 00 00 must be entered as :

00 00 b4 42

You go to the Hexeditor and simply change the numbers...

like this...

http://img516.imageshack.us/img516/3496/20070622180447ad9.th.jpg (http://img516.imageshack.us/my.php?image=20070622180447ad9.jpg)

Then... save the file.... and thats all.

You rised up the Fuso Armor Level from 85 up to 90....

Redwine
06-22-07, 04:14 PM
@ Leo :

Received your new files and it sound amazing...

I will try to test them as soon as posible.

:up:

Bando
06-22-07, 04:16 PM
since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.

Respect for you sir, hats off
I your sig I see you learned to live with disabilities and humour.

Respect...

leovampire
06-23-07, 01:54 PM
the way I am doing it you can set the armor and the hit points from the zone's file and ya I know I need to do a lot of tweeking there yet as yes the destroyers and a few other war ships are harder to sink. I also think in conjunction with your zon files on the ships in your mod it made them stronger as well. I am going to test it with the original zon files and see what happens.

And yep Bando I always have a sence of humor because how else can I live with the health problems LOL! But this is the first time I have tryed to moding in a game it isn't easy but it's fun making me think more than I usualy do.

Bando
06-23-07, 03:57 PM
Go for it man, so far, so good:up:

leovampire
06-23-07, 11:13 PM
The Hex files to tex then back to the original form again to make it easier to make changes but in the zon files for the ships and planes it says it gets the info from the ZONE's file in the Data folder section of the game and that all hit points and armor is handled there. So what was happening is when you changed the Armor settings in the zon files of the ships it was quadroopling the armor from the ZONE's file. Almost every aspect of the Ships sinking time, flod time, armor, hit points and more is handled in the ZONE's file from what I read. I hope that helps you out Redwine.

Just to prove it to myself I gave a lifeboat a virtual engine room and fuel bunker in it's cfg file from a Destroyer set up I sent to you and then hit it with my deck gun and it exploaded and the fuel ignited like it was set up in the ZONE's file.

Snacko
06-24-07, 06:54 AM
Does this mod make the Destroyers more aggressive?

I have a single mission where I enter an enemy harbor in very shallow water. The enemy destroyers are on me like white on rice, every time. They are all over me. I changed the mission to set the destroyer's skill level too poor, and they are still all over me.

So, I removed the mod, and now with the skill level set at poor, they don't approach me very close. I set them back to Competent skill level and now they only come close and 'sometimes' find me. It's much better without the mod.

Redwine
06-24-07, 08:37 AM
The Hex files to tex then back to the original form again to make it easier to make changes but in the zon files for the ships and planes it says it gets the info from the ZONE's file in the Data folder section of the game and that all hit points and armor is handled there. So what was happening is when you changed the Armor settings in the zon files of the ships it was quadroopling the armor from the ZONE's file. Almost every aspect of the Ships sinking time, flod time, armor, hit points and more is handled in the ZONE's file from what I read. I hope that helps you out Redwine.

Just to prove it to myself I gave a lifeboat a virtual engine room and fuel bunker in it's cfg file from a Destroyer set up I sent to you and then hit it with my deck gun and it exploaded and the fuel ignited like it was set up in the ZONE's file.
I am not sure Leo... but you can be right, but i note some entries into zones files make non sense.

Dev. team was sadic with us into this game, you never can be sure where the game take data from, the files are full of SH III waste.

Any way, if you are right, changing any one or both the parameter must change, the impostant is the balance reached.

The important is the behaviour reached.

:up::up::up:

Redwine
06-24-07, 08:42 AM
Does this mod make the Destroyers more aggressive?

I have a single mission where I enter an enemy harbor in very shallow water. The enemy destroyers are on me like white on rice, every time. They are all over me. I changed the mission to set the destroyer's skill level too poor, and they are still all over me.

So, I removed the mod, and now with the skill level set at poor, they don't approach me very close. I set them back to Competent skill level and now they only come close and 'sometimes' find me. It's much better without the mod.

No Snacko... the mod do not touch the DDs skill or detection capabilities.

No file related to that is touched.

And almost into my installation, 95% of the DDs are so dummy...

Into How many misssions you have this issue ?

Did you checked into campaign or single mission ?

Happen it into campaign ?

Single mission is a saved mission, be sure you do not use a saved mission to test, and into campaign too, do not use an auto saved mission.

Be sure to run almost a mission and back to port after install the mod, and then test the mod.

Or start up a new fresh campaign to test.

Waitiong for your feed back... :up::up::up:

Snacko
06-24-07, 10:03 AM
I am working on 1 single mission. And I have only tested it in that mission. It is not a saved game. I always start it new from the Single Missions screen.

After I removed the mod, the destroyers seemed to go back to normal. I'll put the mod back in after I get the mission finished, and tested so I know how it works normally. Then I can test it with this mod. It will be a few days...

Thanks for the quick response! :rock:

leovampire
06-24-07, 01:23 PM
The destroyers but it affects all of them even in convoys. You can use Ndrifter's Mini tweeker file on AI Sensors. Just make a copy of it first and adjust the copy then make it a mod that JSGME can install so you don't mess up the original game files. You can adjust all the differn't sensors. Go to the ship files and look at the SNS files with a word pad program and see what sensors those ships have then adjust them with the Mini tweeker. But remember it affects all ships that have them.

AI Sensors is located in Data/Library

You can also adjust the SIM file in Data/CFG for AI Detection

But without doing all of that if you just go to a stop when something gets close and sit quiet then start slow again after their back is to you you can sneak in it is just time consuming like it should be. A game or sim that is too easy is no fun at all.

Snacko
06-24-07, 01:35 PM
Thanks for the info.

I know how to be sneaky. My engines were stopped and I was rigged for silent running, but they found me every time and were dumping DC's all over me.

Once I un-installed this mod, it went back to normal. I'm not blaming this mod, I just want to get my single mission working without the mod first. So, I know the mission is setup and works well. Then I'll try this mod again and see what happens in my mission.

I have not tried this mod in any other campaign or mission yet, so this is by no means a review. Just something that seemed to happen after I installed it.

Redwine
06-24-07, 04:37 PM
Thanks for the info.

I know how to be sneaky. My engines were stopped and I was rigged for silent running, but they found me every time and were dumping DC's all over me.

Once I un-installed this mod, it went back to normal. I'm not blaming this mod, I just want to get my single mission working without the mod first. So, I know the mission is setup and works well. Then I'll try this mod again and see what happens in my mission.

I have not tried this mod in any other campaign or mission yet, so this is by no means a review. Just something that seemed to happen after I installed it.

Tray to test it into a fresh campaign... (not single missions) and comment. :up:

leovampire
06-24-07, 06:53 PM
I forgot to add Flood zones for forward and back on the ships just did it and starting to test it now. If it works right will be able to control everything for each type of ship in the game.

Redwine
06-24-07, 08:09 PM
I forgot to add Flood zones for forward and back on the ships just did it and starting to test it now. If it works right will be able to control everything for each type of ship in the game.
OK, any way, the main problem was not only the ships was unsinkable, it is too... they do not reach the destroy point (hitpoints ?)

They dont sink and they cant be destroyed.

But this problem rid off if i back to the Stage 14 Zones.cfg file.... but any way, even with this Stage 14 Zones.cfg file, many FX effects was lossed using the new ship.cfg files.

Still testing....

TopcatWA
06-27-07, 08:22 AM
:up: This looks good. Will definately give it a try. Thanks for the effort Redwine!!

leovampire
06-27-07, 02:36 PM
At least not yet. I have to keep working on it. But I have the other stuff working in the CFG files now and a new cargo list that works right with the new cargo set up and working in the zone's list. Now when you breach a cargo hold of a tanker what ever it is holding ignites and leaves a firery trail on the surface of the ocean behind the ship till the game says the Fuel or oil is all gone from the cargo hold.


http://static.filefront.com/images/personal/l/leovampire/93141/uiwhqhqdcn.thumb250.jpg (http://gallery.filefront.com/leovampire//629068/)

http://static.filefront.com/images/personal/l/leovampire/93141/nrewjmapnj.thumb250.jpg (http://gallery.filefront.com/leovampire//629069/)

http://static.filefront.com/images/personal/l/leovampire/93141/luldnspzwm.thumb250.jpg (http://gallery.filefront.com/leovampire//629070/)

the fires burn pretty hot and are very loud. But I now have set up in the Zone's file the Cargo's internal fuel and external fuel cargo's and Internal and external oil and In The Ammo Crates and Ammo Containers. Sending you the files today redwine. Now internal and external cargo's like Freight containers and Planes and what not will react in their own way to damage not just the ship effects. In the Cargo file there are now seperate internal and external fuel's and oil's with differn't effects for each.

Bando
06-27-07, 03:24 PM
Leo, this is looking to be great. Need Beta testing????

leovampire
06-27-07, 03:32 PM
Send me in a private message your e-mail address Bando and I will send you the RAR file
I made for Redwine to check out.

This is what I added to the Zone's list Redwine:

204=CargoOil
205=ExtCargoOil
206=CargoAmmoCrates
207=CargoAmmoContainers
208=CargoFreightContainers
209=CargoFreightCrates
210=CargoAircraft
211=CargoTanks
212=CargoTrucks
213=CargoTrapContainer

And then I added them to the Cargo Ship Zone's part of the list with effects.

And to get the effect of Burning fuel and or oil on the ocean you need
this Effect set at what ever levels you want:

#Oil_trace, 100 ;25

BTW: Sorry guys when I first wrote this message I screwed up and didn't mean to offend anyone if I did.
I just ment that this is Redwine's baby and wanted him to control the changes I am just trying to help add
more to it for him and give him idea's but yes Beta testers are welcome for my stuff and Redwine controls the
Actual MOD releases.

leovampire
06-27-07, 08:40 PM
http://static.filefront.com/images/personal/l/leovampire/93141/ezibfsoelw.thumb250.jpg (http://gallery.filefront.com/leovampire//629713/)

http://static.filefront.com/images/personal/l/leovampire/93141/bqwjibfrpg.thumb250.jpg (http://gallery.filefront.com/leovampire//629714/)

http://static.filefront.com/images/personal/l/leovampire/93141/dgdljnszpu.thumb250.jpg (http://gallery.filefront.com/leovampire//629715/)

http://static.filefront.com/images/personal/l/leovampire/93141/fhmiorztds.thumb250.jpg (http://gallery.filefront.com/leovampire//629716/)

leovampire
06-27-07, 11:58 PM
I sent to you. I forgot to add the Medium Weapons to the brgining of the list so add the line highlited in green:

204=CargoOil
205=ExtCargoOil
206=CargoAmmoCrates
207=CargoAmmoContainers
208=CargoFreightContainers
209=CargoFreightCrates
210=CargoAircraft
211=CargoTanks
212=CargoTrucks
213=CargoTrapContainer
214=WeaponsMedium

Also I made all the weapons distructable and put Ammo for cargo that was a Boo Boo on both parts because if you hit a BB it starts a cascade effect and blows them all off the Deck's of the ship. Just found that out when I attacked a Kongo. By the time it went down all the weapons were gone from explosions. OOOOOPPPPSSS

Redwine
06-28-07, 08:07 AM
Leo, this is looking to be great. Need Beta testing????

Send me in a private message your e-mail address Bando and I will send you the RAR file I made for Redwine to check out.

Beta testers are welcome for my stuff ...

@ Leo...

I agree with that Leo... better to have beta testers.
Of course the decision is yours. But i think so it is so better to have many more opinions before a release.

About the release control... all my job are for public and all people are free to improve or use them for new mods.

You can made at yourpleasure, if you consider you have a good thing feel free to release your personal mod using mine as base.

If we are not agree in some things, we can release a version containing more than one personalization, your taste, my taste, and may be more.

The matter is... disregarding personal tastes... IMHO the game runs much better with these changes.

I was busy in last days, today i will download your new adds.

I need to add the green line... i understand correct ?

Many many thanks for your job and effort !

:up::up::up:



@ Bando.... Many thanks for interesting into the job.

I do not add any change to the last version yet, the only changes in research are those under developing by Leo... so i have not files to beta testers yet.

Good i f you can test the las Stage 14 version, and the change made by Leo...

Leo is researching an interesting thing, he is looking to recover the control over some parameters from easy to change file lines, over wich the game make non sense right now.

:up::up::up:

Redwine
06-28-07, 08:23 AM
I sent to you. I forgot to add the Medium Weapons to the brgining of the list so add the line highlited in green:

204=CargoOil
205=ExtCargoOil
206=CargoAmmoCrates
207=CargoAmmoContainers
208=CargoFreightContainers
209=CargoFreightCrates
210=CargoAircraft
211=CargoTanks
212=CargoTrucks
213=CargoTrapContainer
214=WeaponsMedium

Also I made all the weapons distructable and put Ammo for cargo that was a Boo Boo on both parts because if you hit a BB it starts a cascade effect and blows them all off the Deck's of the ship. Just found that out when I attacked a Kongo. By the time it went down all the weapons were gone from explosions. OOOOOPPPPSSS

Downloaded you new files to add, i added the green 214 line.

Did you changed any flooding time ?

And into the new sectors, you add long flooding times ?

Not tested, but looking your screen shots, it is very nice that oil trace effect, it was on SH III, but not into SH IV, i think so it was removed intentionally to save FPS, the problem was not the graphics, i think so was the sound.

About the destructable objects in deck it is nice, into the Stage 14 there was some, some times the ships remains with no control bridge, no cranes, no carried planes, no life boats... they are spreaded in the air... all effect we can add is welcome.

:up::up::up:

Redwine
06-28-07, 08:41 AM
@ Leo, please check PM.....

Bando
06-28-07, 03:34 PM
Thanks redwine.

Received Leo's post and have installed Leo's changes, no time to play yet, will report back tomorrow.

Regards

Bando

leovampire
06-28-07, 04:19 PM
Flood times because most of them are on deck anyways but I did increase the flood times for oil and fuel because I want the fire effects to last on the surface like it is floating oil and fuel burning. But what I did change for the weapons is the Medium and Heavy are indestructable but I gave them effect's and crash depths so that they will have explosions as they get further under water. Some of the explosions actualy reach the surface of the ocean to see while the ship is sinking.

And I will look into individualizing the Sub engine's like you asked in the PM.
Then Go from there. But I just want to help not be in control of the Mod it's up to you what to use or not use of course.

Now the only problem I see anyone might have with checking the new stuff out is ONE it uses JP's ship dimmention fix and I asked him for permision a long time ago about it and he said it was cool as long as he is mentioned. But there is one ship in the files that didn't come with the game. The Illustrius Carrier for the Brit's and it uses the British Planes as well. If you are not using them in your game at all just delete that One File.

See in my own game I have a British Task force that Patrols the waters around Austrailia and also British Airbases there instead of the US one's that were set up in the game Originaly.

Another thing my CFG files does is on the Cargo ships and tankers where there is no cargo set up in the traffic layers except Basic it gives them a cargo that changes at differn't stages in time so they don't run empty. For example lets say ships in a convoy are set for basic load then the game will run a cargo I have set up for that time period but if the traffic layer has a specific cargo set up then only that cargo will run on the ship.

Like for the Planes that are scripted in the game they will run what they are told to run in that layer unless it is set for basic then the plane will run what ever you set up in your CFG file for them. the same workes for the cargo ships.

kakemann
06-28-07, 04:46 PM
Thumbs up for this superb mod! :up:

I really appreciate Redwines work, he surely knows his things:D

leovampire
06-28-07, 04:57 PM
Imagination and understanding is what creates the unique things we now have in our Mod's which is making the game / Sim something special.

Bando
06-29-07, 12:48 PM
Hello Leo and Redwine.

I have a question. Should this mod be the only one installed or can it be installed on top of others. I received Leo's New Effects Mod, after installing with JSGME I was unable to start the game, it CTD-ed on me on startup. I never got to see the menu for instance. After removing the NEM, the game started normally.

So before I mess my rig completely, please some advice

Regards

Bando

leovampire
06-29-07, 01:35 PM
There is one problem I worked out with Redwine's use as well. In my own game I am using the British Planes I converted from SHIII for the Illustrius Carrier and also on the other Alied Carriers I am also using the US Planes another guy did from SHIII. So if you get rid of the Illustrius Carrier File and change the Alied Carriers back to stock planes you will no longer have a problem. Because I am guessing you don't have the rest of the file for the Illustrius Carrier as well that is why I said get rid of it too?

And My CFG files use JP's Ship dimention Fix with his approval.

Redwine
06-29-07, 02:33 PM
Hello Leo and Redwine.

I have a question. Should this mod be the only one installed or can it be installed on top of others. I received Leo's New Effects Mod, after installing with JSGME I was unable to start the game, it CTD-ed on me on startup. I never got to see the menu for instance. After removing the NEM, the game started normally.

So before I mess my rig completely, please some advice

Regards

Bando
As Leo wrote above, the problem was the Carriers...

Take the Leo's files, just remove the CV Illustrious completelly....

With the remaining allied carriers you can do two things...

Just remove them from the Leo's files

Or install all the Leo's files except the Illustrious one, and change the 3 allied carriers .cfg files, removing the Leo's Air Groups and installing the stock or you present Air Gropus.

If you use Stock here you have here the 3 complete text for the .cfg files to change...

NCV_USEarlyWar.cfg :

[Unit]
ClassName=CVUSEarlyWar
3DModelFileName=data/Sea/NCV_USEarlyWar/NCV_USEarlyWar
UnitType=9
MaxSpeed=32.5
Length=250
Width=32.4
Mast=43.4
Draft=8.3
Displacement=17000
RenownAwarded=900
CrewComplement=400
SurvivalRate=90
SurvivalPercentage=30

[2DCompartments]
UnitPos=49,12,415,15
NbOfComp=6
Name1=Propulsion
Area1=74,6,30,18
Name2=Keel
Area2=188,5,187,10
Name3=Fore Ammo Bunker
Area3=369,17,35,18
Name4=Aft Ammo Bunker
Area4=166,17,40,18
Name5=Engines Room
Area5=253,17,43,18
Name6=Fuel Bunkers
Area6=299,17,30,18

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=USTorpedoBomber
Squadron1No=30
Squadron2Class=USFighter
Squadron2No=30
Squadron3Class=USDiveBomber
Squadron3No=30






NCVE_Bogue.cfg :

[Unit]
ClassName=CVEBogue
3DModelFileName=data/Sea/NCVE_Bogue/NCVE_Bogue
UnitType=8
MaxSpeed=18
Length=152
Width=26
Mast=33.85
Draft=8.2
Displacement=14055
RenownAwarded=560
CrewComplement=200
SurvivalRate=90
SurvivalPercentage=30

[2DCompartments]
UnitPos=99,9,318,19
NbOfComp=6
Name1=Propulsion
Area1=106,8,33,16
Name2=Keel
Area2=175,7,170,9
Name3=Fore Ammo Bunker
Area3=322,17,30,13
Name4=Aft Ammo Bunker
Area4=166,17,25,13
Name5=Engines Room
Area5=211,17,42,13
Name6=Fuel Bunkers
Area6=254,17,23,13

[AirGroup 1]
StartDate=19420502
EndDate=19451231
Squadron1Class=USTorpedoBomber
Squadron1No=18
Squadron2Class=USFighter
Squadron2No=12





NCVE_Casablanca :

[Unit]
ClassName=CVECasablanca
3DModelFileName=data/Sea/NCVE_Casablanca/NCVE_Casablanca
UnitType=8
MaxSpeed=19
Length=156
Width=19.9
Mast=37.5
Draft=6.7
Displacement=10400
RenownAwarded=420
CrewComplement=400
SurvivalRate=90
SurvivalPercentage=30

[2DCompartments]
UnitPos=105,9,306,19
NbOfComp=6
Name1=Propulsion
Area1=114,10,33,16
Name2=Keel
Area2=177,9,170,9
Name3=Fore Ammo Bunker
Area3=309,19,30,13
Name4=Aft Ammo Bunker
Area4=166,19,25,13
Name5=Engines Room
Area5=211,19,42,13

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=USTorpedoBomber
Squadron1No=16
Squadron2Class=USFighter
Squadron2No=16

Remember Leo is using the Krupp's "JP's Ships Dimension Fix" on them...

Bando
06-30-07, 11:11 AM
Hello Leo and Redwine,

Did remove all allied carriers from Leo NEM and it works like a charm. Leo I now know what you ment first time about those files, couldn't figure it out then, :oops: but it's working now.

Allright, went on patrol and found a TF with a couple of Mogami's in it. First Mogami (hit just below the navigation bridge) triggered a tremendous secondary explosion, ship went down in 30 seconds.:up: She left a burning "spot" on the surface for about 1 minute.

Second Mogami, hit just below the crane on it's flightdeck developed a small fire and a small list to port. Went deep to avoid DD's, came up again on the other side of the Mogami and hit it on the same spot, from it's starboard side this time. (This was a TF to invade Luzon and they were probably at their destination, the whole TF did about 1 knot.) :o
This is when the new effects kicked in. The Mogami went down by the stern, several small secondary explosions were observed, but (to my estimate) at 100 meters depth a huge explosion bursted the water with fire and smoke. It was an awesome sight.

I'll keep this installed and report back on occasion, it's a great visual improvement so far. One thing that I've not seen before is the amount of liferaft. When those Mogami's went down there were about 20 liferaft for each ship.

I have a question about fires. I know that on a sailing warship your worst nightmare is fire onboard. This is due to the fact that the crew has to firefight, the water to extinguish the fire is inside your ship, making it unstable in greater amounts, and the rule was that a fire onboard heated up with about 100 degrees celcius every minute it went unchecked. This means a ship can sink, blow up or whatever if the fire is not contained fast. I have observed several fires onboard ships in this simulation that burned for hours without any obvious effect. Is it possible to implement this. Meaning fires doing damage over time to a point where either the crew extinguished the fire, or the ship sustained so much damage, the crew will abandon ship?

Leo, great work

Regards,
Bando

ReallyDedPoet
06-30-07, 11:17 AM
Great work on this guys, it is appreciated:up: :up:

RDP

Redwine
06-30-07, 11:38 AM
Hello Leo and Redwine,

Did remove all allied carriers from Leo NEM and it works like a charm.
You can preserve the 3 carrirs above, but you must to change the .cfg file so they looks like i wrote the line above, in this way you can have the compartements add from Leo on them, any way, you never will shoot them, they are allies, but they can be attacked by japanesse forces at your sight some time.

Allright, went on patrol and found a TF with a couple of Mogami's in it. First Mogami (hit just below the navigation bridge) triggered a tremendous secondary explosion, ship went down in 30 seconds.:up: She left a burning "spot" on the surface for about 1 minute.

Second Mogami, hit just below the crane on it's flightdeck developed a small fire and a small list to port. Went deep to avoid DD's, came up again on the other side of the Mogami and hit it on the same spot, from it's starboard side this time. (This was a TF to invade Luzon and they were probably at their destination, the whole TF did about 1 knot.) :o
This is when the new effects kicked in. The Mogami went down by the stern, several small secondary explosions were observed, but (to my estimate) at 100 meters depth a huge explosion bursted the water with fire and smoke. It was an awesome sight.
Thats the good one, too many diferent way to sink for same kind of ship...
The secondary explosions underwater was p[osible increasing the crash depth for some zones, it was an Leo idea, i dindt done that in attempt to preserve FPS, any way, many of the effects added by Leo do not cause too much influence into FPS and they are too nice.

This Stage 15 is working so nice...

I'll keep this installed and report back on occasion, it's a great visual improvement so far. One thing that I've not seen before is the amount of liferaft. When those Mogami's went down there were about 20 liferaft for each ship.
Yes some times there are many, but another times are few... and if you play more, you will see the life boats exploding in fire and smoke due to a near ship big explosion.

I have a question about fires. I know that on a sailing warship your worst nightmare is fire onboard. This is due to the fact that the crew has to firefight, the water to extinguish the fire is inside your ship, making it unstable in greater amounts, and the rule was that a fire onboard heated up with about 100 degrees celcius every minute it went unchecked. This means a ship can sink, blow up or whatever if the fire is not contained fast. I have observed several fires onboard ships in this simulation that burned for hours without any obvious effect. Is it possible to implement this. Meaning fires doing damage over time to a point where either the crew extinguished the fire, or the ship sustained so much damage, the crew will abandon ship?
Sadly this is an heritage from SH III.

Fire do not produce damage !!! very sad....

Redwine
06-30-07, 11:39 AM
Great work on this guys, it is appreciated:up: :up:

RDP

Many thanks !!

Redwine
06-30-07, 12:53 PM
Thumbs up for this superb mod! :up:

I really appreciate Redwines work, he surely knows his things:D

Sorry ... i forget to ask you...

Many thanks, it is not my job only, it is a team job we made together with PCelt, Leovampire and Bando now, and many other people you can see into the credits who helps a lot with test, many job, ideas and support. !!!

:up::up::up:

Bando
06-30-07, 01:07 PM
Hello Redwine,

I'm trying to merge as many mods as possible (well, the ones I'm using anyway). I stumbled across this torpedoe setting. I normally have Beeries RFB mod as a base to everything else. The die slowly mod alters the torpedoe settings. In RFB the dud torpedoe mod of CCIP is included. When I try to merge die slowly, it might overwright this item. I defenitely want CCIP's mod in here, adding realism.
What have you changed, so I tweak CCIP's version with (if applicable) your settings.

Reg

Bando

Redwine
06-30-07, 01:11 PM
Hello Redwine,

I'm trying to merge as many mods as possible (well, the ones I'm using anyway). I stumbled across this torpedoe setting. I normally have Beeries RFB mod as a base to everything else. The die slowly mod alters the torpedoe settings. In RFB the dud torpedoe mod of CCIP is included. When I try to merge die slowly, it might overwright this item. I defenitely want CCIP's mod in here, adding realism.
What have you changed, so I tweak CCIP's version with (if applicable) your settings.

Reg

Bando
Into torpedoes i changed only

Power, radius and impulse into all them, plus speed... into Cutty only.

Rising up the power and impulse, and cutty speed you can blend the mods... i can remember all the values, but you can read them opening the files with MiniTweaker.

Bando
06-30-07, 01:13 PM
Ok, thanks a lot:D

Bando
06-30-07, 02:09 PM
Redwine, I hope you don't mind me asking,
I can't find the tweak files for Depthcharges.dat and for DC_X_H.dat
I can only hope you have'm and did not hexedit this, because them I'm lost

Reg
Bando

Redwine
06-30-07, 02:18 PM
Redwine, I hope you don't mind me asking,
I can't find the tweak files for Depthcharges.dat and for DC_X_H.dat
I can only hope you have'm and did not hexedit this, because them I'm lost

Reg
Bando
You ask about torps, those are not torps... they are depth charges and the helgedogs.

I know IJN has not helgedogs, but any way they was tweaked into the Depth Charge mod into SH III, and how i was not sure if you can be attacked by an allied DDs if you are submerged i included them into SH IV too.

They will have not influence into the torpedo mod you are using, any way, you can remove or add files at your pleasure and explore new horizons....

About depth charges, the same, the mod is based into they behaviour, but you can remove them if you want, but remember, the stock depth charges will be very more hard.

Bando
06-30-07, 02:44 PM
I'm trying to merge die slowly into rfb with the CCIP torp mod.
Pffffff not easy, been buzy all afternoon with various mods and stuff, almost there.

Thanks for the info redwine

reg

Bando

Redwine
06-30-07, 02:48 PM
I'm trying to merge die slowly into rfb with the CCIP torp mod.
Pffffff not easy, been buzy all afternoon with various mods and stuff, almost there.

Thanks for the info redwine

reg

Bando

I soupose it is not too hard... there are not too much to chage, just few values, power, radius, impulse into torps....

Radius and impulse into depth charges....

Did the CCIP mod changes the depth charges and the helgedogs ?

If CCIP mod do that, i think so there is not too much to change there, may be we made same changes with diferent values.... you can try both set of files, CCIP and mine...

Depth charges changes will affect the sub damage model...

Bando
06-30-07, 02:54 PM
I don't know if CCIP did that, maybe not. I'm using RFB as a base mod, so all the mods with different files were easily copied to the "supermod" map.
There are a few files that have the same filename. So someone changed something in that file and someone else changed something else.
I'm just trying to merge everything, so with all the mods it's easier to install etc.
With new mods I'd be able to merge them as well. I currently have a large number of tweakfiles thanks to Websters thread and thought I could do this easily.

Fact is, it's not easy, but I'm not prepared to give up yet.

Redwine
06-30-07, 03:07 PM
I don't know if CCIP did that, maybe not. I'm using RFB as a base mod, so all the mods with different files were easily copied to the "supermod" map.
There are a few files that have the same filename. So someone changed something in that file and someone else changed something else.
I'm just trying to merge everything, so with all the mods it's easier to install etc.
With new mods I'd be able to merge them as well. I currently have a large number of tweakfiles thanks to Websters thread and thought I could do this easily.

Fact is, it's not easy, but I'm not prepared to give up yet.
1]
If you are worry about the torps, you can merge them as i wrote... just open my files, and look for power, inmpulse and radius into torps, plus speed into the cutty.

With minitweaker you can do it easy.

2]
The files mentioned above are for depth charges and helgedogs, not for torps, any way if you are worry about the changes, here may be a problem.

Sure the modder who change them, made the same changes i made, but with diferent values.

Into depth charges changes was radius, fall speeds, depth precision.

There is no tweaker file template for them, you must to hexedit.... but i think so it is not needed.

I think so you will be not able to merge them, sure changes are into same parameters, with diferent values, you cant merge the depth charges and helgedogs... i think so you must to choice one or other set of files.

Just try, teh depth charges of RFB on one hand, and mines in the other hand, and get what you feel better.

:up::up::up:

Bando
06-30-07, 03:26 PM
Yeah, I think I'll have to do that.

I just looked at your impulse for the torps, for example Mk 14 is 6000 in your file, in CCIP's it's 2000. That's a large difference. All the torpedoes are less in CCIP mod.
Was there a reason to pump these figures up for you?

Bando
06-30-07, 03:39 PM
When I look at the impulse figures of CCIP's mod, and combine this with the knowledge of your improved hitpoints for the japanese ships, I get the feeling that I'll never be able to sink a BB when I'm in a sugar boat, and with the dud percentages of CCIP's mod I'll never sink a BB in any kind of boat. This is probably historically correct. I was wondering how I managed to get such high scores, now I realise that CCIP's files were overwritten by the DS mod.:rotfl:

When I roll back the figures of the CCIP mod I'll be in big trouble trying to sink something:arrgh!:

Redwine
06-30-07, 04:16 PM
Yeah, I think I'll have to do that.

I just looked at your impulse for the torps, for example Mk 14 is 6000 in your file, in CCIP's it's 2000. That's a large difference. All the torpedoes are less in CCIP mod.
Was there a reason to pump these figures up for you?

Impulse do nothing more than move the ship...

Do not cause damage, only a big shake to the ship... you will see a light ship litterally rising up from the water with the torpedo explosion.

Redwine
06-30-07, 04:19 PM
When I look at the impulse figures of CCIP's mod, and combine this with the knowledge of your improved hitpoints for the japanese ships, I get the feeling that I'll never be able to sink a BB when I'm in a sugar boat, and with the dud percentages of CCIP's mod I'll never sink a BB in any kind of boat. This is probably historically correct. I was wondering how I managed to get such high scores, now I realise that CCIP's files were overwritten by the DS mod.:rotfl:

When I roll back the figures of the CCIP mod I'll be in big trouble trying to sink something:arrgh!:

When you blend, you walk on unknow runway, may be you can found very nice improvements, or not... it is just a matter of try and error, try and error... up to you found a point where you become satisfied...

:up::up::up:

Bando
06-30-07, 04:58 PM
So....... the damage the torp does cannot be tweaked? Is that correct?And yes, trial and fix, trial and fix is what Ive been doing all day now, it's midnight overhere and I'll quit in a couple of minutes. It is fun to do if the results show....

Redwine
06-30-07, 05:35 PM
So....... the damage the torp does cannot be tweaked? Is that correct?And yes, trial and fix, trial and fix is what Ive been doing all day now, it's midnight overhere and I'll quit in a couple of minutes. It is fun to do if the results show....

Yes... it can be tweaked, may be the problem is my bad english.

Into the files you can tweak lot of parameters, one of them is the torpedo power, another is the torpedo radius, if you reduce the torpedo radius, you stll having the same torpedo power, but the damage will not spread too much.

If you change the ships hitpoints and armor, flooding times, in combination with torpedo power and radius.... the combination of all those parameters will determine the "torpedo damage"

:up::up::up:

Bando
06-30-07, 05:47 PM
Oke Redwine, I'm getting the picture here. It's been a steep learning curve today, I'm off to bed.:cool: :88)

Thanks a lot for your patience and your explanations:up:

Regards and goodnight
Bando

Redwine
06-30-07, 05:58 PM
Oke Redwine, I'm getting the picture here. It's been a steep learning curve today, I'm off to bed.:cool: :88)

Thanks a lot for your patience and your explanations:up:

Regards and goodnight
Bando

It is nothing, you are wellcome, do not dude to ask anything you need.

:up::up::up:

ReallyDedPoet
06-30-07, 06:15 PM
I'm off to bed.:cool: :88)



http://www.subsim.com/radioroom/images/ranks/hangover.jpg

Sure you are going to bed Bando :rotfl: :rotfl:

Sorry, I could not resist :yep:

RDP

Bando
07-01-07, 01:45 AM
What an avatar. I thought the medic was bad........:rotfl:

ReallyDedPoet
07-01-07, 07:54 AM
What an avatar. I thought the medic was bad........:rotfl:

Don't forget Navy Dude:o

Sorry for the mini-hijack RW, just having a little fun :lol:

RDP

Bando
07-01-07, 10:35 AM
Hello Leo, Redwine. I think the number of liferafts is related to the number of the crew and the survival percentage. If I look at the Yamato, stock is 400 crew and leo's is about 2500 crew. With a survival percentage of 20 that makes a big difference, hence more liferafts in the water. Redwine, I've finally merged files of die slowly and CCIP's torp mod. It's hard to get to sink something, but ships do sink in a lot of different manners now. This is a good development imho. Today I hit a cruiser, it blew up like you see submarines blow up in the movies. A huge secondary "travelling" through the ship from the back to the bow. It was a great sight. This mod (die slowly) and Leo's added effects will remain in my game setup. It truely is great. BTW, Haven't heard from Leo in a couple of days, he's allright I hope??

Hawk_345
07-01-07, 11:46 AM
I want to try this mod now, but im wondering, is it jsgme ready, if i enable it through that and want to change back to original or to change mods will it be completely removed, or do i have to put it in manually and overwrite the folders?

Bando
07-01-07, 12:02 PM
You can use JSGME. The die slowly mod has some options in the folder structure, so be sure to look into that. If you remove the mod by JSGME it will leave no effect whatsoever on the gamefiles.:)

Read the readme Redwine included and you'll be fine.
It's worth the effort imo

Reg
Bando

Redwine
07-01-07, 12:22 PM
Hello Leo, Redwine. I think the number of liferafts is related to the number of the crew and the survival percentage. If I look at the Yamato, stock is 400 crew and leo's is about 2500 crew. With a survival percentage of 20 that makes a big difference, hence more liferafts in the water.

Correct... the modifications is incoming with the new .cfg files Leo had done... it is very nice to have a lot of life boats, and i do not note a significant FPS problem at all.

And as i increase the explosion range... some times, the life boats explodes by a near ships big explosion.



Redwine, I've finally merged files of die slowly and CCIP's torp mod. It's hard to get to sink something, but ships do sink in a lot of different manners now.

Nice ! :up:


This is a good development imho. Today I hit a cruiser, it blew up like you see submarines blow up in the movies. A huge secondary "travelling" through the ship from the back to the bow. It was a great sight. This mod (die slowly) and Leo's added effects will remain in my game setup. It truely is great. BTW, Haven't heard from Leo in a couple of days, he's allright I hope??

Nice to read your words... Leo is OK, is working hard like you.

Many thanks... ! :up:

I have the Stage 15 ready.... with leo adds on stock files and on Krupp's JP Ship's Dimension Fix files too...

Leo request him permission, and have it, but we cant contact him for a last check...

I just finished to play a mission, i hit an incoming carrier at 400m, it explodes at about 250m from me... the explosions, many big explosion of the carrier fuel and ammo... kills my sub.

:up::up::up:

Redwine
07-01-07, 12:28 PM
I want to try this mod now, but im wondering, is it jsgme ready, if i enable it through that and want to change back to original or to change mods will it be completely removed, or do i have to put it in manually and overwrite the folders?
The mod has the option to make many changes as optional, it isnto a folder Step by Step, this option is not posible to use with JSME, becuase the idea is you decide what changes you include and what changes not.

But in last version i added a second choice... a Ready to Use folder, you can add the mod to your installation using this folder, you must to prepare it, in example puting the containde files into this folder into a new folder made by you with a name choiced by you, then ( ithink so... becuase i do not know and not use JSME) you can apply the mod using JSME...

But this option has the default options, and you have no option to choices of any kind. Any way they are my personal preferences, works fine for me, but may be you dont like some of them, in example raar, planes and more...

Using JSME you will have not choice to select your preferences.

Files modified by the mod are not too much... ALWAYS... back up your present files, even if you decide to use JSME... !!!

:up::up::up:

Redwine
07-01-07, 12:30 PM
You can use JSGME. The die slowly mod has some options in the folder structure, so be sure to look into that. If you remove the mod by JSGME it will leave no effect whatsoever on the gamefiles.:)

Read the readme Redwine included and you'll be fine.
It's worth the effort imo

Reg
Bando

Thanks for the explanation !!! :up::up::up::up:

Bando
07-01-07, 01:00 PM
I just finished to play a mission, i hit an incoming carrier at 400m, it explodes at about 250m from me... the explosions, many big explosion of the carrier fuel and ammo... kills my sub.

:up::up::up:

This is fantastic. You should not get too close. :smug:

I'm glad Leo's allright. Hope you are to:up:

Reg

Bando

Hawk_345
07-01-07, 02:25 PM
ok thanks i will read the readme and decide then witch to use.

Redwine
07-01-07, 02:38 PM
ok thanks i will read the readme and decide then witch to use.

The step by step let you to choice or not many options.

The ready to use, not, it is ready to install, you can easy adapt it to JSME, but then you can choice nothing...

:up::up::up:

leovampire
07-01-07, 03:42 PM
it is apreciated big time!

I had a couple of home projects to do yesterday and was working on a seperate mod as well late night. I am setting up our Sub's nav maps so that it will now show in red all Jap Ports and also give you the location of all Airbases for Japs with a 2D image to see.

Also all US Ports will be in blue and all British Bases will be in Green and if it works right you will see the ports and airbases change color according to who gets control of that area. You will notice it more for Iwo-Jima and Luzon Island as well as Singapore and Java and the Solomons. Because New Guinea and Borneo the changes are far apart. But the main effect I wanted out of this was showing the Jap Airbases on our nav maps and to show people when not to go to what was their Sub base. And BTW thanks to Captain Cox for helping me with the 2D images other wise it would take me a hell of a lot longer to make it work for the Nav Maps.
He has always helped me with things I don't understand yet and offers help all the time. When the Mod is done he will be in my credit's as always.

After I have this done I will finish the work on the seperate cargo flotaions for ships and the oil and fuel ocean surface sliks the oil of course will be black as coal but the fuel will be lighter in color and semi transparent. it is just a longer process because I have to add info to the files for cargo's in the Dat file's

Hawk_345
07-01-07, 05:34 PM
really great to hear that seeing i requested the oil slick, i cant wait now for the next release.

Bando
07-01-07, 07:38 PM
Leo, good to see you back. These are some awesome ideas. The map plan is just fantastic, and did you say burning oil and fuel??? Leo, this is great. The new effects are showing.....It's awesome to see when ships go up like this. I made all mods I use into one "supermod" and was proud as one can be when it all worked. I know it's a small thing compared to what you are doing, but nonetheless I went through some scholing yesterday. Anyway, great work, I love this game Bando PS Why can't I format my text, and not add smilies? This does happen now and then. When I give an enter for a new line it won't do that....Strange

Bando
07-02-07, 06:50 PM
@ Leo and Redwine,

The New Effects Mod is stable, good looking and adds diversity in the way ships go down. It surely is a stayer on my gamesettings.

Redwine told me that fires cannot damge ships.
My question is, can flooding?

When a ship is hit and makes a list, sinks in deep by the bow, it sometimes can still make about 18 knots if it's a BB. I read somewhere that a Japanese captain drove his ship backwards because of damage like that. Is it at all possible to mod this?? I do not mean that the IJN should sail backwards, but a list should limit the ability to turn with a given speed, when sailing with the bow deep in the water the added drag should keep it from moving fast or drive itself down the waves.

Hope all is well,

Reg
Bando

leovampire
07-02-07, 11:19 PM
http://www.subsim.com/radioroom/showthread.php?t=117772

Let me know what you think please

Capt. Shark Bait
07-03-07, 01:06 AM
i'm assuming this isn't jsgme friendly, huh. i installed some from folder2, but the ready to use is a bit daunting with all those files to move around

leovampire
07-03-07, 06:26 PM
What Redwine did was make choices available so people could make a
personal choice on how much ARMOR strength and or HIT points for
the differn't JAP ship's in the game. Some people like things to be easy
others harder and more realistic.

What were you looking for to have in an easily installed MOD with JSGME?

Maybe when REDWINE release's the new VS of the MOD he will make a
Hard to sink Easy to Sink and or a Normal to sink VS's of the MOD.

Ask him and see.

Capt. Shark Bait
07-04-07, 05:08 PM
What were you looking for to have in an easily installed MOD with JSGME?

it's a pita copy/paste each file to their respective folders when there's a lot of them

leovampire
07-04-07, 05:16 PM
You have a choice and if you make a choice and play the game and don't like
the end result you can always go back and put a differn't zone armor level
in place to make it more to your own taste

Another words this is your chance to Flavor it to your own taste.