View Full Version : [REL] Die Slowly Stage 16...
Redwine
07-07-07, 12:02 PM
Hi all...
Well, here is the Version 16 of this pack of tweaks. (really more, because each stage was having many sub-stages, in example Stage 5a, 5b, 5c, 5d....)
It is a team job made from time ago with the participation of PCelt, Leovampire, Bando and me.
I will not explain too much, the mod was presented time ago, but for those who do not know it, Die Slowly was created as an attempt to fix the "domino" effect" and the "unsinkable" ships.
Oldest versions discussion topics :
Die Slowly Stage 13:
http://www.subsim.com/radioroom/showthread.php?t=114499
Die Slowly Stage 14:
http://www.subsim.com/radioroom/showthread.php?t=116948
With the time the mod was incorporating many more tweaks.
Finally it is tweaked submarines and ships damage model producing a lot of diferent ways to sink with amazing FX effects.
This stage 16 incorporates many new adds from Leovampire, a reworked Zones.cfg and ships .cfg files, producing new effects.
Reworked sub damage model too, wich makes the sub a little bit more weak, but it may be optional.
Plus it incorporates some new graphical effects.
As the Leovampire adds tweaks now the ships .cfg files, we added now a fix to compatibilize the mod for Krupp's JP Ship's Dimension Fix Users...
Leo ask him for permision time ago, and Krupp gives his agree, i asked him too.
Many thanks Krupp !
Die Slowly do not need Krupp's mod to works, but touch its files, so is is a bad problem for Krupp's mod users, wich needs to make a blend, then we add a small pack with the common files compatibilized.
Full credit for Krupp for his job and his lines into the .cfg files.
A full version wich not use the Krupp's files is present as default version.
The mod has two installations, one Step by Step, giving you the choice to select many optional intallations, and a Ready to Use one, wich can be used as copy and paste option, or into JSME.
Thanks to all people supporting this mod with their interst and participation into the forum, adding ideas, opinions and help, all them are mentioned into the credits...
Special thanks for PCelt, LeoVampire, and Bando.
Enjoy the mod...
DOWNLOAD :
Die Slowly Stage 16 :
(for v1.2, any way it works fine on v1.3 but needs some adjusts, consider this mod as a v1.2 one)
http://hosted.filefront.com/Redwine
http://files.filefront.com/Die+Slowly+Stage+16zip/;7987360;;/fileinfo.html
GakunGak
07-07-07, 12:45 PM
Downloading now!:rock:
Is this final release or more yet to come?
CaptainHaplo
07-07-07, 01:02 PM
Redwine - mind getting with me on some Damage issues? Have you guys found the key for how external damage carries over to internal? I thought it was the rebound value - but that turned out to be false. Is there a moddable variable for controlling that?
Heck - since I am posting - anyone got the answer?
Thanks!
Redwine
07-07-07, 01:49 PM
Downloading now!:rock:
Is this final release or more yet to come?
Almost yet... it is a "neverneding story" :rotfl::rotfl::rotfl:
Sure more changes (improvements ?) are incoming... :up:
Patch v1.3 is incomming, sure it will ruin all this job... and we need to start up a new time.
ReallyDedPoet
07-07-07, 01:56 PM
Thanks RW and the rest of the crew , I will d\l this at work where I have high speed :yep:
RDP
Mechman
07-07-07, 01:58 PM
Does this include the oil slicks mod?
Redwine
07-07-07, 02:01 PM
Redwine - mind getting with me on some Damage issues? Have you guys found the key for how external damage carries over to internal? I thought it was the rebound value - but that turned out to be false. Is there a moddable variable for controlling that?
Heck - since I am posting - anyone got the answer?
Thanks!
Hi Capi... please check PM.
And... many thanks for your help ! :up:
Redwine
07-07-07, 02:02 PM
Thanks RW and the rest of the crew , I will d\l this at work where I have high speed :yep:
RDP
Many thanks ... you are welcome.
Try and comments, comments are very apreciated to introduce new changes... :up::up::up:
CaptainCox
07-07-07, 02:03 PM
Smashing work guys! :up: . Just have to figure how to port this with all the conflicts i will have using this one :p
Anyhow just did a clean install of VISTA here (had Dual boot before) Man the game runs so much better and i actually have the sun glare/flare! (using nHancer)
Redwine
07-07-07, 02:03 PM
Does this include the oil slicks mod?
Yes... it includes the add of oil slicks in flames introduced by LeoVampire.
:up::up::up:
Redwine
07-07-07, 02:06 PM
Smashing work guys! :up: . Just have to figure how to port this with all the conflicts i will have using this one :p
Yes... i know, to blend mods is some times a little bit hard, do not dude to request help if you need it !!
Any way, this mod do not touched too much files, and much of them are not complex to rework. :up::up::up:
leovampire
07-07-07, 02:10 PM
Yet no just the ocean surface fire effect's and simulated oil and fuel cargo as I was working on the NAV map mod for Airports for a week or so and a project with getting the Jap Subs into our games with some new missions for it. But I promise that as soon as the graphics are done for the fuel and oil I will release it for an easy JSGME install to work in conjunction with Die Slowly 16. Just down load and activate type of MOD. If all goes well I should have it done this week sometime. But in the mean time you will get the fire effects and fire trails from Tankers and engine rooms and fuel bunkers.
Does this alter the torpedo SIM file, or just the zon file? If it's just the latter, I can still use the hardcore torpedos which only alters the sim file (error %s, arming distance, etc).
tater
Redwine
07-07-07, 03:27 PM
Yet no just the ocean surface fire effect's and simulated oil and fuel cargo as I was working on the NAV map mod for Airports for a week or so and a project with getting the Jap Subs into our games with some new missions for it. But I promise that as soon as the graphics are done for the fuel and oil I will release it for an easy JSGME install to work in conjunction with Die Slowly 16. Just down load and activate type of MOD. If all goes well I should have it done this week sometime. But in the mean time you will get the fire effects and fire trails from Tankers and engine rooms and fuel bunkers.
Good to know more improvements are incoming Leo... :up:
Redwine
07-07-07, 04:01 PM
Does this alter the torpedo SIM file, or just the zon file? If it's just the latter, I can still use the hardcore torpedos which only alters the sim file (error %s, arming distance, etc).
tater
Yes it touch the .sim and .zon files.
You have some options...
1]
Do not install the torpdoes files.
2]
Compatibilize the mod, adding Die Slowly changes on your files.
This was asked some days ago, just open torpedo files from Die Slowly and take note of the values for :
.zon File :
######
MinEF
MaxEF
MinRadius
MaxRadius
.sim File :
######
impulse
speed
range
Here into the .sim files, the changes i made was the impulse, wich DO NOT affect damage, only the visual effect of the explisve wave moving the ships.
And the speed for the Cutty MK-27
All other speeds and ranges are taked from the web or are from stock and may be so similar to any other mod.
Any way, the most important for the Die Slowly damage model are the chnages into .zon...
If you use other .zon settings, the mod behaviour will change...
And... after all you can blend the mod with the other mod, blending files or blending settings at your pleasure, and may be you can discover new good behaviours.
Does this alter the torpedo SIM file, or just the zon file? If it's just the latter, I can still use the hardcore torpedos which only alters the sim file (error %s, arming distance, etc).
tater
He Tater, the other day when I was merging a lot of mods into one supermod I found that die slowly had overwritten curtain files of beery's RFB. You'll have to add the differences manually to keep CCIP's torp mod alive and kicking. I'm at work right now, no access to my game rig, but if you want I'll give it a look tomorrow and tell what changes I've made. It's not a lot of work though.
Reg Bando
I just made a version of die slowly and a version of my campaign compatible with each other.
I hit a merchant, and it was on fire, then it CTDed on me. It wasn't anything I changed, since i only made sure the SC and MS were set to type=1.
I need to try again.
Redwine
07-07-07, 04:28 PM
I just made a version of die slowly and a version of my campaign compatible with each other.
I hit a merchant, and it was on fire, then it CTDed on me. It wasn't anything I changed, since i only made sure the SC and MS were set to type=1.
I need to try again.
May be some kind of uncompatibility with som of your installed mods.
May be into your campaign you are using new ships, or modified planes load out in carriers ?
To know, wich kind of install did you used ?
And... what are you refering with SC and MS set to type=1 ?
Oh, I have the Subchaser (SC) and Minesweeper (MS) set to be "type=1" in the cfg and roster. This separates the subchaser from the dumb coastal boats ("patrol craft") and also allows the MS to function as an escort (which it often did in RL) since type=5 won't do that.
Easy change, I just changed the type in your cfg for each to 1.
I checked all the mods I had running, and none used the same files, JSGME didn't warn me any were used by other mods as well.
Redwine
07-07-07, 09:38 PM
Oh, I have the Subchaser (SC) and Minesweeper (MS) set to be "type=1" in the cfg and roster. This separates the subchaser from the dumb coastal boats ("patrol craft") and also allows the MS to function as an escort (which it often did in RL) since type=5 won't do that.
Easy change, I just changed the type in your cfg for each to 1.
But... did you solved/fixed the CTD with that ?
No, I did that even before I launched it.
The CTD seemed effect related.
Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.
This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
Mechman
07-07-07, 10:49 PM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
Leo ask him for permision time ago, and Krupp give it, but was imposible for us to contact him fro recheck...
Hi,
My apologies for not been checking messages lately. Work and a 5 month old boy takes all my time at the moment.
If you still have a need to use dimension fix-mod, of course you can use it :)
Thanks for your hard work fellas.
Bluesub 6
07-08-07, 03:12 AM
Hi, Redwine
do you now create a new version of your mod?
Redwine
07-08-07, 07:05 AM
No, I did that even before I launched it.
The CTD seemed effect related.
Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.
This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
We need to explore this, i need to discover what changes you had done into your installation to cause it..
Was you using a saved mission or single mission ?
If yes, please try into a fresh campaign.
Did you added some extra ship ?
Please stay tuning here, i need to discover it to discover a compatibilization.
:up::up::up:
Redwine
07-08-07, 07:07 AM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
Hi Mechman... i touched only grphics, and nothing related to the particles files.
What file is touched by the smoke speed fix ?
I think so any of the Die Slowly files touched it...
Please comment.
Redwine
07-08-07, 07:08 AM
Leo ask him for permision time ago, and Krupp give it, but was imposible for us to contact him fro recheck...
Hi,
My apologies for not been checking messages lately. Work and a 5 month old boy takes all my time at the moment.
If you still have a need to use dimension fix-mod, of course you can use it :)
Thanks for your hard work fellas.
Lot of Thanks , Krupp !!!
:up::up::up:
Redwine
07-08-07, 07:13 AM
Hi, Redwine
do you now create a new version of your mod?
Yes ... BlueSub, is is the Stage 16, the last release was the Stage 14.... and Stage 16 may be the version number between 25 or 30.
Stage 15 ws for testing not a public release.
Leo has some news to add, and a satge 17 for test is incoming and a Stage 18 for release too.
This version Stage 16, has many new in relationship with the old Stage 14, Leo add a compartement distribution and load up dicriminated into almost all ships.
These changes cause more diferent effects and ways to sink.
Sub was made more weak, and some new torpedo splashes effects was added.
Redwine
07-08-07, 07:20 AM
No, I did that even before I launched it.
The CTD seemed effect related.
Ship/mission CTDs (I have a lot of experience with them) invariably happen when the unit gets inside the render range as they go from abstract "dot on a map" to rendered groups.
This happened during an explosion, there were no other ships since it was pouring rain, and I only knew the target was there due to radar.
One posibility is... this happens due a loss or lack of a texture ....
Did you chnaged any texture ?
Did you used the complete zones.cfg file of the mod or you made a crop of it ?
Did you changed the particles file by some other mod ?
I can send my particles file to you for test...
Redwine
07-08-07, 07:23 AM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.
It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
Bluesub 6
07-08-07, 08:55 AM
OK, thanks. SH4 is whithout Mods(yours too) like an Unfinished Symphony.
Mechman
07-08-07, 02:29 PM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.
It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
The rest of the smoke is fine, but the orange-yellow stuff off the burning fuel will be hauling ass compared to the burning ship in front of it.
WernerSobe
07-08-07, 05:10 PM
@Redwine and Leo. can you guys take a look at my latest mod? Its been renamed to Natural Sinking Mechanics. Ive reworked antire damage system and eliminated all hitpoints damage. Tell me what you think there is a single mission included for easy testing. thanks.
WilhelmTell
07-09-07, 05:31 AM
Sounds very interesting. A few screenshots of the new effects would be fine though. Would you please post some ?
Regards
Hello WernerSobe,I see the changes made to the zones.cfg are extensive. Because I have everything merged into one "supermod" I'll have to tweak all this in manually. In the Sea map I noticed you tweaked the *.zon files of the ships. I do not have any tweakfiles for the ships *.zon files. Is it possible to upload them??RegBando
Redwine
07-09-07, 07:38 AM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.
It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
The rest of the smoke is fine, but the orange-yellow stuff off the burning fuel will be hauling ass compared to the burning ship in front of it.
Hi Mechman... please, my english is very limited, can you post a screen of the effect you are talking about ?
Are you refering to the fire colour... i tweaked them, to have a more vivid colours... but if you dont like them, you can reinstall the original files to rid off them.
But if you are refering to tha base of the smoke, wich is tinted of orang and later in the stack is yellowish, and later grey... it is into another files... if i am not wrong i do not touched them.
:up::up::up:
Redwine
07-09-07, 07:40 AM
@Redwine and Leo. can you guys take a look at my latest mod? Its been renamed to Natural Sinking Mechanics. Ive reworked antire damage system and eliminated all hitpoints damage. Tell me what you think there is a single mission included for easy testing. thanks.
Hi Werner...
Many thanks to stay here... :up:
Sadly we received bad news about the leo health... :oops: he may be at hospital, we have no news today. :hmm:
I will try your files...
Redwine
07-09-07, 07:46 AM
Sounds very interesting. A few screenshots of the new effects would be fine though. Would you please post some ?
Regards
Effects are near the same as into early version, the matter is they happens more often and more intensive. And Leo made a new compartement distribution into the ships files. You can see them into the early versions screen shots above.
The only really new effect are the torpedo splashes, they are two choices, and both are new effects.
The base of the smoke was changed from brown/grey to white/grey.
And a new main torpedo splash is added, you have tro choices, white and green/black, and white and brown/grey.
There are screens shots into the mod.
The new way with more frecuent effects may be made the ships a little bit more easy to sink as in early version, please report your opinion.
:up:
Mechman
07-09-07, 01:38 PM
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
Hi Mechman... i touched only grphics, and nothing related to the particles files.
What file is touched by the smoke speed fix ?
I think so any of the Die Slowly files touched it...
Please comment.
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods. But on the subject of incompatible mods, how about trying to get permission to put the battery life fix in die slowly?
Redwine
07-09-07, 02:39 PM
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods.
Fine... !
But on the subject of incompatible mods, how about trying to get permission to put the battery life fix in die slowly?
Not needed, i made my own many time ago, a battery fix is included from Stage 1.
Read the first page of the topic from the Stage 13 release, Krupp and Kakemann asked the same...
Read the explanation there...
http://www.subsim.com/radioroom/showthread.php?t=114499
May be it has different values as CCIP Battery Fix, but it is a Fix after all, and values seems to be more than enough, almost more than in real life.
May the diference is, if i am not remembering bad... i adjusted the max range submerged at 2knots, then if you use any speed above 2 knots your max range will be reduced dramatically.
I done that, because 2 knots is the silent runing speed i use, very near to a real silent running speed, wich may be was 1.5 knots.
So if you are habituated to use higher speeds submerged, you must to be ware about it, you will obtain the max range at 2knots. Above (or under) that speed your max range will be reduced.
Redwine
07-09-07, 02:45 PM
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods.
Did you use JSME ?
Mechman
07-09-07, 03:12 PM
Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
Redwine
07-09-07, 03:19 PM
Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
That is the reason i dont use JSME.
Any way, you do not need to roll back any mod, just install Die Slowly over, and if you dont like it, you can roll back Die Slowly and have your original installation back another time.
I am right ? I am not user of JSME, so may be i am not the best to explain how it works...
:up::up::up::up:
ReallyDedPoet
07-09-07, 08:42 PM
The more I use this mod the more I like it RW :yep:, great work:up::up:
RDP
Mechman
07-09-07, 10:50 PM
Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
That is the reason i dont use JSME.
Any way, you do not need to roll back any mod, just install Die Slowly over, and if you dont like it, you can roll back Die Slowly and have your original installation back another time.
I am right ? I am not user of JSME, so may be i am not the best to explain how it works...
:up::up::up::up:
The mods won't do anything but screw with your mod, since their files will be mostly overwritten.
Redwine
07-10-07, 07:09 AM
The mods won't do anything but screw with your mod, since their files will be mostly overwritten.
JSME is a great program, but when you have installed too many mods, you must to be careful using it.
Along the time, i remember lot of problems reported on many mods, and finally they was caused by a wong use of JSME.
When you made an installtion by copy and paste, you are sure wich files you modified... it is easy to roll back them, but if you click into wrong place into JSME, and you do not note it, it become so hard for you to know what you done and what files you neeed to roll back...
Redwine
07-10-07, 07:13 AM
The more I use this mod the more I like it RW :yep:, great work:up::up:
RDP
Many thanks for comment... ! :up:
Our intemption is to have a balanced diferent ways to sink... not always the same rutine as into stock, for ships. Plus attempt to eliminates the neversinking or unsinkable ships.
For sub the intemption was to eliminates the domino effect, and it is not eliminated but atenuated in a very interested way... and IMHO, how it is, it is more interesting that to eliminate it completelly.
:up::up::up:
WilhelmTell
07-14-07, 06:08 AM
Just want to ask if you guys are working on a new version campatible to 1.3 ?
Or is the actual Stage 16 already working fine with 1.3 ?
Keep up the good work !
Regards,
Tell
Redwine
07-14-07, 10:30 AM
Just want to ask if you guys are working on a new version campatible to 1.3 ?
Or is the actual Stage 16 already working fine with 1.3 ?
Keep up the good work !
Regards,
Tell
I was not at home from few days ago WilhemTell... sorry for no response.
We was working on new improvements, but the release of the v1.3 patch stops the job...
At first i need to made my installation a v1.3... wich can take me many time, i have most of the trillion mods, just personalized, it means with my persoinal changes...
I need to re- make the installation... when done, i need to play it.
I am very satisfied with v1.2 except for the AI Sensors.
The game like it is with v1.2 is very nice.
Sure a v1.3 version is incomming but it will take time because i need to make a slow and creful install to preserve my installed mods and personalizations.
Any way, Die Slowly do not touch main files, may be it can be applied over the v1.3, may be a CTD is spected if the new patch added new ships, but it sure can be managed well...
And... any way, if you made a good back-up, and or use JSME, you can try it and comment results....
If you or any body, take the challenge to try, please comment...
I need to have a program to check wich files was thos introduced by v1.3 only, because the patch sure contains the files of v1.1 plus, v1.2 plus v1.3.... the patch can be applied over the v1.0 installation.
Not sure if a V1.2 to v1.3 will be abalable...
I need to download the offical final parch today....
Best regards, and many thanks for intersting... :up::up::up::up:
ReallyDedPoet
07-18-07, 06:29 AM
Alright RW, was not sure about compatability, so I will try the latest Die Slowly over 1.3, see what happens.
Thanks:up:
RDP
Redwine
07-18-07, 10:07 AM
Alright RW, was not sure about compatability, so I will try the latest Die Slowly over 1.3, see what happens.
Thanks:up:
RDP
There is not main problems... the v1.3 introduce new ships dimension fix into the first lines of the ships's .cfg files.
But Die Slowly has files for similar fix made by Krupp.
I traslated the new Dev. Team lines into the Die Slowly files, and i am waiting for the new job from Krupp as a second option for the next version.
Another factor is v1.3 introduced some new ship's .sim files and in some cases like Fuso, this new file seems to make the BB more easy to sink.
But in general... there is nothing causing CTD or similar.
Any way... I am working in the next version...
Hello Redwine,
I found all graphic add ons are working just great with 1.3. :up: :up:
As far as the ships, I copied the 2d compartments made by Leovampire into the new 1.3 ship.cfg files. This way the zones.cfg can display the damage. Been a lot of work, but it works just fine. :up: :up:
I also worked the hitpoints into the ship files
Leo will probably be out of hospital by the end of the week, good news. :up: :up:
ReallyDedPoet
07-18-07, 04:08 PM
Any way... I am working in the next version...
Nice to here:up:, I was getting used to this before 1.3, anyway as mentioned I am going to install and see how it goes later tonight.
RDP
nimitstexan
07-27-07, 09:50 AM
So, how does stage 16 work with 1.3?
JochenHeiden
07-27-07, 06:49 PM
Any word on how this mod is looking for 1.3?
chopped50ford
07-27-07, 07:19 PM
comparison to Realistic Ship Sinking Physics Mod?
switch.dota
07-27-07, 07:24 PM
So far I don't know is this actually works on 1.3 let alone hoiw it compares to a similar mod out there.
Redwine
07-28-07, 07:39 AM
Leovampire into the new 1.3 ship.cfg files. This way the zones.cfg can display the damage. Been a lot of work, but it works just fine. :up: :up:
I also worked the hitpoints into the ship files
Leo will probably be out of hospital by the end of the week, good news. :up: :up:[/quote]
Correct, graphics works fine on v1.3 but ships destruction needs reworks.
DDs are now strong and BBs become weak with v1.3.
Any way... I am working in the next version...
Nice to here:up:, I was getting used to this before 1.3, anyway as mentioned I am going to install and see how it goes later tonight.
RDP
Same res[onse as for Bando. :up:
So, how does stage 16 work with 1.3?
Die Slowly Stage 16 is a V1.2 Mod...
Works on V1.3 but some things not as it was intended...
I am not sure if a dedicated v1.3 will be out... i am really thinking into roll back my installation to v1.2 install...
Any word on how this mod is looking for 1.3?
Same response as for Nimits... the mod works on v1.3 but not as it was intended... the DDs are so strong and BBs are so weak.
As wrote above, i am working on it, but i am thinking to roll back all my game installation to V1.2, i am not ready to shoot 6 torps in the bow of a DD and it make non sense about that.... so may be ... wil be not a v1.3 compatible version.
Super armored DDs Bow and Stern are an anoying bug.
comparison to Realistic Ship Sinking Physics Mod?
It is complex to do, but basically both mods tweaks the ships sinking behaviour, but Die Slowly tweaks the sub sinking behavior too, plus some survavival factors and graphic effects.
In the common tweaked factors of both mods, Realistic Ships Sinking Phisics rised up the hit points ata a level they are not more impoprtant to sink a ship, and the ships sinks by flooding.
Die Slowly increased the hit points but maintain them at a level you are able to reach ... so if you want a quick destroy, you can reach it expending more torps. In example, in Realistic Ships Sinking Phisics you can expend many torps and you will have not a instant kill, ship will sinks by flooding very slowly.
In Die slowly if you expoend few torps, the ships will scape and never sinks, you you expend more, a medium quantity, the ship can sink by flooding very slowly half hour, or one hour later, even far away of your sight, but if you increased the torps quantity, you can reach the hitpoints and get an instant kill.
One example on CA, 1 torps, never sinks, 2 torps, sinks by flodding half hour later, 3 torps, instal kill under masive explosions.
This values are never the same, some times you can have a instant kill by a single torps if you hit a critical zone, critical probabilities are always still present.
Die Slowly produce a wide maners to sink, some times same ship can be killed by a single torp into an ball of fire, but 1000km away, the same ship, with diferent load up, may need 5 torps, and may sinks so slowly, or may scape with 3.
Things become so unpredictables.
So far I don't know is this actually works on 1.3 let alone hoiw it compares to a similar mod out there.
As wrote above, yu can install it on V1.3, but sub will be too strong, some ships as DDs will be too strong, ships as BBs will be so weak, and some optional improvements are not needed any more, like as radar improvements made for v1.2 wich are covered on v1.3.
For use on V1.3, a really dedicated and compatible version is needed, but i am not sure if it will be, i just near to decide to roll back my install to v1.2, i was not able to slove the super armored DDs bow and stern, it make the game to loss some interest to shoot 6 torps into a DDs bow and it make non sense ....
...hoiw it compares to a similar mod out there.
Read response for Chopped
FWIW; What I've done concerning hitpoints is copy the increased hitpoint *.zon files from the SEA map to my MODmap. Furthermore, as die slowly was based on the dimension fix of 1.2, I changed the config files to have the 2d compartments in there and the right (1.3) dimensions for the ship. I've done this file by file, a lot of work.
The result in my setup is that the hitpoints are increased for capital ships, decreased for DD's, the 2d compartments are added and the dimensions do not need the fix of 1.2 anymore.
As a result of this, the tweaking of the zones.cfg file is much more complicated and gives better results AFAIC.
Hope this helps a bit
Edit:
BTW all the graphical stuff from die slow works great in 1.3. The fire fx, torpedo splash etc.
nimitstexan
07-28-07, 08:36 AM
I believe the fixes in SH 1.3 outweigh any bugs introduced.
Either way, for the time being I am using the .zon files from Die Slowly for warships, default for cargo ships (hit points should still be an option for sinking) ,and the Zone.cfg from NSM 2.6. I think that is the best of the both worlds right now.
One question: what exactly is the effect of the 2D Compartments in the .cfg files? Do they affect the actual damage model, or are they for visual effect purposes only?
leovampire
07-28-07, 04:48 PM
each compartment in the center of the hull properly so you can see a hole on the ship and what is inside! See I found if there is a blank space behind the hull area you do not get a hole at all the game achnolodges the hit and acts like there is a hole but dosn't show one.
But if what I am trying to do right now actualy works they will soon corespond with areas set up in the Zone's file for each individual class of ship!
Instead of saying ammo bunker they will say CAAmmo bunker and CLammo bunker and dd ammo bunker and so forth then have settings in the Zone's file for each of the class fo ships so now sinking times and explosions can be changed and set more for each type of ship!
But it is time consuming like most things because there is an order of creation to make it all work.
chopped50ford
07-28-07, 06:32 PM
I believe the fixes in SH 1.3 outweigh any bugs introduced.
Either way, for the time being I am using the .zon files from Die Slowly for warships, default for cargo ships (hit points should still be an option for sinking) ,and the Zone.cfg from NSM 2.6. I think that is the best of the both worlds right now.
One question: what exactly is the effect of the 2D Compartments in the .cfg files? Do they affect the actual damage model, or are they for visual effect purposes only?
what are you using to make thse changes?
Redwine
07-28-07, 08:13 PM
FWIW; What I've done concerning hitpoints is copy the increased hitpoint *.zon files from the SEA map to my MODmap. Furthermore, as die slowly was based on the dimension fix of 1.2, I changed the config files to have the 2d compartments in there and the right (1.3) dimensions for the ship. I've done this file by file, a lot of work.
The result in my setup is that the hitpoints are increased for capital ships, decreased for DD's, the 2d compartments are added and the dimensions do not need the fix of 1.2 anymore.
As a result of this, the tweaking of the zones.cfg file is much more complicated and gives better results AFAIC.
Hope this helps a bit
Edit:
BTW all the graphical stuff from die slow works great in 1.3. The fire fx, torpedo splash etc.
Many thanks Bando... ! :up:
Yes... similar tweaking made for v1.3 ready version... the 2D zones added by Leo, was copied to the new ships dimension of v1.3, plus there is a version with Krupp's ships dimensions too...
Sub was made more weak...
Radar improvements was eliminated due to the new v1.3 radar.
And all warships are much more hard to sink... same as you made.
All the zones.cfg was reworked.
The problem are two anoying things...
The sinking DDs when raming periscope... i was able to fix it, but sadly it make more strong the DDs, and the strong DDs is the second problem... so if you fix one, you ruins the other.
Plus if you adjust well Dds, some BBs goes out of tweaks... and if you adjusts well BBs, you ruins DDs...
I am attempting to reach a well good balance... preserving the sinki by flooding, the sink by hitpoints and the FX effects.
Redwine
07-28-07, 08:18 PM
I believe the fixes in SH 1.3 outweigh any bugs introduced.
Either way, for the time being I am using the .zon files from Die Slowly for warships, default for cargo ships (hit points should still be an option for sinking) ,and the Zone.cfg from NSM 2.6. I think that is the best of the both worlds right now.
Yes... v1.3 is great but introduce some headaches... ! :rotfl:
Hitpoints are maintained on Die Slowly... if you shoot few torps than needed, the ships can survive or may be sink by flooding many minutes later... but if you shoot more than enough torps, the ship must to be destroyed.
If you shoot a half dozen of torps on a medium merchant, it can not stay floating many hours, its keel was erased and the ship must to be destroyed and sinks quickly... that is the function of the hitpoints.
One question: what exactly is the effect of the 2D Compartments in the .cfg files? Do they affect the actual damage model, or are they for visual effect purposes only?
Asked above in this page by Leo...
Redwine
07-28-07, 08:21 PM
what are you using to make thse changes?
Some files as the ship's .cfg files, or Zones.cfg file can be edited by notepad.
Others like as .sim, .zon needs a Hexagesimal Editor... or the Minitweaker program from TimeTraveller... but with this program you need the corresponding dedicated template for each file to edit.
Concerning the DD's ramming me, I can be brief. I don't know if it happened regularly, I guess not, but I'll make sure that ingame it won't happen to me. For me the hitpoints should be optimised for torpedo attacks and torpedo attacks only. Guns were rarely used, and as Tater and Beery showed us, they did not much damage at all. Ramming ships or being rammed is not that common imho, so it should not be considered as relevant.
The way ships sink will perhaps never be properly reproduced in a computersim, but WernerSobe, Redwine and Leovampire are doing a great job in offering options to players. I believe this is an ongoing process and eventually will yield results. :up:
chopped50ford
07-29-07, 01:39 AM
The V.16 has it listed under 1.2....is this a typo or is it ready for 1.3?
WilhelmTell
07-29-07, 01:49 AM
@ chopped50ford
Originally Posted by nimitstexan
So, how does stage 16 work with 1.3?
Die Slowly Stage 16 is a V1.2 Mod...
Works on V1.3 but some things not as it was intended...
I am not sure if a dedicated v1.3 will be out... i am really thinking into roll back my installation to v1.2 install...
This should be the answer to your question.
Tell
Redwine
07-29-07, 06:49 AM
The V.16 has it listed under 1.2....is this a typo or is it ready for 1.3?
Hi... :up:
Stage 16 is a v1.2 mod... NOT v1.3.
Works on v1.3.... do not cause CTD, but needs a reworks to be adapted to the new files on v1.3. I example, do not contains the v1.3 ships dimension fix, only contains the Krupps ships dimension fix.
The radar fix is not needed any more.
Warships are too weak, neeeds rework.
The new Krupps dimension fix needs to be added.
And there are two game bugs, i am attempting to solve, the raming DDs and the strong DDs.
The problem is if i solbe one, in example the raming DDs.... they become more strong even increasing the second bug... i am stuck on this, to make the DDs normal, i need to decline the raming DDs to be fixed.
And even with this... some DDs bows are armored like as a battleship...
:up:
This should be the answer to your question.
Tell
Many thanks Tell ! :up:
chopped50ford
07-29-07, 02:20 PM
Thanks, I did try to run the mod and I CTD'd.
I am running the following Mods:
Added a couple sound files to replace existing
V 1.3 Patch
Trigger Maru 1.4
Less water limber Holes
Small Seabed rocks
Small Seabed plants
Medium Seabed plants
360 Bearing Plotter
Map Table Mod 1.3
Muzzle Flash 1.1
Foobor's High Res Gato - Weathered
I put the Die slowly V16; which had no conflicts with other mods, and I got the CTD. I am going to try again to see what happens.
Anyone see any possible conflict that would cause CTD?
Thanks 'Tell and Redwine for the feedback.
Redwine
07-29-07, 04:05 PM
Thanks, I did try to run the mod and I CTD'd.
I am running the following Mods:
Added a couple sound files to replace existing
V 1.3 Patch
Trigger Maru 1.4
Less water limber Holes
Small Seabed rocks
Small Seabed plants
Medium Seabed plants
360 Bearing Plotter
Map Table Mod 1.3
Muzzle Flash 1.1
Foobor's High Res Gato - Weathered
I put the Die slowly V16; which had no conflicts with other mods, and I got the CTD. I am going to try again to see what happens.
Anyone see any possible conflict that would cause CTD?
Thanks 'Tell and Redwine for the feedback.
Looking your installed mods, sure the conflict is with Trigger Maru 1.4... may be added units or added planes, added planes on units (carriers/cruisers/battleships), or may be some sea unit changed.
chopped50ford
07-29-07, 06:49 PM
so this is not compatable with TM 1.4?
leovampire
07-29-07, 07:21 PM
it says he uses elements from this and real sinking mechanics already that is where your ctd is if you use any of those super mods you have to do a lot of reading to see exatly what they do plus some dates of entry and exits have changed with that mod where as we don't touch any of that stuff in Die Slowly
chopped50ford
07-31-07, 05:20 PM
Im sorry, but Im not very "computer Program" Savy.
The info that goes back and forth looses me quickly.
In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
Redwine
07-31-07, 06:48 PM
Im sorry, but Im not very "computer Program" Savy.
The info that goes back and forth looses me quickly.
In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
Hi Chopped...!!
At first, take in account it is a v1.2 mod... will not cause a CTD on vanila v1.3 game, but you will found DDs so strong and BBs so weak, plus you can found the sub too strong. Plus some things are not more needed as the included Radar Fix...
I am working to found an aceptable balance.
You can install it ant eny time, but you need to back to port to the program load up the changes. It will works on the next campaign mission.
:up:
DayWalkerRUS
08-01-07, 02:55 AM
Redwine
When the output of the new version " Die Slowly Stage " is expected?
Redwine
08-01-07, 06:54 AM
Redwine
When the output of the new version " Die Slowly Stage " is expected?
Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.
The DDs armored as battleships is unaceptable for me.
WernerSobe
08-01-07, 11:05 AM
Im sorry, but Im not very "computer Program" Savy.
The info that goes back and forth looses me quickly.
In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
The problem is with trigger maru or to be exact with its campaign layers. They have changed entry dates of some ships and this does not match with the roster of die slowly. That causes a CTD because TM tries to spawn ships that do not exist at that time.
There are only a couple ships with roster dates changed. Agano, and Akizuki. Otherwise "generic" CL and DD calls in the missions overpopulate with those 2 ships, and they were RARE.
In addition, the SC and MS have their "type" changed from 0 and 5 to type 1 for both. This allows me to call for a generic "corvette" to have escorts that aren't all DDs without explicitly naming each type (also the MS won't escort as type=5).
Once things settle down a little, I can always make a compatible version. Right now the campaign is still beta, so adding confounding problems maes testing it hard.
tater
ReallyDedPoet
08-01-07, 01:12 PM
Redwine
When the output of the new version " Die Slowly Stage " is expected?
Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.
The DDs armored as battleships is unaceptable for me.
Sorry to hear this RW ^^^, hopefully it can be figured out, but understand where you are coming from.
RDP
Redwine
08-01-07, 01:29 PM
Im sorry, but Im not very "computer Program" Savy.
The info that goes back and forth looses me quickly.
In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
The problem is with trigger maru or to be exact with its campaign layers. They have changed entry dates of some ships and this does not match with the roster of die slowly. That causes a CTD because TM tries to spawn ships that do not exist at that time.
Many thanks WernerSobe... that is correct, some changes made by other mods like that, change son planes, airgroups sure will cause CTD... I made the job on stock files. :up:
Redwine
08-01-07, 01:30 PM
There are only a couple ships with roster dates changed. Agano, and Akizuki. Otherwise "generic" CL and DD calls in the missions overpopulate with those 2 ships, and they were RARE.
In addition, the SC and MS have their "type" changed from 0 and 5 to type 1 for both. This allows me to call for a generic "corvette" to have escorts that aren't all DDs without explicitly naming each type (also the MS won't escort as type=5).
Once things settle down a little, I can always make a compatible version. Right now the campaign is still beta, so adding confounding problems maes testing it hard.
tater
Thanks a lot for the info and interesting Tater ! :up:
Redwine
08-01-07, 01:39 PM
Redwine
When the output of the new version " Die Slowly Stage " is expected?
Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.
The DDs armored as battleships is unaceptable for me.
Sorry to hear this RW ^^^, hopefully it can be figured out, but understand where you are coming from.
RDP
I dindnt abandoned the job yet...
The matter is, the changes works fine on single missions, in example i am able to make holes on the DDs bows in single missions, but when go to the campaign, nothing works the same... the DDs bows become armored as a battleship...
Look at this, it is a Fubuki Class, it was at my 000 bearing.... i shoot a MK-14....
A big hole in the bow and ship sinks...
In campaign, the same Fubuki can resist many impacts and non sense, no damage at all... in campaign it is imposible to damage the bow... but in a single mission, it works fine.
http://img176.imageshack.us/img176/6238/sh4img182007152141437bn9.th.jpg (http://img176.imageshack.us/my.php?image=sh4img182007152141437bn9.jpg)
ReallyDedPoet
08-01-07, 01:53 PM
Redwine
When the output of the new version " Die Slowly Stage " is expected?
Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.
The DDs armored as battleships is unaceptable for me.
Sorry to hear this RW ^^^, hopefully it can be figured out, but understand where you are coming from.
RDP
I dindnt abandoned the job yet...
The matter is, the changes works fine on single missions, in example i am able to make holes on the DDs bows in single missions, but when go to the campaign, nothing works the same... the DDs bows become armored as a battleship...
Look at this, it is a Fubuki Class, it was at my 000 bearing.... i shoot a MK-14....
A big hole in the bow and ship sinks...
In campaign, the same Fubuki can resist many impacts and non sense, no damage at all... in campaign it is imposible to damage the bow... but in a single mission, it works fine.
http://img176.imageshack.us/img176/6238/sh4img182007152141437bn9.th.jpg (http://img176.imageshack.us/my.php?image=sh4img182007152141437bn9.jpg)
I understand you have have not abandoned, thanks for the explanation :yep:
RDP
nattydread
08-03-07, 12:39 AM
Will this mod cause problems with WernerSobe's 'Realistic Sinking Mod'?
Is it possible to just get the sub's tweaks?
Redwine
08-03-07, 07:39 AM
Will this mod cause problems with WernerSobe's 'Realistic Sinking Mod'?
Is it possible to just get the sub's tweaks?
It is uncompatible... Werners Mod follows a diferent way, he rised up the hit points too much so they are not efective now, you cant reach them even with all you onboard torps.
Die Slowly rised up the flooding times and hit points, but at a level at wich with a reasonable quantity of torps you can have an "instant" kill. In example... if you hit a determined ship with 2 torps, it will sink by flooding after half hour or oine hour depending damage, but if you hit it with 3, it will killed inmediatelly.
Random game factors still present, so you never can know how many torps are needed for a ship, same kind of ship, into same mission and into same convoy... can take a single torp or may need 3 or 4.
Prsent tweked files, not released, attempt to increase the quentity of torps for alll the ships, but critical factor is still present, so it is common to kill a ship with a single torp.
Plus Die Slowly tweaks amany opther things, not only the ships.
About the sub tweaks, you can pick up them from the mod and use them as stand alone... tehy are all related to the sub damage, upc files, depth charge files... the corresponding sub part of zones.cfg file... but stage 16 do not contains the last tweaks and it is not for v1.3.
Redwine,
in your experiments what have you learned about CREW damage? Even on the surface with MG and 20/25mm cannon fire spraying my sub, wounded crew is remarkably rare. Is this somehow in the zones?
tater
Redwine
08-03-07, 01:32 PM
Redwine,
in your experiments what have you learned about CREW damage? Even on the surface with MG and 20/25mm cannon fire spraying my sub, wounded crew is remarkably rare. Is this somehow in the zones?
tater
Mmh... rarelly i take damage on surface, but the few times i have it, most times due to use of time compression under low visibility... few crew become wonded if i am not wrong.
But after patch V1.2 i never have a dead crew anymore.
:up:
I WANT dead crew, lol. I want it to be possible, anyway. I can park next to a ship armed with just AAA and it does nothing other than make someone scream "we're taking damage!"
Apparently nicking the paint is "damage."
tater
Redwine
08-03-07, 03:27 PM
I WANT dead crew, lol. I want it to be possible, anyway. I can park next to a ship armed with just AAA and it does nothing other than make someone scream "we're taking damage!"
Apparently nicking the paint is "damage."
tater
I made a test and i can have near to all my crew wounded if i stay on surface under the cannon attack of a DD...
But deck crew do not suffer any damage...
http://img171.imageshack.us/img171/6219/sh4img382007154958296zj0.th.jpg (http://img171.imageshack.us/my.php?image=sh4img382007154958296zj0.jpg)
http://img356.imageshack.us/img356/6025/sh4img382007155048453xq5.th.jpg (http://img356.imageshack.us/my.php?image=sh4img382007155048453xq5.jpg)
Are you refering to "outside/deck" crew ?
leovampire
08-03-07, 03:44 PM
being used in Die slowly that is in the crew config files in the upc section of the data you can adjust everything about the crew from sleeping times exaustion rate and so forth
Yeah, I want the deck crew to be vulnerable---not to DD main guns but to AAA guns like 25mm.
tater
CaptainHaplo
08-03-07, 07:50 PM
Tater - it might be possible to change the armor factor of the Deck Gun compartment, although that could skew DC damage... On the other hand, in the upc file for each sub is also a CrewExposure= x.x field - for guns this is set at 0.7 (using TMaru so I dont know if stock was different) - internal crew are set at 0.1 - so I suspect you could change that field and reload and get a different result. However, do so on a new career (or use a test mission) as save files may be used instead of data files when you load a game. I would bet 1.0 would be fully exposed, which really is an accurate depiction of guys huddled around a gun trying to load and fire. Give it a go and see what you get. This may not be so much of an "exposure" variable as much as it is a multiplier for damage actually done. If its a multiplier - a small boost to ammo damage would also fix it - but a setting of 1.0 would more likely be easiest and more balanced if all you want is crew damage without hull impact. The value might even allow us to go over 1.0 as needed to get the effect your looking for. Then again - it might be one of them things that is in the file - but isnt used for some reason. Can't hurt trying though. Luck!
*** Edit***
After looking thru the upc file - I noted at the end that the deck guns are assigned ExternalDamageZoneTypeID3D= -1 but in the compartment design the same guns are set to other values... could be that -1 means they are somehow unable to be damaged under direct fire? Might have to play with that....
Good find, -1 usually means that, like contact reports, -1 is "never."
tater
spyridon
01-31-08, 04:39 PM
Can I use it in 1.4v ?
ReallyDedPoet
02-01-08, 10:38 PM
Can I use it in 1.4v ?
Don't think it would work, RW has not been around really since the early days of 1.3, he is missed.
Maybe try this, it is by WernerSobe and is very well done :yep: As well, a new version has just been released.
http://www.subsim.com/radioroom/showthread.php?t=120269
RDP
Redwine
02-05-08, 06:21 PM
Can I use it in 1.4v ?
Don't think it would work, RW has not been around really since the early days of 1.3, he is missed.
Maybe try this, it is by WernerSobe and is very well done :yep: As well, a new version has just been released.
http://www.subsim.com/radioroom/showthread.php?t=120269
RDP I am not missed :p, i am in the forum but back to SH III y become tired of this full buggy SH IV, and finally uninstalled it and back to SH III. :up:
Can I use it in 1.4v ?
Mod was made for V1.2... it do not works on v1.3, and i have no idea about v1.4... because i decide to uninstall SH IV before v1.4 patch... i was tired of bugs.
ReallyDedPoet
02-05-08, 06:47 PM
i have no idea about v1.4... because i decide to uninstall SH IV before v1.4 patch... i was tired of bugs.
Come back Red, come back :yep: Give 1.4 a shot :D
RDP
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