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View Full Version : [REL] Kobuk's gameplay MODpack


CaptainKobuk
07-31-07, 12:05 AM
:rotfl:100% PATCH 1.3 COMPATIBLE:rotfl:

Kobuk's gameplay MODpack (1.1)

:ping:DOWNLOAD LINK #1: http://www.megaupload.com/?d=8L0WU0FZ

:ping:DOWNLOAD LINK #2: http://www.mediafire.com/?amd2bhxlshv

Install this MOD with JSGME http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe (http://www.users.on.net/%7Ejscones/software/products/jsgme_setup.exe)

SUMMARY OF MODIFICATIONS

I prefer using only some modifications of other mods. I've provided credits where due. Thanks you to all who have worked so hard so that others like me can create stuff just for fun. If you have any conflicts using my mod with any other mod (JSGME will let you know), just see where the conflicts are and choose which duplicate set to delete. Remember not to forget to uninstall any mod with JSGME first, before making any changes to that mod. Make those changes then re-install again with JSGME.

The goal of my mod is to balance challenge with fun. In the belief that fun is in great part derived from a good challenge. I've done a lot of play testing with a lot of the mods of others and found the combination that i prefer. If we agree completely than use all of the parts of my mod. But feel free to delete any part at your own will. Whatever works best for you is what's most fun for you.

The increased jap sensor abilities create a much greater challenge. Adjust accordingly. I've provided some modest boosts to your side of this equation to balance things out.

I've very purposely avoided creating super weapons or super boosted stats with my mod. You WILL get your sub sunk if you do not outfox your opponents with this mod collection. Advice will follow after this mod is completed described below.

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CHANGE LOG

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1.1 (JULY 31 2007)

a.] Added Captain Haplo's "Midwar AA Conning Tower Mod"

b.] Added SUBMARINE MODIFICATIONS for the S-42 submarine. So that all subs are now represented in this Mod. Essentially the S-42 shares all of the same stats in the game, so far as any of the variables that this mod dealt with. The S-42 in the game relies on most of the S-18 files.

c.] Doubled the chances a Jap aircraft will be sent your way WHEN you send a radio message or WHEN your submarine is visually spotted by any jap with a radio. I guess that might even mean fishing boats, sampans and tugboats. But be sure anytime you fire on a Warship in the daytime, odds are 80% they will send out an air patrol your way. I felt this doubling was fair, since i've already halved all of the Jap's total number of aircraft on regular patrol. While they are less numerous in the skies now, if your sub is detected they are twice as likely now to go after your last known position. This creates a more interesting game of stealth

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LIST OF ALL MODIFICATIONS in Kobuk's MOD collection

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1] REDUCED ENEMY AIRSTRIKES (credit to Beery from his "RFB1.31" mod)

Files effected:
Data/Cfg/AirStrike.cfg

special note: an airstrike is when the japs send an aircraft on search patrol from a land base or carrier

a.] increased search range from 1700 miles to 2000 miles

b.] cut in half the probability the japs will initiate each airstrike

c.] doubled the time between each decision that's made to initiate the above airstrike

d.] Without this mod it seems that even the vast wide open Pacific is swarming with enemy aircraft. The fun of getting somewhere fast on the surface during the daytime is now restored. There's still a lot of air patrols, but now you can avoid being FORCED by excessive enemy aircraft patrols to constantly stay underwater when traveling by day.

e.] Enemy Air Strike Probability Increase on Radio Messages Sent "doubled". Don't send a radio message if you are crippled on the surface.

f.] Enemy Air Strike Probability Increase on Player Detection "doubled". If you are seen on the surface, chances are very great an enemy aircraft will be sent to your last known position.

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2] INCREASED TIME TO SINK YOUR SUBMARINE (credit to Decimus from his "REL_Trigger_Maru_1-4" mod)

Files effected:
Data/Zones.cfg

a.] i think i remember that now your submarine's damaged compartments take three times longer to fill with water

b.] still is easy to sink so don't consider this any kind of a cheat.

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3] CAPTAIN'S DESK PICTURE (nurse bettie:up: - a beautiful 1940's pinup model)

PICTURE of Nurse Bettie
http://img179.imageshack.us/img179/5761/51501nursebettiepostersra2.jpg

Files effected:
Data/CaptainPicture/picture.tga

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4] FULL RENOUN REWARD FOR ALL GAMEPLAY SETTINGS (with my preferances)

Files effected:
Data/Cfg/GameplaySettings.cfg

a.] pick and choose, ---if you don't like these setings just delete this file before installing this MOD collection.

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5] TOUGHER JAP SENSORS (Cfg files) (credit to Decimus from his "REL_Trigger_Maru_1-4" mod)

Files effected:
Data/Cfg/Sensors.cfg
Data/Cfg/Sim.cfg

a.] As with all these mods in my collection, if you are using "REL_Trigger_Maru_1-4", then delete my duplicates.

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6] TOUGHER JAP SENSORS (Library files) (credit to Decimus from his "REL_Trigger_Maru_1-4" mod)

Files effected: (all located in Data/Library)
AI_Sensors.dat
Bombs.sim
DepthCharges.sim
DepthCharges.zon
Sensors.dat
Shells.zon

a.] Dueling with Jap Destroyers while submerged at perscope depth has never been more dangerous, challeging, fearful, courageous or whatever word you choose to describe it. I've included my new test depth and crush depths in another MOD in this package to help you to evade by sneaking away at maximum depth when nessassary.

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7] SUBMARINE MODIFICATIONS (Thanks to the Tweaker program this was made possible)

File folders effected: (all located in Data/Submarine)
NSS_Balao
NSS_Gar
NSS_Gato
NSS_Porpoise
NSS_s18
NSS_Salmon
NSS_Sargo
NSS_Tambor

a.] Increased test depth (safe maximum depth) and crush depths by roughly 10% to 25% on average. Nothing crazy here. Kept very close to other modest increases seen in another popular mod similar to this one.

b.] Increased hitpoint on all subs. Nothing even slightly insane. Minor increases of roughly 15% to 25%.

c.] Many other minor adjustments. Maximum submarine speeds were not changed. I felt that might alter gameplay too much. My goal was to increase the fun while keeping the challenge of the game. Also, since i've added a much tougher jap navy, i had to give our navy these few perks to compensate for the greatly increased challenge in evading the jap ship's sensors.

d.] Battery life was extended by making it possible to travel 86 miles underwater at a speed of 4 knots instead of 2 knots.

e.] Added Captain Haplo's "Midwar AA Conning Tower Mod". Credit given where due. Thanks. As explained in his words... "Modified the UPC file for each sub to make any sub after Dec 2, 1941 use the midwar conning tower for the appropriate class. While slightly unhistoric - this mod enables proper use of the AA gun by players. It eliminates the Bathtub wall camera error."

f.] Added the S-42 Submarine that was accidentally missing from the previous 1.0 mod version.

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8] EXTENDED MAGNIFICATION IN ALL VIEWSCOPES (credit to whoever discovered this simple text fix):hmm:

special note: This is a manual change that you make to whatever Commands.cfg file you are using in your own MOD collection. Copy and paste. Commands.cfg is a file that's altered in too many other MODS for me to include that actual text file here. If you are not using any Commands.cfg file, copy the one in Ubisoft/Silent Hunter 4 Wolves of the Pacific/Data/Cfg and paste it into Ubisoft/Silent Hunter 4 Wolves of the Pacific/MODS/Kobuk's gameplay MODpack (1.0)/Data/Cfg. Then make the changes to command number 70 and 71 with any text editor.

Files effected:
Data/Cfg/Commands.cfg

a.] make these alterations, then use your keyboard to press this key-combo, RCTRL/numpad+ (hold 'rctrl' and press 'numpad +')

[Cmd70]
Name=Cam_zoom_in
Ctxt=1
Key0=0xBB,Rc,""

[Cmd71]
Name=Cam_zoom_out
Ctxt=1
Key0=0xBD,Rc,""

b.] Magnification i think goes from 7 to 10. Use mouse scrool wheel to return to lower magnifications. The wheel however does not work to increase the magnification for some reason. That required the abouse keyboard key press combo.

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9] TORPEDO +25% more powerful

Files effected:
Data/Library/Torpedoes_US.zon

a.] This is my old MOD now put into this Collection. Description can be found here...

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

b.] Two numbers in the game's Torpedoes_US.zon file determine torpedo effects on impact with the targeted ship's hull. Radius of Torpedo blast area are increased 25% in my MOD. The explosive power of the warhead increased 25% as well.

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Advice:

When attacking any cargo convoy or pure warship fleet, knock out a Destroyer as your first priority. He's travelling unaware of your presence usually in a straight line and very vulnerable to surprise. Use two torpedoes and get rid of him. That's one less enemy escort to harass you. Now you have some room to fire on high value targets. Taking out all Destroyers gives you the option to strike again at a passing Convoy or Fleet by racing ahead on the surface, after they are out of sight. You can "hear them" much further away than you can see them. But, if you do get pinned down and pinged by a Destroyer, it's all you can do then to escape. Concentrate completely on that. Never stand still. Go very deep and try to sense if your location is known. If you hear the enemy right on top of you and depth charges, try to dodge by using flank speed and hard turns. Going quiet again and cruising at 2 knots when you think you may evade detection again.

I've adjusted 1/3 speed underwater on electric engines to be 2 knots not 3. So it's quieter to skulk away undetected when you need that tactic the most.

:rotfl:enjoy:rotfl:

Killer-Carrot
07-31-07, 07:27 AM
I only used the airstrike.cfg file and it causes the game to "not respond" on startup, restoring the old file fixes the problem. I´m using the 1.3 patch
is it me or is it this mod?

CaptainKobuk
07-31-07, 08:26 AM
I only used the airstrike.cfg file and it causes the game to "not respond" on startup, restoring the old file fixes the problem. I´m using the 1.3 patch
is it me or is it this mod?
Did you try to do this with a saved game at sea? Save in port. Exit the game. Load the mod. Restart. I think that will fix it for you.

The number of air strikes being generated sends all the enemy aircraft onto the map. I think that would be extremely sensitive to mod changes that would be done while at sea.

I've been running this MOD just fine for quite awhile with no load probs or crashes. With the 1.3 game patch.

If anyone else gets this prob i'll start to get worried. :roll:

Killer-Carrot
07-31-07, 10:27 AM
I would try the things you suggested but i get the not responding message when the game loads for the first time after the intro videos. so there isn´t much for me to try

Gunner
07-31-07, 10:33 AM
#7 Submarine Modifications
was this file for S-42 class done as well ? missing from your list, thanks

CaptainKobuk
08-01-07, 01:54 AM
#7 Submarine Modifications
was this file for S-42 class done as well ? missing from your list, thanks

Hi gunner. As per your request the S-42 was added the mod. Basicly i just had to mod it's test depth. Everything else about this sub in this game is taken from the S-18's game stats. So previously when all i modded was the S-18, the S-42 went to get it's stats from the S-18. Anyhow all playable subs are ready to sail now. Balanced in step with the tech tree. Early subs weaker. Later subs stronger.

I've upgraded Kobuk's gameplay MODpack to version (1.1)

I felt guilty reducing the Jap's air patrols by half. So i doubled the chances that the Japs will send an aircraft our way IF we are detected. Give and take. Ying and yang. I think the game just got slightly more fun:rotfl:

Gunner
08-01-07, 07:31 AM
:up: Thanks Mate,appreciate ye throwing in the S-42, seems S class gets left out when it comes to tweaking sub sim. files, with exception of your mod of course:D :arrgh!:

CaptainKobuk
08-03-07, 09:27 PM
:up: Thanks Mate,appreciate ye throwing in the S-42, seems S class gets left out when it comes to tweaking sub sim. files, with exception of your mod of course:D :arrgh!:
I've run the S-18 in the start of a new campaign out of Manilla and thought it was a great challenge. Mostly due to the surface speed limited to i think 12knots it was. All the subs are cool to operate. :|\\

Everyone might find
OACKosh's Files http://hosted.filefront.com/OACKosh

very useful.

Kosh_Plankton_Apr28.rar (http://files.filefront.com/Kosh+Plankton+Apr28rar/;7376015;;/fileinfo.html) This file reduces the green floating algae by what looks like at least 90%. Fantastic if you thought the previous huge amount of floating debris everywhere slightly unrealistic. Anyhow. A must have mod if you also like a faster computer framerate underwater.