View Full Version : [REL] Natural Sinking Mechanics
KreigsmarineU-9
03-18-08, 02:41 PM
On the first Page it states the following:
1. Extract all files to ..\Silent Hunter 4\MODS\ directory
I don't have that directory, Do I need to create a Mods Folder in the My Doccuments/SH4, or in the C:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific.
And for some reason I have 2 directories with that name but with a (2) after the word Pacific.
Help me to understand;
TY
KreigsmarineU-9
03-18-08, 03:15 PM
Nevermind, I'm silly. I got it. I needed to install the JSGME in order to get the MODs Folder in the directory.
CaptainHaplo
03-23-08, 12:43 PM
Welcome back Werner!!!!!
MONOLITH
03-23-08, 01:39 PM
Once i have the addon and some time there will be new version of NSM.
Excellent news. :up:
piersyf
03-29-08, 06:23 AM
Hi guys. After reading the threads here decided that the first 'must have' for me was NSM. It was somewhat disappointing to learn that Ubi used a simple hit point system, but oh well, they aren't alone on that front.
Anyway, installed as per instructions and am on patrol and find a nice little convoy of a medium split cargo merchant and a juicy 9200 ton troop transport escorted by 4 rather tame DD's (they do look for me, but haven't pinged me yet). I decided to try for a longer distance shoot because of the escorts... be halfway to the thermal layer before the first fish hits. Send out 4 on a spread at about 2200yds and get 2 hits on the stbd bow, right under the anchor. Nothing. Ship sails on (taking evasive action) and a small fire burning on deck. While the futz around looking for me and trying to evade they allow me time to slip under and escape along their original track and position for a second try. A 3 fish shoot at closer range (same target) and all 3 hit the stern just forward of the screw no more than a few feet apart. Nothing. The fire doesn't even get worse. I would have thought 5 torps would be enough for a 9000 ton vessel, especially an unarmoured one.
So my question: is this the mod, or have I been unlucky, or perhaps is the mod not installed right? I specifically looked for the mods to suit ver1.4. The mods were installed using JSGME and I'm running NSM4 realistic torpedo , NSM4 classic and 360 degree plotter in that order.
Darkranger85
03-29-08, 08:52 AM
I downloaded the mod and I'm getting a "Menu ID" error.
I have v1.4 SHIV so it should be compatable, so I dont know why its not working.
Help! I really would like this mod to work for me.
Digital_Trucker
03-29-08, 12:10 PM
......and get 2 hits on the stbd bow, right under the anchor. Nothing. Ship sails on (taking evasive action) and a small fire burning on deck. ............ and all 3 hit the stern just forward of the screw no more than a few feet apart. Nothing. The fire doesn't even get worse. I would have thought 5 torps would be enough for a 9000 ton vessel, especially an unarmoured one.
The trick is to hit the vessel in different places. Hitting the same spot with 3 torpedos only makes one hole. You might also check to make sure that your torps are set for only contact detonation. If they are set for contact/magnetic they may go off before they actually get to the hull, thus lessening the damage. NSM works by imitating real life flooding of a vessel that is compartmentalized. You have to create as many holes in the hull as possible (in the right places) to make the ship sink.
It can be very frustrating, but very rewarding, too.
MONOLITH
03-29-08, 04:02 PM
Next to the the ROW/Environmental mods, NSM is my all time favorite mod.
The realistic manner in which the ships sink, and based on where they've been hit, is just amazing to watch.
And thanks to WernerSobe, I've also become quite good at attacking with Sonar only. :up:
piersyf
03-29-08, 05:54 PM
Thanks DT, the torps were set for magnetic and no holes appeared in the hull at all. I'll continue with the attack. I had it saved before the first attack as a good practice mission, and a save after the second attack. If I get a result on contact only I'll accept it as a 'learning outcome' in the campaign and play on... a shame seeing as I only started with 16 torpedoes... oh well, I'll get practice with the stern tubes:D
P
OK, went in again, last few torps in the nose and still with 4 in the stern. Got position again and launched with torps set for contact. Got 2 hits, one dud. The good one hit stbd bow again, but this time opened a hole. 15 minutes later, with a 10 degree list and down at the bows, she slipped under. Nice to watch! Then went after the second ship in the convoy, only stern tubes left. Got position and shot, 2 hits, 2 duds! Evade escorts again, run ahead while tubes are reloaded with final fish in the boat, get position again and 2 more duds! I know this is accurate for the time, and can now understand the anger the sub crews must have felt. My chase went on for 38 hours and covered 280nm, and only 1 fish was effective, and I had to elude 4 destroyers on 5 separate occasions to make the attacks. I still need 600 tons to complete the merchant shipping part of the mission. Poor sampans... not taking on escorts in a gun battle...
Oh, one other thing. After sinking the troop transport there was a lot of air activity. About 12 or so contacts in the following day. The interesting thing was that 2 turned to 'sunk' markers... maybe they collided, or ran out of fuel...
BopMaster
03-30-08, 04:49 AM
Hello there :D
Sorry for the silliest question ever asked: is this for 1.3, 1.4 or 1.5?
Thanks
DrBeast
03-30-08, 10:25 AM
Hello there :D
Sorry for the silliest question ever asked: is this for 1.3, 1.4 or 1.5?
Thanks
1.4. And welcome aboard! :up:
Digital_Trucker
03-30-08, 11:49 AM
...
Oh, one other thing. After sinking the troop transport there was a lot of air activity. About 12 or so contacts in the following day. The interesting thing was that 2 turned to 'sunk' markers... maybe they collided, or ran out of fuel...
Glad it's so realistically frustrating (when things don't work) and rewarding (when one finally slips under). NSM is one of the mods I refuse to play without.
As for the planes, they are notorius for doing stupid things like running into each other or just playing "chicken" with the ocean:rotfl: It's too bad we can't follow them around with the camera, we could make all kinds of "blooper videos":lol:
DrBeast
03-30-08, 11:59 AM
As for the planes, they are notorius for doing stupid things like running into each other or just playing "chicken" with the ocean:rotfl: It's too bad we can't follow them around with the camera, we could make all kinds of "blooper videos":lol:
I've wached, in more than one occasions, a plane being blasted by its own bombs' explosive force. Kinda reminded me of my Jane's F15 days, when I was stupid enough to drop those 2000lb bombs from an altitude of 300ft! :rotfl:
Werner,
As you've seen from my other post about running NSM, I'm enjoying your mod. I did notice that with NSM4 enabled, my deck gun no longer makes holes in enemy ships. This may be by design as I've read your support document talking about decreasing the DGs effectiviness. Is this an intentional part of your mod and if so, is there a way I can bring that little part of teh damage graphics back? There's something satisfying about punching a bunch of holes in a bunboat or other small vessel I like to spar with on the surface on occasion. Thanks in advance and nice mod.
PS. I need to quite putzing around with all the modding and tweaking and just play the dang game.
WernerSobe
03-30-08, 09:08 PM
NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.
the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.
It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.
piersyf
03-31-08, 04:14 AM
Started my second patrol with NSM and realistic torpedoes. Had a contact with a merchant and started experimenting. I've mentioned elsewhere the dual solution with periscope and sonar to compare systems, but I only managed a single hit from 3 fish. It hit the stern and blew off the screw, so satisfaction number one was hearing the engine chug like crazy and the rudder flip like a stranded fish but the ship sitting dead. The merchant had no weapons and was alone so I surfaced and sat about 500yds away to watch her sink. Didn't happen. So I went for a short cruise around to the side with hole, extended the range, and started being mean. Every 2 minutes or so I'd put an HE round into the hull just above the torp hole. I know it makes little difference to the game, but I liked imagining the damage crews refusing to enter a compartment that was being hammered every 2 minutes. Anyway, the point of this was I was regularly checking for shell holes because I wanted to see if I could get impacts below the waterline, and yes you can, and the holes were visible...although for accuracy HE shells set to penetrate water should always leave holes in a merchant (delay fusing). I ended up finishing her off with a fish from a stern tube and have seen my first break. Joy! 2 bits of ship to watch sink!
Rockin Robbins
03-31-08, 11:19 AM
I'm playing the Type IX-D2 in SH4UBM and really missing NSM!:cry:
NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.
the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.
It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.
Thanks for the explanation. I'll be sure to install NSM4 last over TMO and environmental mod 4 and try it again.
Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.
WernerSobe
03-31-08, 05:53 PM
NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.
the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.
It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.
Thanks for the explanation. I'll be sure to install NSM4 last over TMO and environmental mod 4 and try it again.
as far as i know environmental mods also change something with effects in zone.cfg. That would explain this
WernerSobe
03-31-08, 05:54 PM
Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.
make sure 3d damage is activated
Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.
make sure 3d damage is activated
Thanks again for the suggestion
DrBeast
04-01-08, 04:39 AM
as far as i know environmental mods also change something with effects in zone.cfg. That would explain this
If you mean ROW and its successor Pacific Environments, then no. There's a NSM-compatible version of the part of ROW that includes changes to zones.cfg (ROW Special Effects for NSM4), and Pacific Environments doesn't ship with one (yet...we're working on it, and you can rest assured I'll once again release an NSM-compatible version once we're done ;)).
Please update this for 1.5 :(
I really enjoy the Uboat add on, even the horribly unrealistic bits (deal with it :P) but one thing I really hate is going back to the old way ships sink. Huge ships going under in 2 seconds just really takes the fun out of sinking something.
WhiskeyBravo
04-04-08, 04:27 AM
Any idea on timescales for the 1.5 version please? I'll make sure I'm in port for when it arrives!
And a bump for someone who was looking for this thread.
WB.
It would be REALLY Great, if time could be found to update this mod!
Playing without it is just 50% of the fun :(
clayman
04-04-08, 08:46 PM
I gotta agree .... NSM makes it so sweet :up: !
Running both versions, so I still get to see it when I run 1.4. Did that a lot with IL2.
fireship4
04-11-08, 11:11 AM
Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?
If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?
McHibbins
04-11-08, 11:33 AM
Maybe the the last posts of http://www.subsim.com/radioroom/showthread.php?t=130679
will give you a few hints to do it on your own.
fireship4
04-12-08, 06:03 AM
I removed the Ammo cargo in the NSKeel, but this of course disables the keel breaking
DrBeast
04-12-08, 09:43 AM
Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?
If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?
Sorry no, short of changing Cargo=Ammo to Cargo=None in the keel zone (and, as you said, thus rendering magnetic contacts useless), there's nothing else you can do. Werner said he'd look into this, but being that he's been busy lately it might take a while. Just bear with him, I'm confident he'll work something up ;)
fireship4
04-13-08, 05:34 AM
ok thanks.
CaptainHaplo
04-15-08, 05:46 PM
One option if your looking to make keel shots destructive but not always fatal if the cargo pops - could be to change the cargo from ammo to fuel - and tweak the fuel explosion co-efficient so that its not so much of a bang. Just one possibility.
Canonicus
04-15-08, 06:46 PM
Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?
If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?
Sorry no, short of changing Cargo=Ammo to Cargo=None in the keel zone (and, as you said, thus rendering magnetic contacts useless), there's nothing else you can do. Werner said he'd look into this, but being that he's been busy lately it might take a while. Just bear with him, I'm confident he'll work something up ;)
From what I gather changing the Cargo=Ammo to Cargo= None in the keel zone does NOT effect the influence exploder on the torps...(remember...the magnetic exploder was fixed in the 1.4 patch )...Only takes away the ship breaking in half effect.
The torp will still explode under the ship and do damage...just no keel breaking
Heres a quote from WernerSobe from an earlier post (#746)...
"About ships breaking in half on hull impact bug: I couldnt find the reason why it happens to some. If it happens to you, the best you can do now is to disable the breaking Zone manualy. You can do that by opening zones.cfg in editor, finding [NSKeel] zone and changing CargoType=Ammo to CargoType=None. That will just disable the keelbreaking. Keel damage will still accur and hits below the keel will inflict more flooding then hull hits."
M. Sarsfield
04-15-08, 07:19 PM
I torpedoed a sub chaser twice with influence detonators and the thing didn't so much as smoke. I'm using 1.5 w/ RSRDC, Patch 3, and a bunch of eye candy.
CaptainHaplo
04-15-08, 09:11 PM
MS - unfortunately 1.5 wont work right with NSM - in theory it should be fine if your only playing as a US sub commander - but Werner did edit the leading post of this thread with a note that using it for 1.5 would cause issues - sounds like you found one!
Canon - the reason for the keel break is due to the amount of damage it can take vs what is caused by a ammo explosion. This is why I suggested changing the cargo to fuel and tweaking the damage factor - you still get the boom and high damage, but its not going to be enough to shatter the hull almost all the time.
M. Sarsfield
04-16-08, 09:37 AM
Captain,
I haven't used NSM with 1.5, at all. I was under the impression that one of the earlier SH4 patches (1.4?) fixed the influence issue, but I guess not.
CaptainHaplo
04-16-08, 07:02 PM
ahh ok - my misunderstanding then. If your asking just about magnetics - if I recall 1.3 had the settings swapped - 1.4 fixed this. I ran 1.4 with tmo for the longest time and magnetics worked fine - one reason NSM was so great!
M. Sarsfield
04-16-08, 09:15 PM
Exactly. So, imagine my disappointment when two magentic detonations didn't even phase a lousy sub chaser in 1.5, but I'm assuming that they also fixed (or were supposed to fix) the damage model of the boats to accept hits under the keel.
fireship4
04-17-08, 06:27 PM
You used two fish on a subchaser?
CaptainHaplo
04-17-08, 07:17 PM
MS - they fixed the torps where they will go off if set to magnetic (unless they dud/premature) - however 1.4 (nor 1.5 for that matter) models "keel" damage - its still the reach the total HP of the ship and down it goes model. We have to wait on Werner and his excellent NSM work for that. A torp can do damage to a ship that it explodes under - but its not really different than if it hits the target by contact in stock.
Just a quick question is this MOD going to be for 1.5 anytime soon?
DrBeast
04-18-08, 02:30 PM
Hopefully, yes. All in due time ;)
Great new there! I await this mod with anxious anticipation. Personally I don't belelive there is any other way to play SH4 without NSM mod. Hats off to the mod crew.
Keep up the great work guys, the community can't thank you enough for your time and effort in making SH4 an exciting game!
Guys, back to forum after 2 weeks :), first check - NSM is not ready yet for 1.5 :cry:, go out - will come after 1 week later. I am not playing SH until the NSM will be up for 1.5.
Best ever mode.. just great! Hope to hear some good news soon!!!
Will-Rommel
04-20-08, 12:36 PM
Yeah, NSM is a big change to the game. :yep:
Any news with the NSM for 1.5? Anybody..? wernersobe...?
:cry::cry::cry::cry::cry::cry:
DrBeast
04-25-08, 09:50 AM
Patience, young Padawans ;)
Always remember: good things come to those that wait (otherwise, Guinness wouldn't have been using this slogan! :lol: ).
McHibbins
04-25-08, 11:08 AM
Patience, ........... (otherwise, Guinness wouldn't have been using this slogan! :lol: ).
Oje....:rotfl::arrgh!:
WhiskeyBravo
04-25-08, 12:09 PM
But I don't like Guiness!
:D
WB.
McHibbins
04-25-08, 02:17 PM
But I don't like Guiness!
:D
WB.
Gut so ! Deutsches Bier is besser :up:
DrBeast
04-26-08, 08:10 AM
*DrBeast tars and feathers WhiskeyBravo and McHibbins
SACRILEGE!!!
:rotfl:
But yeah, german beer DOES rule...maybe not better than Guinness, but top notch nevertheless ;)
WhiskeyBravo
04-26-08, 02:33 PM
Actually, where I come from originally, Brains Bitter was my favourite. But that was a long time ago.
Though I enjoy German Beer also, the beer kellers of Gutersloh and Osnabruck in the late 80's was my introduction.
WB.
McHibbins
04-26-08, 06:35 PM
Actually, where I come from originally, Brains Bitter was my favourite. But that was a long time ago.
Though I enjoy German Beer also, the beer kellers of Gutersloh and Osnabruck in the late 80's was my introduction.
WB.
Gütersloh ??? Jesus.....10kms away from me :rotfl::rotfl::rotfl:
modisch
04-26-08, 08:42 PM
I'm partial to the belgian beers... especially trappists.
Although I have to say that Thomas Hardy's Ale is astonishing, especially well aged.
-m
Andechs Bergbock Helles....best beer in the world!!!!!!
Yeah, yeah... say and think what You want but best beers in the world are in Poland :P
Regards
Seal
AVGWarhawk
04-27-08, 06:41 PM
Get back on topic! Go to the General Topics forum if you want to discuss things other than relating to SH4.
MONOLITH
04-28-08, 04:56 PM
WernerSobe, it appears in the 4.0 version, you did not include the Natural Sinking test mission we had with 3.3.
That was a really great little set up for testing a large number of things, including aspects of other mods. It is perfect for testing fog values vs. visual detection ranges. Unfortunately I deleted my copy of 3.3 before I realized the test scenario was not in 4.0.
Can you please post here another copy of that mission. or someone else that has it even?
Please and Thank you.
Digital_Trucker
04-28-08, 06:04 PM
Hey Monolith, I uploaded that test mission to Filefront. You can get it here (http://files.filefront.com/Natural+Sinking+Test+Missnzip/;10098210;/fileinfo.html)
It is a great one test all sorts of stuff with:arrgh!:
MONOLITH
04-28-08, 08:17 PM
Indeed it is.
Thank you DT.
I PM'd Werner this question, but I'll put it out here as well: does anyone know how to edit the compartment sizes, as Werner has done for this mod? I was looking to put out an unofficial patch to NSM that brings in all the Allied shipping, but without knowing how to edit the compartment sizes it's a bit of a futile effort.
could you make this compatible with u-boat missions?thanks:rock:
*bump*
so this doesn't get forgotten ;)
Snaptrap
05-12-08, 12:42 PM
After looking at the files included with this mod, it's right up my alley and I think I can port it over to work with v1.5. With permission of course.
akdavis
05-12-08, 01:34 PM
After looking at the files included with this mod, it's right up my alley and I think I can port it over to work with v1.5. With permission of course.
If you do decide to go forward, be sure to note the discussion beginning back at post #778.
Snaptrap
05-12-08, 02:04 PM
I'll wait until he updates us on the progress. No point in doing it if he turns out porting it himself.
DrBeast
05-13-08, 05:11 AM
I wonder if Werner fell in a big barrel of Bavaria's finest...he's been AWOL for far too long now :rotfl:
Grayson02sept1980
05-15-08, 03:06 PM
what mods does this work with?
its been a long time since I have played SH3 and taken a look around here... and woohoo... so many new things....
Jim_Hatama
05-15-08, 03:30 PM
waiting for this mod.... to get to 1.5
This mod is so good i have to say it again. It made SV4 that much better when i actually got to see a ISE take some hits then slowly sink as the crew tug of wared with the flooding mechanic before finally floundering after sailing into a heavy storm. the wait was long but the reward was too good watching the mechanic work.
Doolittle81
05-17-08, 02:48 PM
After looking at the files included with this mod, it's right up my alley and I think I can port it over to work with v1.5. With permission of course.
I would encourage you to directly contact Werner and offer your assitance. This MOD is too important not to be 'ported over' to SH4 1.5, as you put it.
I assume when saying 'ported' you mean you would develop all the ship zones/compartments, etc, for the American Ships so that they will sink realistically when hit by U-Boats. Perhaps you could offer to start out and then pass your work by Werner for refinement/approval???...I'm assuming he's not found the time to work on the Mod...and your efforts would help reduce his ultimate workload. I could be wrong, though, and maybe Werner is planning a surprise for us.
DreamWizard
05-17-08, 04:35 PM
Well, I think Werners semester is probably almost over, it being the middle of May. A couple more weeks and he will probably make an appearance.
Snaptrap
05-20-08, 02:25 PM
I would encourage you to directly contact Werner and offer your assitance. This MOD is too important not to be 'ported over' to SH4 1.5, as you put it.
I assume when saying 'ported' you mean you would develop all the ship zones/compartments, etc, for the American Ships so that they will sink realistically when hit by U-Boats. Perhaps you could offer to start out and then pass your work by Werner for refinement/approval???...I'm assuming he's not found the time to work on the Mod...and your efforts would help reduce his ultimate workload. I could be wrong, though, and maybe Werner is planning a surprise for us.
No sign of Werner, so I've decided to begin. With the extra units, there's allot more work to be done. At the moment the ships are sinking slowly and once I make it into the actual zon and sim editing, they should be refined and react correctly when attacked with whatever weapon type. So far just the Zone file has been changed. I'm not modifying the actual mod, but starting fresh with v1.5 stock files. I use the mod as a reference to ensure that the conversion is faithful. The work isn't difficult as it is time consuming. No problems as of yet. Though some of this will be my work, it won't be posted unless Werner gives to ok. Would be nice to know where he is.
My guess it will be completed early next month along side a new update for my Silent Fire mod.
Doolittle81
05-21-08, 12:20 PM
I would encourage you to directly contact Werner and offer your assistance. This MOD is too important not to be 'ported over' to SH4 1.5, as you put it...
...I'm assuming he's not found the time to work on the Mod...and your efforts would help reduce his ultimate workload....
No sign of Werner, so I've decided to begin....
... The work isn't difficult as it is time consuming. No problems as of yet. Though some of this will be my work, it won't be posted unless Werner gives to ok...
...My guess it will be completed early next month ...
This is good news..and I think you have offerred a fine, cooperative, "team" approach which characterizes much of the MODing work here at Subsim community.
A question: With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?
akdavis
05-21-08, 12:24 PM
I would encourage you to directly contact Werner and offer your assistance. This MOD is too important not to be 'ported over' to SH4 1.5, as you put it...
...I'm assuming he's not found the time to work on the Mod...and your efforts would help reduce his ultimate workload....
No sign of Werner, so I've decided to begin....
... The work isn't difficult as it is time consuming. No problems as of yet. Though some of this will be my work, it won't be posted unless Werner gives to ok...
...My guess it will be completed early next month ...
This is good news..and I think you have offerred a fine, cooperative, "team" approach which characterizes much of the MODing work here at Subsim community.
A question: With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?
They are simply compatible zones.cfg files, so yes, they would need to be updated if the NSM zones.cfg changes.
DrBeast
05-21-08, 12:27 PM
A question: With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?
As far as I know, the zones.cfg hasn't changed in UBM. According to the playtesters (cause I don't have 1.5), the Special Effects work just fine with 1.5. As soon as there's a new version of NSM available, I'll check it out and make any changes, if necessary.
Footnote: maybe I should leave modesty behind and just write it down in the Readme that I'm the one who fine-tuned those SFX mods...? :p
Snaptrap
05-21-08, 12:48 PM
With time to spare, I was able to get into the sim and zon files. It's interesting cause I don't think the sim files will be needed. I'm not even sure exactly why Werner used them since I am getting the exact affect with just the zon files. I'll see what happens just in case it's something in the displacement or draught. If it is, there's probably a way to make additional changes to the zone.cfg and zon files so the sims won't be needed.
Snaptrap
05-21-08, 12:55 PM
As far as I know, the zones.cfg hasn't changed in UBM. According to the playtesters (cause I don't have 1.5), the Special Effects work just fine with 1.5. As soon as there's a new version of NSM available, I'll check it out and make any changes, if necessary.
It has. A few things have been renamed and settings have been changed from 1.4. This file is already finished and you can actually get a slow sinking effect with it alone though it's not perfect without the other files. I just made the necessary adjustments with the applicable unit settings that would affect the sink rates and left everything else unchanged.
DrBeast
05-21-08, 01:01 PM
With time to spare, I was able to get into the sim and zon files. It's interesting cause I don't think the sim files will be needed. I'm not even sure exactly why Werner used them since I am getting the exact affect with just the zon files. I'll see what happens just in case it's something in the displacement or draught. If it is, there's probably a way to make additional changes to the zone.cfg and zon files so the sims won't be needed.
If memory serves, Werner only changed a few .sim files, and the only changes he made were pertaining to displacement.
As far as I know, the zones.cfg hasn't changed in UBM. According to the playtesters (cause I don't have 1.5), the Special Effects work just fine with 1.5. As soon as there's a new version of NSM available, I'll check it out and make any changes, if necessary.
It has. A few things have been renamed and settings have been changed from 1.4. This file is already finished and you can actually get a slow sinking effect with it alone though it's not perfect without the other files. I just made the necessary adjustments with the applicable unit settings that would affect the sink rates and left everything else unchanged.
Oh? That's interesting to know...I've been using the 1.5 zones.cfg on 1.4 for a month or so, maybe even more, to no (visible) ill effect. Anyway, I'm on standby; as soon as it's published I'll step in and add the eye-candy :yep:
Malakie
05-21-08, 01:32 PM
Hi,
Am another user here just itching to get this back working again... 1.5 seems a bit blah without now! :hmm:
Now if someone could figure out a way to 'skip time' or skip to next waypoint that would sure be nice. Sometimes it gets to be a pain waiting for the sub to cross half the world just to get to station... :D
MalakieUSN
Snaptrap
05-21-08, 01:45 PM
Oh? That's interesting to know...I've been using the 1.5 zones.cfg on 1.4 for a month or so, maybe even more, to no (visible) ill effect. Anyway, I'm on standby; as soon as it's published I'll step in and add the eye-candy :yep:
Yeah, from what I see there's nothing really drastic changed that would affect the game. I'm just incorporating the actual modifications from NSM into the file and not the changes from 1.4.
You have changes added into NSM?
Snaptrap
05-21-08, 05:30 PM
This is good news..and I think you have offerred a fine, cooperative, "team" approach which characterizes much of the MODing work here at Subsim community.
A question: With NSM, Light or Classic, there are specific related "ROW Pacific Environment Special Effects for NSM..." MODs. Will Kriller or someone have to update those MODs to work with your (and Werner's) new NSM for American Ships MOD? Or, will the current/existing "ROW PE SFX for NSM" Mods work with all ships, Japanese and American?
My only hope is that I'm not doing the wrong thing. With so many people with high expectations, I'm actually quite terrified of making a mistake.
Right now, I'm just converting the classic version. I'll do the light later.
DrBeast
05-22-08, 04:41 AM
Oh? That's interesting to know...I've been using the 1.5 zones.cfg on 1.4 for a month or so, maybe even more, to no (visible) ill effect. Anyway, I'm on standby; as soon as it's published I'll step in and add the eye-candy :yep:
Yeah, from what I see there's nothing really drastic changed that would affect the game. I'm just incorporating the actual modifications from NSM into the file and not the changes from 1.4.
You have changes added into NSM?
Not NSM per se, I've just made NSM-compatible versions of ROW PE Special Effects for it. Only changes to zones.cfg regarding cargo load and effects types.
ETA: Don't sweat it man, we're only humans. There won't be angry mobs at your doorstep demanding to drown, hang and quarter you :arrgh!:
Why hasent this been stickied?
Snaptrap
05-25-08, 12:27 PM
I'm running tests with the u-boat campaign to see how certain warships react. The King George is complete but I think the captain had a little too much brew.
http://img294.imageshack.us/img294/4864/sh4img200805250954qn7.th.jpg (http://img294.imageshack.us/my.php?image=sh4img200805250954qn7.jpg)http://img182.imageshack.us/img182/9727/sh4img200805250955mk5.th.jpg (http://img182.imageshack.us/my.php?image=sh4img200805250955mk5.jpg)http://img353.imageshack.us/img353/7840/sh4img200805250956la3.th.jpg (http://img353.imageshack.us/my.php?image=sh4img200805250956la3.jpg)
[/URL]
[URL="http://img182.imageshack.us/my.php?image=sh4img200805250955mk5.jpg"]
(http://img353.imageshack.us/my.php?image=sh4img200805250956la3.jpg)
DrBeast
05-25-08, 01:01 PM
I'm running tests with the u-boat campaign to see how certain warships react. The King George is complete but I think the captain had a little too much brew.
*snip!*
:huh:
The other ship split in half after the collision...?
John_Doe_16
05-25-08, 01:51 PM
Hi,
thanks a lot for working on portin this great mod to SH4 1.5 :up:
But there always has been one tiny thing with NSM that bothered me, and maybe it is fixable:
When you hit a sip with a torpedoe, you often don't see 3D damage in NSM, or, if you see it, the holes are very, very small... (yes, I checked carefully that 3D-damage was fully enabled in options...) With the deckgun there were also no holes that I could notice... (only with NSM enabled)
I think this may be connected to stronger armor values or something like that, so the hole-size may be hardcoded to be relative to maybe damage taken, and so maybe it can't be easily fixed, but if you could, it would be great to have the 3D-damage-eye-candy, together with the great sinking system...
Keep up the great work :up:
DrBeast
05-25-08, 02:10 PM
Hi,
thanks a lot for working on portin this great mod to SH4 1.5 :up:
But there always has been one tiny thing with NSM that bothered me, and maybe it is fixable:
When you hit a sip with a torpedoe, you often don't see 3D damage in NSM, or, if you see it, the holes are very, very small... (yes, I checked carefully that 3D-damage was fully enabled in options...) With the deckgun there were also no holes that I could notice... (only with NSM enabled)
I think this may be connected to stronger armor values or something like that, so the hole-size may be hardcoded to be relative to maybe damage taken, and so maybe it can't be easily fixed, but if you could, it would be great to have the 3D-damage-eye-candy, together with the great sinking system...
Keep up the great work :up:
Yes, 3D damage is related to damage caused, and over how big an area, provided the ammunition's "Armor Piercing" value exceeds the target's Armor value. Since some of these factors have been tweaked down in NSM (each for a variety of reasons), I'm afraid you'll have to live with that. Or, remove the shells.zon file from the mod's Data\Library folder before you activate it to have stock damage values for your deckgun.
Snaptrap
05-25-08, 02:14 PM
:huh:
The other ship split in half after the collision...?
It did. KG was moving at full speed cause I had already hit it a few minutes earlier. The destroyer was heading towards me and KG cut in front just as the destroyer tried to kick it into reverse to avoid the collision. It was better off just moving full speed ahead. KG took just over 15 minutes to sink with 5 torps.
DrBeast
05-25-08, 02:20 PM
Wow...that must be the first time I've seen two AI ships collide! They always seem to possess this uncanny ability of avoiding collision ALL THE TIME! Well done! :up:
Snaptrap
05-25-08, 02:33 PM
Wow...that must be the first time I've seen two AI ships collide! They always seem to possess this uncanny ability of avoiding collision ALL THE TIME! Well done! :up:
The AI might seem to react a little different with the tweaks to their vessels, so there will be that odd mistake that ship captains can make. I felt they had too much skill in avoiding collisions as well. Some slight displacement adjustments fixed that, but the refinements might take longer than expected. Everything must be perfect.
Just to keep this up!
Need that mod ;)
the KG in my game is missing the main gun textures, they just appear black. why is that?
Snaptrap
05-28-08, 04:21 PM
the KG in my game is missing the main gun textures, they just appear black. why is that?
I can't see the problem being related to this mod. NSM is all about vessel functionality. Do you have any other mods applied?
Ronin1975
05-29-08, 01:53 AM
Hi there, It maybe a stupid question, but I spend hours trying to locate this topic about the NSM MOD....Why isn't it "sticky" like the other MOD'S?
Cheers
Ronin
"Hi there, It maybe a stupid question, but I spend hours trying to locate this topic about the NSM MOD....Why isn't it "sticky" like the other MOD'S?"
Because it isn't updated yet to support the UBM Expansion pack, aka patch 1.5, I do not know when it is going to be updated to be compabilitble with the 1.5 :roll:
Ronin1975
05-29-08, 02:24 AM
"Hi there, It maybe a stupid question, but I spend hours trying to locate this topic about the NSM MOD....Why isn't it "sticky" like the other MOD'S?"
Because it isn't updated yet to support the UBM Expansion pack, aka patch 1.5, I do not know when it is going to be updated to be compabilitble with the 1.5 :roll:
:hmm: Interresting, because some are saying that it works fine with 1.5 as long as I doesn't play u-boats. Like one I quoted below
Go ahead and install NSM. It works fine with v1.5 as long as you do not play the U-Boat missions. I am an American skipper at heart and I did my time in the Kreigsmarine back in the SHIII days.
.
thanks for the info
Snaptrap
05-29-08, 07:00 AM
Unfortunately my work on transfering this over to 1.5 has been temporarily suspended. This morning my employer had informed that they decided to use a different client for their projects and because I work freelance, much of my time is going to be directed towards filling the gap. I apologize but those f'n bill have to be paid. It's probably time to find a permanent position with one employer.
DrBeast
05-29-08, 07:09 AM
No need to apologize. RL issues always precede. Good luck with the new project! :up:
Ronin1975
05-29-08, 07:17 AM
Unfortunately my work on transfering this over to 1.5 has been temporarily suspended. This morning my employer had informed that they decided to use a different client for their projects and because I work freelance, much of my time is going to be directed towards filling the gap. I apologize but those f'n bill have to be paid. It's probably time to find a permanent position with one employer.
Don't apologize, I totally understand that important things has to be done first. (like a job)
besides ...I'm a patient guy :D
I've noticed your from Alberta....
Go Oilers GO...:rock:
http://img412.imageshack.us/img412/446/oilerszo7.gif
gimpy117
05-29-08, 09:18 PM
thought I'd bring up that I'm using the light version in 1.5 fine....
Doolittle81
05-29-08, 10:23 PM
thought I'd bring up that I'm using the light version in 1.5 fine....
I think the heart of the issue is that NSM does not provide the improved sinking, etc, of the American ships...which one would be sinking if playing the UBoat commander. The Japanese Ships in 1.5 will show the NSM sinlking effects. As far as I understand it.
Fincuan
05-29-08, 11:32 PM
... As far as I understand it.
I understood it exactly the same way as you did, and just in case I always disable NSM when driving U-Boats. Seems to work as intended.
AlmightyTallest
05-30-08, 04:08 AM
Only problem I've encountered with NSM Classic and v1.5 with RFB was that some destroyers, like the akizuki for example, sometimes have taken 6 Mk 14 torpedoes (And that's 6 torpedoes that worked and exploded as designed) to sink one destroyer. Sometimes it works great though on the same ship, but other times I don't know why they don't sink.
keltos01
05-30-08, 05:06 AM
should've fired a kaiten.. oops wrong side !:rotfl:
may this thread never be forgotten.
Doolittle81
06-12-08, 12:08 PM
may this thread never be forgotten.
I agree...Has anyone seen any recent (last few months) posts by Werner (NSM Creator) in any threads on these forums?
Rockin Robbins
06-12-08, 12:54 PM
Last post by WernerSobe: 04-21-2008, 10:22 PM
http://www.subsim.com/radioroom/smartdark/thread_hot.gif [WIP] SJ Radar Mod version 2 (http://www.subsim.com/radioroom/showthread.php?t=135080)
And that's the story. He hasn't maintained his links to his tutorial videos either.:cry:
I heard the RFB team has a "new" NSM in the works... ;)
akdavis
06-12-08, 08:37 PM
I heard the RFB team has a "new" NSM in the works... ;)
Rockin. Will this one be compatible with RSRD/OM?
Will this one be compatible with RSRD/OM?
I don't see why it couldn't. It's just a matter of making sure the zone files for each ship are in line with the others.
DrBeast
06-13-08, 07:11 AM
I heard the RFB team has a "new" NSM in the works... ;)
Well, you're the sound guy; if you heard it, it's out there :D Keep us posted! Will it be integrated into RFB or will it be released as a stand-alone as well?
Well, you're the sound guy; if you heard it, it's out there :D Keep us posted! Will it be integrated into RFB or will it be released as a stand-alone as well?
It will be integrated into RFB, but it will also likely be released as a stand-alone as well.
Is NSM fully incompatible with 1.5? I mean if not to play u-boat missions. Because I' m playing an american fleet campaign now and I think it will take quite a long time.
So can I use NSM for american fleet campaing? And I'm also use RSRD. Is it ok?
akdavis
06-14-08, 09:32 AM
Is NSM fully incompatible with 1.5? I mean if not to play u-boat missions. Because I' m playing an american fleet campaign now and I think it will take quite a long time.
So can I use NSM for american fleet campaing? And I'm also use RSRD. Is it ok?
Lurker has explicitly stated it is not compatible with his campaigns.
Digital_Trucker
06-14-08, 10:25 AM
I believe what Lurker said was that not all vessels in his campaigns are covered by NSM. So you might see a vessel or two that doesn't "act right" according to NSM standards. I've been using Lurkers 1.4 campaign with NSM and will use it with 1.5. As far as the Uboat side of things, Werner didn't adjust the sinking characteristics of the Allied vessels, so it won't work if you're planning on sinking them.
If I'm wrong on any of this (as I occasionally am:rotfl:), someone please correct me.
I've just installed NSM and tried it at the tutorial missions. Mogami sanked wonderful. That was great. I really didn't like the way the ships sink in vanilla SH4. Just like a stone thrown into the pond. Especially warships. They supposed to fight for surviving a bit longer than an ordinary tin or a tanker full of oil. But at the second mission I couldn't kill that cargo. I was shooting it with armour piercing for a half an hour. Nothing happened(
Sorry. Just haven't read the manual. Everything is good. It only takes a lot of time and shells to sink a ship with the help of the deck gun.
Doolittle81
06-14-08, 03:02 PM
I believe what Lurker said was that not all vessels in his campaigns are covered by NSM. So you might see a vessel or two that doesn't "act right" according to NSM standards. ....
...far as the Uboat side of things, Werner didn't adjust the sinking characteristics of the Allied vessels, so it won't work if you're planning on sinking them.
If I'm wrong on any of this (as I occasionally am:rotfl:), someone please correct me.
You are correct...that is the situation.
DrBeast
06-17-08, 06:14 AM
I believe what Lurker said was that not all vessels in his campaigns are covered by NSM. So you might see a vessel or two that doesn't "act right" according to NSM standards. ....
...far as the Uboat side of things, Werner didn't adjust the sinking characteristics of the Allied vessels, so it won't work if you're planning on sinking them.
If I'm wrong on any of this (as I occasionally am:rotfl:), someone please correct me.
You are correct...that is the situation.
Also, using NSM4 with RSRDC will yield the side-effect of ships loaded with anything but cargo blowing up (literally!) with a single torpedo hit.
akdavis
06-17-08, 07:57 AM
I believe what Lurker said was that not all vessels in his campaigns are covered by NSM. So you might see a vessel or two that doesn't "act right" according to NSM standards. I've been using Lurkers 1.4 campaign with NSM and will use it with 1.5. As far as the Uboat side of things, Werner didn't adjust the sinking characteristics of the Allied vessels, so it won't work if you're planning on sinking them.
If I'm wrong on any of this (as I occasionally am:rotfl:), someone please correct me.
Lurker's explicit statement on NSM:
is your mod compatible with real sinking mechanics?
No it is not
Digital_Trucker
06-17-08, 09:58 AM
Also, using NSM4 with RSRDC will yield the side-effect of ships loaded with anything but cargo blowing up (literally!) with a single torpedo hit.
Which can be alleviated by changing the "cargo" of the psuedo "keel" zone in NSM to nothing instead of ammo, which is what I do. Guess I should have said that they can be used together if they are "adjusted" to cooperate with each other.
Just to check, I ran a Beyond Compare on the two mods and found only four overlapping files (3 .zons and 1 .sim). Oddly enough the 3 .zons were identical and there was only a 1 byte difference in the .sim.
Wolfling04
06-25-08, 01:41 AM
Werner do you have plans for a Uboat verision of NSM sir?
boneman
06-25-08, 02:42 AM
to give my opinion we should keep up the good mods (and NSM absolutely is) with development of the game! AND THAT IS vs 1.5!!!!!!!
(UBI team used SDK to create 1.5)
so please make it compatible with the ADDONN
PLEASE
Malakie
06-27-08, 06:14 PM
[quote=DrBeast]
Which can be alleviated by changing the "cargo" of the psuedo "keel" zone in NSM to nothing instead of ammo
For we idiots.. how do we do that... where or what files need modifying?
Malakie
Guys, I'm lost... and I am desperate :cry:....
I don't play the U-Boats side in 1.5, because I simply can't do it knowing there is no NSM running.
PLEASE, WHEN WE WILL HAVE A CHANCE to HAVE A STAND ALONE NSM FOR U-BOATS!!!
znatan
MDV_4life
06-30-08, 10:47 AM
Guys, I'm lost... and I am desperate :cry:....
I don't play the U-Boats side in 1.5, because I simply can't do it knowing there is no NSM running.
PLEASE, WHEN WE WILL HAVE A CHANCE to HAVE A STAND ALONE NSM FOR U-BOATS!!!
znatan
So what are you trying to say is: I WANT NSM COMPATIBLE WITH 1.5 LIKE I DO ? ;)
Lets make a pray and hope for the best :p
Indeed :lol: Let's all pray...
Each one of us using his own language.. I am sure there will be thousands of prays for this mode as never had been seen for any other mode!
Maybe one of the gods or maybe moders will hear and answer our prays with a nice NSM for U-Boats... :D
znatan
MDV_4life
06-30-08, 05:11 PM
Indeed :lol: Let's all pray...
Each one of us using his own language.. I am sure there will be thousands of prays for this mode as never had been seen for any other mode!
Maybe one of the gods or maybe moders will hear and answer our prays with a nice NSM for U-Boats... :D
znatan
Please god. I will never lie again :up:
(cough)
http://forum.kickinbak.com/viewtopic.php?t=623
(/cough)
;)
Wolfling04
07-01-08, 12:20 AM
I am running v1.5 w/ the NSM meant for 1.4 and I dont have any problems at all. Even the U.S. ships dont sink like a rock....but they sure dont take anywhere from seconds to hours like the Japs ship do in NSM for v1.4
btw: where is Werner I see he hasnt posted here in a while
MDV_4life
07-01-08, 04:15 AM
What has RFB to do with NSM?
I would like to try RFB, they said that you could walk arround in the sub with that mod.
Rockin Robbins
07-01-08, 10:54 AM
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. If I weren't sleeping at the switch, I'd be testing for them. Together, they will produce an updated and better version of NSM. I personally hope they'll change the name to avoid confusion.
This will take some time. They are not reengineering NSM, but recreating it. The job requires rezoning each and every ship in the game, testing, tweaking, swearing, retweaking, drinking adult beverages, retesting, swearing.... So it will get here but have patience. There are SO MANY things that could go tragically wrong if they hurry.
MDV_4life
07-01-08, 11:46 AM
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. If I weren't sleeping at the switch, I'd be testing for them. Together, they will produce an updated and better version of NSM. I personally hope they'll change the name to avoid confusion.
This will take some time. They are not reengineering NSM, but recreating it. The job requires rezoning each and every ship in the game, testing, tweaking, swearing, retweaking, drinking adult beverages, retesting, swearing.... So it will get here but have patience. There are SO MANY things that could go tragically wrong if they hurry.
Thanks, i have a question but i doesn't acutally has anything to do with it .
Is it a problem if you remove the sound folder from RFB? Because their are some englisch voices in the dive sequences and stuf like that
Doolittle81
07-01-08, 11:57 AM
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. ...
Fantastic news! It's very satisfying to see how SH4 Community members (Modders) step forward to pick up the Flag and continue forward when another leader-Modder stumbles or falls. It says a great deal about the character of folks who comprise this Community.
Is it a problem if you remove the sound folder from RFB? Because their are some englisch voices in the dive sequences and stuf like that
Read the first post in the Stickied RFB thread.
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. If I weren't sleeping at the switch, I'd be testing for them. Together, they will produce an updated and better version of NSM. I personally hope they'll change the name to avoid confusion.
This will take some time. They are not reengineering NSM, but recreating it. The job requires rezoning each and every ship in the game, testing, tweaking, swearing, retweaking, drinking adult beverages, retesting, swearing.... So it will get here but have patience. There are SO MANY things that could go tragically wrong if they hurry.
Yes, it's a slow process, but we're making sure we get it done right. I think people will be very impressed with the end result.
For those who are unfamiliar with Observer's work, he and Det Teddy Bär created the series of NYGM mods for SH3, the (arguably) most famous of which was their ship damage mod. We are in essence re-creating that mod for SH4, along with a totally awesome submarine damage mod. We think it will really revolutionize the way players approach the way they play the game. Running and gunning on the surface will be a thing of the past, that's for sure... ;)
panthercules
07-01-08, 09:26 PM
@ LukeFF - definitely looking forward to this one, especially the "totally awesome submarine damage mod" - does that hapen to incorporate anything about the damage repair times along the lines of the great LRT (longer repair times) mod for SH3? That LRT mod gave me some of my best, tensest moments of gameplay while nursing my wounded Type VIIC back to port for something like 30 hours after being bombed just outside the Bay of Biscay, and I'd really love to see something like that for SH4.
Observer
07-01-08, 11:31 PM
@ LukeFF - definitely looking forward to this one, especially the "totally awesome submarine damage mod" - does that hapen to incorporate anything about the damage repair times along the lines of the great LRT (longer repair times) mod for SH3? That LRT mod gave me some of my best, tensest moments of gameplay while nursing my wounded Type VIIC back to port for something like 30 hours after being bombed just outside the Bay of Biscay, and I'd really love to see something like that for SH4.
Yes.
See here: http://forum.kickinbak.com/viewtopic.php?t=578
and here: http://forum.kickinbak.com/viewtopic.php?t=654
for more details.
MDV_4life
07-02-08, 01:06 AM
Is it a problem if you remove the sound folder from RFB? Because their are some englisch voices in the dive sequences and stuf like that
Read the first post in the Stickied RFB thread.
Ok Luke, I've readed the whole first post but they didn't mention if it can harm the mod if you remove the sound file in example. I did that + i edited the Orderbar. What i've did is copied the Orderbar in my favorites of the Sh4 menumaker so it could load the file and edited it. Then I replaced it with the old Orderbar and i moved the BAD_Orderbar to my desktop. Because it looked a lot like the old Orderbar.
Did i messed something up their ?
EDIT: Because my SH4 crashes after the load of a saved game.
I unabled RFB, that took care of the problem, but I would like to activate it back again.
RFB Team
07-02-08, 03:59 PM
I've readed the whole first post but they didn't mention if it can harm the mod if you remove the sound file in example. I did that + i edited the Orderbar. What i've did is copied the Orderbar in my favorites of the Sh4 menumaker so it could load the file and edited it. Then I replaced it with the old Orderbar and i moved the BAD_Orderbar to my desktop. Because it looked a lot like the old Orderbar.
Did i messed something up their ?
You have a folder called "German Audio Files" that's to be enabled for German campaigns. It's the only way to have a proper German atmosphere (along with the German speech mods out there) when playing a U-boat campaign with RFB.
MDV_4life
07-02-08, 05:34 PM
I've readed the whole first post but they didn't mention if it can harm the mod if you remove the sound file in example. I did that + i edited the Orderbar. What i've did is copied the Orderbar in my favorites of the Sh4 menumaker so it could load the file and edited it. Then I replaced it with the old Orderbar and i moved the BAD_Orderbar to my desktop. Because it looked a lot like the old Orderbar.
Did i messed something up their ?
You have a folder called "German Audio Files" that's to be enabled for German campaigns. It's the only way to have a proper German atmosphere (along with the German speech mods out there) when playing a U-boat campaign with RFB.
I just deleted the whole sound file. Have no problems. I removed the orderbar and putted mine in but still hadn't seen it. Forgot to disable it with JSGME and activate it back again :shifty:
But suddenly the circle has disappeared around my sub when i zoom in on the navigation map. Is it because the BAD_OrdersBars isn't anymore in the Menu file? I couldn't think of anything else what could be the problem otherwise.
P.S. Just got my fort spectacular kill with RFB. Note: are their some changes added in the sinking mechanics in RFB ?
http://i309.photobucket.com/albums/kk389/MDV_4life/Victory.jpg
Wolfling04
07-07-08, 10:02 PM
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. ...
Fantastic news! It's very satisfying to see how SH4 Community members (Modders) step forward to pick up the Flag and continue forward when another leader-Modder stumbles or falls. It says a great deal about the character of folks who comprise this Community.
With this said...what happened to Werner
Defiance
07-08-08, 05:34 AM
Well he was taking time-out doing his studies etc
Maybe he's got very busy in real life i guess ?
Wolfling04
07-09-08, 02:56 AM
Yeah I was just worried that maybe something happened...havn't been around in a few months and I'm still trying to get spun back up on things
Navarxos
07-22-08, 05:41 AM
Hi. What is the installation order for TM and NSM? I must first install TM and then NSM and overwrite all conflicts? I am using SH4 v1.4. I am asking this cause in RFB i think that u first install NSM and then RFB. Thank you.
I think NSM is not compatible with TM. This is what I read in TM faq.
MDV_4life
07-22-08, 09:24 AM
Hi. What is the installation order for TM and NSM? I must first install TM and then NSM and overwrite all conflicts? I am using SH4 v1.4. I am asking this cause in RFB i think that u first install NSM and then RFB. Thank you.
NSM
PE or W_Clear environment mod
RFB
RSRD
OM
But i don't know about TM
Fanatic X
07-24-08, 02:48 PM
Hi, I'm a bit of a noob. but I can't download the file...
It gives me an error the whole time, can someone send it to me via e-mail, or host it on an other site, please??
I loved sh3 because of the sinking mechanics, I loved to set the torp depth to exactly where the keel is and blow the ships up with one torpedo, snapping it in 2. Now (without the mod) it takes more than 2 torps to sink a ship... if I'm lucky, 1.
Hi. What is the installation order for TM and NSM? I must first install TM and then NSM and overwrite all conflicts? I am using SH4 v1.4. I am asking this cause in RFB i think that u first install NSM and then RFB. Thank you.
Hi Navarxos,
I am using SH IV 1.5 with TMO and NSM installed and they work just great. Just install NSM last and overwrite all conflicts (as you correctly postulated) and it will be fine. It could be that they aren't designed for each other and there may be problems, but I haven't noticed anything and I'm really enjoying it.
Cheers
Stu.
Demon777
08-27-08, 11:43 AM
Hi Werner and everybody,
First of all thanks for the mod! It is a real 'must have' one.
But I'd be glad if you answer a question... while testing NSM in tutorial campaign, I was a bit surprised by the power of torpedoes. A large freighter (Victory-class) had been sunk within 5 minutes after only ONE impact by Mk14, I should note that this impact was at the bow of the ship. T3 tanker also couldn't stand one impact (right in the center). I've read about the basis of flooding-level and 'cargo factor', but still I don't know why such a large ships cannot stand one torpedo...
Their overall displacement is more than 17000 tons, so this looks quite strange :hmm:
http://zalil.ru/upload/26094277
Webster
08-27-08, 06:01 PM
Hi Werner and everybody,
First of all thanks for the mod! It is a real 'must have' one.
But I'd be glad if you answer a question... while testing NSM in tutorial campaign, I was a bit surprised by the power of torpedoes. A large freighter (Victory-class) had been sunk within 5 minutes after only ONE impact by Mk14, I should note that this impact was at the bow of the ship. T3 tanker also couldn't stand one impact (right in the center). I've read about the basis of flooding-level and 'cargo factor', but still I don't know why such a large ships cannot stand one torpedo...
Their overall displacement is more than 17000 tons, so this looks quite strange :hmm:
http://zalil.ru/upload/26094277
keep in mind these were single hull ships that were nothing like ships are built today so have a look at how many liberty ships, before they were even attacked, simply broke in half due to design flaws and rough seas and you can understand how a single torpedo can easily sink a ship. they also didnt have the best flood controls or firefighting equipt.
also there are limits to what you can do with this game because the damage models are screwed up for so many ships and some you just cant do anything to fix.
But I'd be glad if you answer a question... while testing NSM in tutorial campaign, I was a bit surprised by the power of torpedoes. A large freighter (Victory-class) had been sunk within 5 minutes after only ONE impact by Mk14, I should note that this impact was at the bow of the ship. T3 tanker also couldn't stand one impact (right in the center). I've read about the basis of flooding-level and 'cargo factor', but still I don't know why such a large ships cannot stand one torpedo...
Their overall displacement is more than 17000 tons, so this looks quite strange :hmm:
Allied merchants are not covered by NSM.
Demon777
08-28-08, 06:47 AM
OK. Thanks guys!
Doolittle81
08-28-08, 12:51 PM
07-01-2008
Luke, master guru and co-conspirator of the RFB modding crew has taken it upon himself to remake NSM for SH1.5. He has been joined by observer, who has previous experience in this area. Others could be involved by now. If I weren't sleeping at the switch, I'd be testing for them. Together, they will produce an updated and better version of NSM. I personally hope they'll change the name to avoid confusion.
This will take some time. They are not reengineering NSM, but recreating it. The job requires rezoning each and every ship in the game, testing, tweaking, swearing, retweaking, drinking adult beverages, retesting, swearing.... So it will get here but have patience. There are SO MANY things that could go tragically wrong if they hurry.
I'm just curious....How's the NSM for 1.5 coming along?
Meanwhile, I'm on the 5th or 6th patrol in the OpsMonsun Sept1939-May1945 campaign. On my 4th (?) patrol I sailed into Scap Flow in my IIB U-Boot with its measly Five total torpedoes...put three into HMS Repulse Battle cruiser (48K tons) which showed some limited/lingering fires for the next 24+ hours but barely listed. I stayed in the area and, after reloading, subsequently put my remaining two torpedoes into HMS Illustrious carrier (23k tons) which quickly listed, then rolled 90 degrees, and sunk...rested sideways on the shallow bottom with about one-third above the surface. As it happens, I have "NSM4 light" and "ROW PE3 Special effects for NSM4 Light #2c" enabled...not sure if I should have these enabled (!?!)
According to actual historical results, on 14 October 1939, U-47, under the command of Günther Prien, penetrated Scapa Flow and sank the old battleship HMS Royal Oak anchored in Scapa Bay. Her second torpedo attack blew a 30-foot (9 m) hole in the Royal Oak and as a result she flooded and quickly capsized. Of the 1,400-man crew, 833 were lost.
So, I guess I can more or less accept my results as being more or less 'accurate/realistic" ?? Right???
I'm just curious....How's the NSM for 1.5 coming along?
Well, it's not really NSM, since the ideas and principles behind the mod are mainly those of Observer and Teddy Bar, which you might remember from NYGM. The working name of the mod right now is "Ship Damage Model."
Okay, semantics out of the way... :D The mod is coming along very well. We hope to have the merchants completed soon and implemented in the next release of RFB.
Meanwhile, I'm on the 5th or 6th patrol in the OpsMonsun Sept1939-May1945 campaign....
...So, I guess I can more or less accept my results as being more or less 'accurate/realistic" ?? Right???
Just realize those ships you targeted are non-stock ships (I believe they're from SH3), so they're likely to exhibit some bizarre behavior, especially since Werner didn't cover them in NSM.
Doolittle81
08-29-08, 12:52 PM
...
... The mod is coming along very well. We hope to have the merchants completed soon and implemented in the next release of RFB.
...
Thanks for the quick and informative reply.
Now, the kicker...Will this SDM Mod be released separately so that it can be enabled over 'Stock 1.5 + OM' and 'Stock 1.5 + RSRDC'?
I personally don't use RFB or TMO, though I know that they are outstanding Mods.
Now, the kicker...Will this SDM Mod be released separately so that it can be enabled over 'Stock 1.5 + OM' and 'Stock 1.5 + RSRDC'?
I personally don't use RFB or TMO, though I know that they are outstanding Mods.
That's ultimately up to Observer, since it's his mod.
Demon777
08-30-08, 07:40 AM
Recently I sank giant European liner (18700 tons). I must say it took about TEN Mk23s :)
This is notwithstanding more or less equal impacts distribution...
It seems that only Titanic-like ships would require so many torps lol :cool:
Sailor Steve
08-30-08, 07:55 AM
...I sailed into Scap Flow in my IIB U-Boot with its measly Five total torpedoes...So, I guess I can more or less accept my results as being more or less 'accurate/realistic" ?? Right???
Results, yes; action, probably not. Prien didn't just sail into Scapa Flow. Dönitz himself carefully planned the mission using the latest aerial photographs, and he hand-picked Prien for the job. It was the only successful German harbor raid of the war.
Demon777
09-03-08, 02:00 AM
I noticed that in NSM4 Fubuki-class destroyer cannot be sunk by one torp if aiming at the center of the hull (not keel). The ship lists, but doesn't sink or capsize
linerkiller
09-20-08, 03:54 AM
Is this project still alive?:hmm:
doulos05
09-22-08, 07:36 PM
I LOVE this mod! Awesome. Ships may take longer to sink, but I don't care. I like knowing that if I hit one Large Modern Tanker just behind the funnel at 10 feet below the waterline and it floods quickly and capsizes, then the next one will happen just the same way if I hit the same spot. Less random, more skill.
I like knowing that if I hit one Large Modern Tanker just behind the funnel at 10 feet below the waterline and it floods quickly and capsizes, then the next one will happen just the same way if I hit the same spot. Less random, more skill.
That's not the hallmark of a good sinking mechanics mod. ;) With the new sinking mechanics model coming with RFB, a hit in a particular spot may or may not cause a ship to capsize/explode/stop dead in the water, etc. Unpredictability becomes the name of the game: a bulkhead may or may not collpase. A fuel bunker may or may not ignite. The deeper a torpedo hits, the greater damage it will do to the ship. Though I respect the work Werner did with NSM, those types of "unpredictability factors" just aren't present with NSM.
doulos05
09-23-08, 11:59 AM
Perhaps, but there is still more skill involved than a rote "Reduce targets HP to zero". Ships flood in a predictable manner. Flooding a given compartment on a given ship with a given load should produce a relatively predictable result. Now, I will freely admit that the mechanics of torpedoes and hull failures <b>aren't</b> predictable. But the mechanics of sinking are, and if I can manage to inflict similar damage on two ships of the same class, I can expect similar results. I guess that's what I was trying to say. Now if I can just get the influence detonators on my Mk.14s to work....
BTW, my most recent sinking was quite entertaining to watch. I hit it 1/2 way between the stern and the composite superstructure. It took almost 2 hours to settle by her stern (as well as a second torpedo to speed the process as it was getting towards dawn and I didn't want to be stuck watching her sink while waiting for the Betties). When she did finally up-end, she bobbed vertically in the water for about 10 minutes. She would rise up on a wave and then, in a burst of bubbles, settle even deeper into the sea. It was quite fun. One quick question, I know that in the basic version of the game, visible damage is only for show. Is that also true in NSM and in the new version for RFB?
Also, I've never done any modding before for a game, but I'm an amateur programmer and if you guys need any code monkeys or lab rats, I'd be glad to help. I wasn't sure if I was going to try one of the "supermods" anytime soon, but if RFB includes the newest iteration of NSM... well, I'll have to fork out the $10 for the 1.5 patch a lot sooner than anticipated.:D
Rockin Robbins
09-23-08, 02:53 PM
Is this project still alive?:hmm:
Play taps. Werner has left on eternal patrol. His mod no longer works with all our ships and has no application to U-Boats at all. It has unresolved side effects that make its use a big problem. It has been eliminated from TMO for just that reason. One common problem is a column of thick smoke hanging over the water that will follow you everywhere. (Hey look! Here comes a submarine over the horizon!)
The RFB rework (actually a completely new mod from the ground up) will be much better! It will most likely be released as a stand-alone mod for everyone else too.
One quick question, I know that in the basic version of the game, visible damage is only for show. Is that also true in NSM and in the new version for RFB?
In the new ship damage mod, the torpedo holes show up where they are supposed to, so they aren't really for show. As RR writes, this is a total new damage mod and not a rework of NSM. Two of the most experienced modders in this community (Observer and Der Tedd Bär) are the masterminds behind this new mod.
Also, I've never done any modding before for a game, but I'm an amateur programmer and if you guys need any code monkeys or lab rats, I'd be glad to help. I wasn't sure if I was going to try one of the "supermods" anytime soon, but if RFB includes the newest iteration of NSM... well, I'll have to fork out the $10 for the 1.5 patch a lot sooner than anticipated.:D
You're welcome to check out our forum at http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614 . We're always looking for people to join up and make the mod even better.
Rockin Robbins
09-23-08, 05:04 PM
You're welcome to check out our forum at http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614 . We're always looking for people to join up and make the mod even better.
He stole my line! He stole my line. :x
You're welcome to check out our forum at http://forum.kickinbak.com/index.php?sid=7a82042423185c20ab647a9120c08614 . We're always looking for people to join up and make the mod even better.
He stole my line! He stole my line. :x
RR,
Are you losing the touch? Man, you should have been all over that.
linerkiller
09-24-08, 12:34 AM
[quote]
Play taps. Werner has left on eternal patrol. [quote] :cry: So Werner has left us....i'm very sad:cry:
So, is this still a WIP?
Urge
Webster
12-10-08, 09:19 AM
So, is this still a WIP?
Urge
as RR said it will be released as a completely new totally rebuilt from the ground up stand alone mod in the near future, untill then you can only get it as part of RFB
keltos01
12-10-08, 01:25 PM
looking forward to that release ! :)
keltos
Rockin Robbins
12-10-08, 03:33 PM
The new mod is going to take a lot of time. Each individual ship has to be tuned. This includes placing internal bulkheads, establishing armor values, buoyancy for each compartment, flooding times, I've only scratched the surface of a very technical problem. It's like having to write a separate mod for each and every target in the game, because that is exactly what Observer has to do!
Then after months of troubleshooting, the mod is released into the wild, where the users are more diabolical than the testers. So they find things that need to be fixed up and another cycle, probably a couple of months long, commences before we see what the true potential of this ship damage mod can be.
Hang on and prepare for turbulence!
tonschk
12-12-08, 12:45 AM
Hello , can somebody tell me please if is possible to use this mod with the SH4 version 1.5 U-Boat mission ? , thank you very much for the help
claybirdd
12-12-08, 12:48 AM
read the top part of the first post in this thread.
tonschk
12-12-08, 12:58 AM
read the top part of the first post in this thread.
Hello ,I saw the first post , telling is impossible to use , but I was thinking may be the situation was changed later
Vandrith
01-28-09, 09:50 PM
Yeah, you would imagine
Rockin Robbins
01-28-09, 10:19 PM
The situation has not changed. You can install the mod and nobody will die. But not all ships will sink in the Natural Sinking Mechanics manner. There are quite a few ships that Werner didn't have available when he made this mod, and each individual ship must be tuned to sink properly. Those ships will sink in the hokey stock manner.
keltos01
02-12-09, 04:51 AM
Bump
Will start a thread soon about a NSM for the IJN campaign and submarines
keltos
Eagerly awaiting the next version of the mod. It is kind of odd having some ships pop to pieces and sink in seconds when you are used to playing with this mod. I have actually found myself not engaging ships that wont sink properly.
Eagerly awaiting the next version of the mod. It is kind of odd having some ships pop to pieces and sink in seconds when you are used to playing with this mod. I have actually found myself not engaging ships that wont sink properly.
There isn't a next version of this mod planned. Werner hasn't been around this forum in months.
Rockin Robbins
02-16-09, 06:29 AM
RFB and the NYGM crew is the only game in town!:salute:
keltos01
02-16-09, 09:37 AM
RFB and the NYGM crew is the only game in town!:salute:
Says who ? ;)
keltos
Rockin Robbins
02-16-09, 09:03 PM
You forgot to read the mice type!
This post is referring only to sinking mechanics mods, not to other manner of mods, including but not limited to compilation mods (such as RFB, TMO, IJN, FOTRS, etc), environmental mods, ship physics mods, or mods that modify SH4 to take out the garbage. Only game in town is a registered trademark of Real Fleet Boat Incorporated and means not much of anything. Actually it means whatever they mean it to at the specific time it is said, and may mean something completely different next time you hear it. Please use with caution, not while operating heavy machinery or around pets, wives or children. Your mileage may vary.
See? Perfectly understandable!:yeah:
Doolittle81
02-16-09, 11:27 PM
There isn't a next version of this mod planned. Werner hasn't been around this forum in months.
More like a year since he vanished.
Wolfling04
04-09-09, 03:58 AM
Hello,
I always hate being a pest but I was wondering if there was any progress on the new mod, or if there is a new post that i am not seeing.
Thanks
Ibcopperhead
05-03-09, 07:56 PM
Well I haven't read all but this mod doesn't work with U boat expansion right??
Rockin Robbins
05-03-09, 08:47 PM
It will work. However bad side effects led to its deletion from TMO. RFB never considered using it because of the same problems. In stock it will work but some new ships not included in NSM will sink in stock manner while the ships covered will sink in NSM manner. You will still get the side effects that bothered the major supermodders, including columns of smoke that may follow your submarine around and some other effects I can't think of because it's been too long since I ran the mod.
silent fan
05-21-09, 03:18 PM
Hello,
I may have a little problem the ap rounds don't show the hull damage anymore :(
is this normal or have i done something wrong ¿
With kind regards,
Michael
When I click download now it takes me to the main front page of Filefront
Its happening to me now, help?
gimpy117
06-01-09, 11:18 PM
the download is down...that's why...
keltos01
06-02-09, 12:36 AM
I still had the mod, uploaded on my main FF page, but RFB does that and more I think.
keltos
Latest Version 4.0 (29.01.2008)
ATTENTION: THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE
by Werner Sobe
NSM 4.0 download :
http://files.filefront.com/NaturalSinkingMechanics+40zip/;13840440;/fileinfo.html
SilentTEO
10-04-09, 01:28 PM
Hi All:salute:
I love this mod, especially making keel attacks:O:, the only problem, i cant saw the hull damage on enemy ships (whit magnetic exploder or contact attack) :yawn: ... any une can solve this or know why this hapenning?
Thanks and sorry mi english:oops:
Hi All:salute:
I love this mod, especially making keel attacks:O:, the only problem, i cant saw the hull damage on enemy ships (whit magnetic exploder or contact attack) :yawn: ... any une can solve this or know why this hapenning?
Thanks and sorry mi english:oops:
I'm sure you speak English way better than I speak *your* native language! :D
Anyway, do you have any mods installed?
SilentTEO
10-05-09, 05:38 AM
Hi:DL
Thanks for the reply:03:, mi native language is Portuguese:woot:
I have some mods instaled yeah:
Real Environment (latest version)
Some Skins for Gato; Balao and S-18
A Mod for decrease the size of the rocks and plants
Poul-Sound (its fantastic:yeah:)
NSM4 Classic
(And mutch more, but in this time, they are not instaled)
Why?, the hull damage dont show because une of this mods?:06:
(i hope not:arrgh!:)
Hi:DL
Thanks for the reply:03:, mi native language is Portuguese:woot:
I have some mods instaled yeah:
Real Environment (latest version)
Some Skins for Gato; Balao and S-18
A Mod for decrease the size of the rocks and plants
Poul-Sound (its fantastic:yeah:)
NSM4 Classic
(And mutch more, but in this time, they are not instaled)
Why?, the hull damage dont show because une of this mods?:06:
(i hope not:arrgh!:)
I'm not totally sure about this, but with Real Environment, you might need to get NSM-related content from earlier versions of the Real Environment mod.
Can anyone verify this? Thanks!
Bill
Rockin Robbins
10-05-09, 12:39 PM
Any environmental mod is going to impact all of the rest of the game EXCEPT for the target damage effects. That should remain untouched, so NSM shouldn't be impacted by RE at all.
It's interesting that you mentioned the keel shot as the reason you use the mod. I was a long time NSM user until Werner put in the keel shot. Until then every ship sank differently depending on how you hit it. Then he puts in an arcade game gimmick where every single ship takes one hit to the keel and splits in two exactly the same. That's when NSM jumped the shark and became a parody of its former self in my way of thinking.
Just shows that players are different and more options is always good!
Any environmental mod is going to impact all of the rest of the game EXCEPT for the target damage effects. That should remain untouched, so NSM shouldn't be impacted by RE at all.
It's interesting that you mentioned the keel shot as the reason you use the mod. I was a long time NSM user until Werner put in the keel shot. Until then every ship sank differently depending on how you hit it. Then he puts in an arcade game gimmick where every single ship takes one hit to the keel and splits in two exactly the same. That's when NSM jumped the shark and became a parody of its former self in my way of thinking.
Just shows that players are different and more options is always good!
Thanks, I guess I was wrong, but I wasn't very sold on what I said, either, which is why I asked if this were true or not.
With that in mind, isn't there a setting in the game that you can control how much damage you see on the hull?
Just trying different ideas!
Bill
Bubblehead1980
10-05-09, 02:10 PM
Is there an NSM for 1.5 TMO+RSRD? Would be great.
Rockin Robbins
10-05-09, 02:54 PM
Nope. When Werner left nobody took up the gauntlet. Most of us were peeved about the keelshot arcade thing and reworking is a target by target laborious tweaking of each individual ship file. There is no global setting that makes flooding happen in a certain way.
Stealth Hunter
10-30-09, 10:59 PM
Anybody have a working download link for the file? Just started back to SH4 and remembered how great this thing was. Keltos' link isn't working for me for some reason. Hasn't been for the last few hours.
And out of curiosity, does anybody know what happened to Werner?
Anybody have a working download link for the file? Just started back to SH4 and remembered how great this thing was. Keltos' link isn't working for me for some reason. Hasn't been for the last few hours.
And out of curiosity, does anybody know what happened to Werner?
Give me an email address and I'll get you the file! :D
Bill
Stealth Hunter
10-31-09, 04:13 PM
Hey thanks for the file, Bill.:up::salute:
Hey thanks for the file, Bill.:up::salute:
NP! :)
Webster
10-31-09, 06:37 PM
NP! :)
why dont you upload it to subsim so everyone can use it?
im suire he isnt the only one who will be looking for it :salute:
why dont you upload it to subsim so everyone can use it?
im suire he isnt the only one who will be looking for it :salute:
Can you say, "Duh?" as in, "That is so obvious!" Thanks a bunch because it honestly did not occur to me!:doh::oops::rock: I'll do that shortly.
Edit:
Actually it's already there.
keltos01
11-01-09, 03:59 AM
Anybody have a working download link for the file? Just started back to SH4 and remembered how great this thing was. Keltos' link isn't working for me for some reason. Hasn't been for the last few hours.
And out of curiosity, does anybody know what happened to Werner?
re uploaded Natural Sinking Mechanics 4.0 :
http://www.mediafire.com/file/ifg4myzmmzk/NaturalSinkingMechanics_40.zip
keltos
re uploaded Natural Sinking Mechanics 4.0 :
http://www.mediafire.com/file/ifg4myzmmzk/NaturalSinkingMechanics_40.zip
keltos
Can you say, "Duh?" as in, "That is so obvious!" Thanks a bunch because it honestly did not occur to me!:doh::oops::rock: I'll do that shortly.
Edit:
Actually it's already there.
Thanks for the second link!
keltos01
11-01-09, 09:09 AM
Thanks for the second link!
no probs
keltos
irR4tiOn4L
01-10-11, 11:23 PM
Is there an analogue or equivalent to this in TMO or RFB?
keltos01
01-11-11, 07:35 AM
Is there an analogue or equivalent to this in TMO or RFB?
RFB : yes, the mod has its own very good damage model, that it ecompasses as many ships or more i do not know.
TMO : I don't know
keltos
chrysanthos
02-24-11, 09:39 AM
i dont get it:/ i mean if the ship is out of hitpoints a clean shot can sunk it? please explain about it i like to know how natural sinking works..
Sailor Steve
02-24-11, 10:47 AM
The very first post on page one explains it all. :sunny:
MDV_4life
02-24-11, 02:40 PM
The very first post on page one explains it all. :sunny:
The download link is broken , on the first post
reignofdeath
02-24-11, 03:51 PM
Question is it compatible with TMO?? and is there a version out there to work with 1.5 the Uboat version??
Jan Kyster
02-24-11, 04:48 PM
Question is it compatible with TMO??Answered with a "No" in the TMO 2.0 manual... :D
Don't know about v1.5 compatibility, but why wouldn't it be?
reignofdeath
02-24-11, 07:07 PM
Answered with a "No" in the TMO 2.0 manual... :D
Don't know about v1.5 compatibility, but why wouldn't it be?
Dunno, but thats the one thing that I find I dont like about TMO, i want real sinking mechanics in it! If someone could do this for me Id be ecstatic.
is there a comparable mod for it at all?
Sailor Steve
02-24-11, 08:24 PM
The download link is broken , on the first post
He didn't ask for a link, only an explanation.
But since you brought it up...
http://www.subsim.com/radioroom/downloads.php?do=file&id=1306
I'm goin' down
08-05-11, 10:46 AM
thanks for the link. You saved me a lot of time.:salute:
seaman21
12-02-11, 11:27 AM
hmm..it says, i cant download it(((
Sailor Steve
12-02-11, 11:52 AM
That's because Subsim Downloads are available for active users. Now that you've posted something, try again.
chrysanthos
03-02-12, 08:49 AM
one question please....is there a way to make a playble ship realism sinking too? i mean if i make 20000hipoints just like the mod should i take flooding just like the AI? thanks and please reply back because i love this mod:D
SchlongConnery
03-12-12, 03:26 PM
Is it just me, or is the link not working?
DrBeast
03-12-12, 04:01 PM
Is it just me, or is the link not working?
Try this: http://www.subsim.com/radioroom/downloads.php?do=file&id=1306
Link on the first post is almost 4 years old, no wonder it doesn't work. Keep in mind that this mod is for v1.4 ONLY.
Oh and welcome aboard! :arrgh!:
That's because Subsim Downloads are available for active users. Now that you've posted something, try again.
oww
Charlie901
03-16-12, 01:04 PM
Does this mod offer better/more natural sinking mechanics than the sinking mechanics in TMO 2.5?
DrBeast
03-16-12, 03:26 PM
This mod is (was?) for 1.4 only. That being said, ships do sink slower in NSM.
If IRC, both TMO, and RFB both use a "version" of NSM.
DrBeast
03-19-12, 11:26 AM
If IRC, both TMO, and RFB both use a "version" of NSM.
TMO may have adapted bits and pieces, but is not really using a modified version of NSM. There was far too much work involved to port it over to 1.5. RFB, I think, use the concept of NSM in their damage model.
I have to admit, I do miss this mod :cry:
Bilge_Rat
03-19-12, 02:12 PM
TMO uses the stock model, which is still flooding based, but TMO increased the flooding times by a factor of 3x over stock.
RFB's NYGM uses a custom made flooding model like NSM with additional floodable compartments for many of the ships.
I have been playing/testing both for the past 1-2 weeks and none is perfect, but that is a problem with the way the game is designed. The mods are fine, but there is only so much you can do.
TMO ships sink probably too quickly, but at least they look more natural going down. RFB probably has more realistic sinking times, but many times, the ships don't look as natural going down IMHO.
One easy fix to do is to mod the Data/Zones.cfg file to increase flooding time for all the ships. TMO used a factor of 3x, but the B.A.R.F. mod for SH5 used a factor of 10x. I have been experimenting with just increasing the flooding times 4.5x to 6x over stock and the results don't look half bad.
Here is a file I have been working on if someone wants to test it. It increases the TMO flooding times by about 2.5x to bring it up to 10x stock. Place it in your "Data" folder. Be sure to back up your existing "Zones.cfg" file first:
http://www.mediafire.com/?w03ue69hdj6761n
7499275
05-06-12, 01:25 PM
I downloaded and install NSM using JSGME or what ever its exact abrviation is called. But anyway, I went and played the artillary training mission because it has a merchant, I fired two torpedoes, one hit the very back (Stern?) and one just behind the middle.
Neither of them popped a hole in the hull, so I fire two more, one hits in the middle under the bridge, the seconed on the front ( bow? ) the front shot put a whole in the hull and she began to list and sink rather quickly, but there was no explosion, so all i need to know is. Did I install this mod right and is it working properly?
Sidekikd34
05-06-12, 09:06 PM
I downloaded and install NSM using JSGME or what ever its exact abrviation is called. But anyway, I went and played the artillary training mission because it has a merchant, I fired two torpedoes, one hit the very back (Stern?) and one just behind the middle.
Neither of them popped a hole in the hull, so I fire two more, one hits in the middle under the bridge, the seconed on the front ( bow? ) the front shot put a whole in the hull and she began to list and sink rather quickly, but there was no explosion, so all i need to know is. Did I install this mod right and is it working properly?
You don't necessarily get a nice BOOM unless the ship is carrying an explosive cargo. Sinking is usually a good sign of damage being incurred... :-)
7499275
05-06-12, 09:28 PM
You don't necessarily get a nice BOOM unless the ship is carrying an explosive cargo. Sinking is usually a good sign of damage being incurred... :-)
Alright thanks! ( so you think that the mod is working properly based on the given info? )
RFM1997
07-10-12, 08:14 AM
Guys, I really like SH5 and love to see ships sinking, so neat. The prob is that when I press in the download link, filefront says the file was not found...
Help PLZ!!!!
RFM1997
07-12-12, 05:24 PM
Sry to bump my pleas...
Plz upload the file somewhere :'/
stanger
07-12-12, 05:59 PM
Oh, cmon!
http://www.subsim.com/radioroom/downloads.php?do=file&id=1306
:arrgh!:
hi,
im new one here for all users of this mod witch version of this mode you like more light or classic?
Crannogman
01-23-15, 02:15 AM
Is there a version of this for 1.5? I didn't realize until now that this version was 1.4 only. I just got through the Battle of Savo Island, and it was colorful. However, the cruisers were more-or-less immune to gunfire, I guess because they don't hit each other below the waterline particularly well; they did sink a few destroyers in short order, but I think that was critical-hit related.
If you have v1.5 of the game, you should go with one of the mega-mods. I use RFB, and it has it's own modifications. Chances are, much of what Werner learned, has since been deployed in the more recent mega-mods.
Crannogman
01-23-15, 09:22 AM
If you have v1.5 of the game, you should go with one of the mega-mods. I use RFB, and it has it's own modifications. Chances are, much of what Werner learned, has since been deployed in the more recent mega-mods.
Yeah, I just don't want to torpedo my current career
chrysanthos
01-26-15, 07:45 AM
question please!! is the natural sinking mod affect all the playble ship mods too? sorry if i am asking twice:/
Enabling a mod such as MyFavoritePlayableShipMod, would probably have it's own damage zones. You would need to look in the mod's *.dat and *.zon files to know.
drakkhen20
01-28-15, 08:08 PM
I was pondering this same question as when I enable it in JSGM it replaces my RFB zones with its own. I do notice though that it doesn't mess with any subs just the ships which I understand that this is what its meant for oh and it conflicts with the real ship physics mod too. so :hmmm:
hyperbolicsphere
01-05-17, 12:48 AM
Is there an NSM for 1.5 TMO+RSRD? Would be great.
I run 1.5 + TMO 2.5 + RSRDC. NSM4 works well with TMO 2.5, but I've never been able to get all three to work together. It's tantalizingly close. The only conflicts between NSM4 and RSRDC are NCA_Mogami.zon and Okinoshima.sim. The obvious solutions haven't worked (substituting or removing files or folders), and the typical error is that torpedoes pass through their targets and continue to run out the other side. I've had some success by enabling mods in the order TMO 2.5, NSM4, RSRDC, RSRDC patch, but this is unpredictable, and the natural sinking effect is lost. I get a fast-kill, slow-sink effect, which is playable, but unsatisfying.
I have never attempted to mod this game, myself. I feel like this should be an easy fix, if only I knew how.
TheGreatElector
11-15-18, 06:39 PM
Great mod! :Kaleun_Salute:
ArnoldR
11-16-18, 09:49 AM
From the subsim description: :hmmm:
"Also, Werner lost his mojo and introduced a keelshot arcade effect, where if you explode a magnetic pistol torpedo under the keel you'll split the target in half and sink it with one torpedo every time. It's quite comical. Just don't do it.:D What a shame that Werner bowed to public pressure to compromise a really great mod!
Modders: Your vision, your mod, your way. When you start to compromise because of what someone else wants that you don't like, you have confused yourself as to what your mod really is. Your mod jumps the shark and goes for a swim in the ocean of mediocrity, never to be seen again.
Of conspicuous exception is TMO, which was seriously mucked up until Ducimus realized he wasn't modding for his vision any more, but was just screwing it up to conform to other people's visions. He's fixed that"
Leran147
11-04-22, 08:09 PM
Hi, I installed NSM and it works great! I love it :)
However I find the damage textures are bugged. As in, the fire is a bunch of orange pixels and the torpedo hole is gone; just the sh3 explosion and watching the ship to see whether it actually did damage, which can only be confirmed through looking for a list developped over time or similar.
propbeanie
11-05-22, 08:30 AM
There is probably no bug in the mod. Part of the problem is most likely from your previous mod config, in that you might not have deleted the data in the Save folder, and you now have a combination of mods fighting each other. You can try deleting the data in "C:\Users \UserName \Documents \SH4". However, that wipes out all of your career progress, and re-sets all your options in the game. Also, the mod is built for a specific game and mod set. If the Roster (especially) and other folders do not match the ships and configs between the current game set-up and the mod, then you will have trouble. In other words, if the game has an NBB_Missouri ship, and the RSM mod does not, you might have troubles with that particular ship, but it should keep its previous settings. However, a ship such as NBB_Ise that is in both, then you will encounter the odd graphics if the Save folder was not cleared before playing the newly modded game.
s7rikeback
11-05-22, 12:55 PM
ATTENTION: THIS WORKS ONLY ON 1.4. DONT USE TOGETHER WITH U-BOAT ADDON IT WILL CAUSE PROBLEMS I PROMISE
by Werner Sobe
Are you using Silent Hunter v1.4, as stated by the mod author, or are you using the u-boat add-on, v1.5 ?
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