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View Full Version : [mod]Thomsen's No Instant Death Screen Mod


Philipp_Thomsen
01-09-08, 01:17 AM
Hi there you all!


I heard some people complaining about the instant death screen after sometimes being hit by a single depth charge...

Here is the deal... this mod will allow you to keep watching what would happen to your u-boat until the very last breath. Even when all your equipment is destroyed and your crew is dying, and there's absolutely no way to survive, you wont get the death screen, you'll be able to see all the disaster while you eat your popcorn, just like in the movies! :|\\

Of course that somewhere in time after being hit beyond any survivel level, you will get the death screen, its not forever and ever watching the genocide.

There are some side effects tho... but nothing absurd... i haven't had much time to test, but from all i've seen its pretty much better than having the death screen before even knowing what went wrong.

Anyway, all feedback are very welcome and sugestions apreciated, I can try to change something based on your experience.

This is JSGME ready and GWX 2.0 compatible.
http://rs23.rapidshare.com/files/82384388/Thomsen_s_No_Instant_DeathScreen_Mod.rar


:up:

Kpt. Lehmann
01-09-08, 01:35 AM
How does this mod affect historically plausible crush depths?

Philipp_Thomsen
01-09-08, 01:56 AM
The crush speed on the hull has been increased 1:1.

You will crush as fast as it was before.

Regarding the differential crush depth affected by hull damage, still working on that.

:up:

Kpt. Lehmann
01-09-08, 02:00 AM
Well, the problem with increasing the crush damage speed is that it places you back at the beginning of the problem... resulting in the instant death screen again.

Have you tested it against gunfire damage?

Philipp_Thomsen
01-09-08, 02:08 AM
Well, the problem with increasing the crush damage speed is that it places you back at the beginning of the problem... resulting in the instant death screen again.

Have you tested it against gunfire damage?


http://www.subsim.com/radioroom/showthread.php?t=128575

see post number 11

Philipp_Thomsen
01-09-08, 02:13 AM
The mod is not about testing crush depths... those crush depth problems are hard coded...

This mod is about being depth charged and having flooding and sinking without control and hitting the bottom of the sea at 250meters and being able to watch all this.

Otherwise if the first depth charge hit you just in the right spot, you get instant death screen without even having the time to listen to the blast and seeing where did it affected the uboat. In much of the ocasions you are able to save you uboat, heavly damaged and with a lot of equipment destroyed, but the crew is alive and its there seeing to all that mess... and you are there too, you must be able to see what is going on.

Well, to each his own... I find that more realistic than death screen, which destroy all the immersion of the game. That death screen is just like a slap on the face and a yell on your ear saying "THIS IS JUST A GAME!"

Kpt. Lehmann
01-09-08, 02:18 AM
Well, users can view my posts here and make their own decisions: http://www.subsim.com/radioroom/showthread.php?t=128575

Changes to the player U-boat damage model have other very negative effects. Breaking one thing to fix another is certainly your choice. However, fixing things in this way isn't really a step forward.

The mod you describe will likely function with GWX, but will not be compatible with the damage model balance in GWX.

For these reasons and others we will advise GWX users against employing this modification.

Philipp_Thomsen
01-09-08, 02:27 AM
Well, users can view my posts here and make their own decisions: http://www.subsim.com/radioroom/showthread.php?t=128575

Changes to the player U-boat damage model have other very negative effects. Breaking one thing to fix another is certainly your choice. However, fixing things in this way isn't really a step forward.

The mod you describe will likely function with GWX, but will not be compatible with the damage model balance in GWX.

For these reasons and others we will advise GWX users against employing this modification.

Throwing wrenches again...

If you receive a deckgun shot agains your u-boat (that you shouldn't, coz you shouldn't be fighting a destroyer surfaced) will result in flooding and equipment destroyed just like in normal game. If you let the destroyer swiss-cheese you uboat, everybody inside will be dead and all the equipment gone to waste, the flooding will be all over the place and you uboat will be sinking, and sinking fast. AND ALL THAT WITHOUT THE DEATH SCREEN, JUST LIKE IN REAL LIFE!

So really, the only problem so far is that the swiss-cheesed uboat have the same crush depth as a brand new uboat. And that can be fixed! Im working on that as we speak.

So this is nothing to do with scrambling the game as you are putting here. So go ahead and send PMs to everybody telling them that my mod will erase all the files in the hard disk or whatever you want to say.

I think that you shouldnt get involved in a mod that is not yours, like you said to me once, remember?

To each his own, let them see for themselves, let them TRY! :up:
http://www.subsim.com/radioroom/smartdark/user_online.gif

Kpt. Lehmann
01-09-08, 02:37 AM
No. Not at all throwing wrenches.:D

I am simply informing GWX users that though your mod will function with GWX, it breaks the damage model balance in a number of ways.

Users are quite free to paint their U-boats purple if they like too. They can also argue that purple U-boats are 'realistic.' :lol:

Philipp_Thomsen
01-09-08, 02:44 AM
No. Not at all throwing wrenches.:D

I am simply informing GWX users that though your mod will function with GWX, it breaks the damage model balance in a number of ways.

Users are quite free to paint their U-boats purple if they like too. They can also argue that purple U-boats are 'realistic.' :lol:


oooooooh, but that is just mean.. :rotfl:

lol... you know what would be great? something in between...

maybe...

what if...

what if we paint the uboat with the colours of the Arsenal? or do you prefer Manchester United?

Sorry for the wrenches... I know you didnt intend to hit me... :up:

Kpt. Lehmann
01-09-08, 02:55 AM
No. Not at all throwing wrenches.:D

I am simply informing GWX users that though your mod will function with GWX, it breaks the damage model balance in a number of ways.

Users are quite free to paint their U-boats purple if they like too. They can also argue that purple U-boats are 'realistic.' :lol:


oooooooh, but that is just mean.. :rotfl:

lol... you know what would be great? something in between...

maybe...

what if...

what if we paint the uboat with the colours of the Arsenal? or do you prefer Manchester United?

Sorry for the wrenches... I know you didnt intend to hit me... :up:

In all seriousness, I'm not being mean to you.

However, there are two things that you are beginning to understand about modding SH3.

1) There isn't enough string to tie your shoes with.

2) That string is attached to many other things. You can pull on that string... but there is a price to pay for making that pull.

Those are the cold facts.

Philipp_Thomsen
01-09-08, 03:06 AM
Yes, you're quite right indeed...

And some strings can untie all your shoe if pulled.

Only if we had that SDK from ubisoft... :hmm:

And dont worry... Im not mad at you, I know that you're not the monster that appears to be, only self defending against a drunk sailor that is a mud thrower and didn't apreciate your hard work. A newby.

But dont worry, I've learn my lesson, Im a cool guy. Probably I was drunk that day... and maybe a little pissed after a tine elco boat (which i consider a bilge rat) triggered my death screen in 5 min using a 20mm. I mean, come on... that must piss off every single kaleun in this forum... :rotfl:

But like I said, dark times... :up:

Kpt. Lehmann
01-09-08, 03:15 AM
Fair enough.

Just a side note though...

In real life, if your U-boat was raked with 20mm armor piercing gunfire for five minutes, it would be VERY likely that many of the crew would be killed or injured.

PT boats have more than one weapon that is a threat to U-boats.

(Heck, a .50 caliber armor piercing shell would do the job.)

Secondarily, you'd be unable to dive to any useful depth due to other damage. A U-boat hull is a pressure hull... not an 'armored' hull.

Philipp_Thomsen
01-09-08, 03:22 AM
Fair enough.

Just a side note though...

In real life, if your U-boat was raked with 20mm armor piercing gunfire for five minutes, it would be VERY likely that many of the crew would be killed or injured.

PT boats have more than one weapon that is a threat to U-boats.

(Heck, a .50 caliber armor piercing shell would do the job.)

Secondarily, you'd be unable to dive to any useful depth due to other damage. A U-boat hull is a pressure hull... not an 'armored' hull.

Yes, you're right indeed...

But that dont change the fact that being killed by an elco boat while you are in the kitchen taking some coffee would leave any kaleun more than pissed about it... the "I'll go to the kitchen and Im back in 5, nothing bad should happen" sort of deal... but again, not the game's fault, it's the kaleuns fault...

Just funny tho :rotfl:

Pissing at first, funny later..

Kpt. Lehmann
01-09-08, 03:24 AM
It could have been worse.

It might have been a merchant instead.;):damn:

Philipp_Thomsen
01-09-08, 03:28 AM
It could have been worse.

It might have been a merchant instead.;):damn:


:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

A big, juicy, slow moving large tanker worth 15k tons with a british flag waving...

Kpt. Lehmann
01-09-08, 03:33 AM
It could have been worse.

It might have been a merchant instead.;):damn:


:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

A big, juicy, slow moving large tanker worth 15k tons with a british flag waving...

Or even worse... a Panamanian coastal tanker with a bofors gun.

Philipp_Thomsen
01-09-08, 03:40 AM
It could have been worse.

It might have been a merchant instead.;):damn:


:rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

A big, juicy, slow moving large tanker worth 15k tons with a british flag waving...

Or even worse... a Panamanian coastal tanker with a bofors gun.

Why not a fishing boat? A schooner... A surf board... the shark from shark 3... we could even do the modelling for the bite mark in the hull... :rotfl:

lol... well im done hijacking this...
goodnight! o/

Hartmann
01-09-08, 06:58 PM
Ok ! downloading for testing :up:

One of the things that i hate more in sh3 is the death screen of "Death"
i like sims like sub command, Il-2 series, and others where you can see the action after your submarine or unit is destroyed.

USS Sea Tiger
01-09-08, 07:06 PM
Can not down load there, any cance some kind soul could port it to file front?

I too would love to just watch my doomed creww disapear vice the dreaqth screen,

Paajtor
01-09-08, 07:15 PM
LOL@Lehmann-Thomsen.

Philipp_Thomsen
01-09-08, 07:23 PM
Can not down load there, any cance some kind soul could port it to file front?

I too would love to just watch my doomed creww disapear vice the dreaqth screen,


For all of you that can't download for somereason, send me a PM with your email for me to send the mod. It's really small, can email it no problem!! :up:

Philipp_Thomsen
01-09-08, 10:01 PM
360 views but no posts... is anyone trying this already? any feedback?

Kpt. Lehmann
01-10-08, 01:10 AM
You'll want to test the mod in ramming conditions. Theoretically, what you've done will cause the player U-boat to survive being rammed by a battleship. Its been nearly two years since I've tested an arrangement such as yours so I cannot recall the details.

Good luck.

Philipp_Thomsen
01-10-08, 02:02 AM
well yes, you are right about that...

But there are something to take in count.

1) You never should let your submarine be rammed by a surface vessel, and its very hard to happen.

2) If in real life the u-boat is rammered by a destroyer, for exemple, and its a very hard hit against the hull, the uboat would have a very serious damage, lots of flooding and equipment destroyed and deaths, but still the biggest part of the crew would be alive and would see their very ending moments, while they would sink to the depths.

3) In sh3, modded or not, if you are rammered really hard, you would berely hear the hit on the metal and would get the death screen. With my mod, there are flooding, there are deaths, there are equipment destroyed and you will sink to the botton and you wont be able to recover yourself, coz most parts of the uboat will be destroyed, you wont have any reliable equipment to help you out and save your life. I tested it myself. The exterior hull is much tougher, but the inside equipment is just as fragile as it was before. Dont matter if your hull is at 99%, if your eletric motors are destroyed and you have flooding all over the place, there is nothing you can do, you will sink and die, but at least you will be able to experience this. This mod is not intended to give you a second chance, its intended to show you whats happening AFTER YOU ARE ALREADY DOOMED!

As I said, the only real problem I can see so far is that one damaged uboat has the same crush depth as a brand new one. And who knows? Maybe even in a damaged uboat, the sinking crew would be able to experience really horrible last moments passing the 300 meters. There is not how to know that for sure, coz dead crew cant talk. But I deeply belive that those uboats could take a lot more that they were intended to, and not always the pressure hull would just implode all together in a bang. It would most probably collapse in fragments and with some time difference, and until the very last breath, the very last blink, there is no death screen for those poor sailors.

JCWolf
01-10-08, 07:40 AM
I like the Mod idea,

But I also have a sugestion!

Being able to see the sinking U-Boat ???!!!

Let me say that I do not understand the purpose!
If you can not play anymore or save the boat what
is then, the purpose of seeing it go down??!!!

Realistic ??!!!

That sure is on some part, but the reazon the game pops up
such a End screen is because the boat is away from being
saved no matter what you do!

So this brings us to the same question, what is then the
purpose of watching your crew man dieing???!!!

I truthly prefer a Mod that changes the screen to a
song with maybe a message of farwell!:hmm: :yep:


But this is just mi 2 cents !

rik007
01-10-08, 03:48 PM
I tested it but we are a very long way off: see #30: http://www.subsim.com/radioroom/showthread.php?t=128575

Philipp_Thomsen
01-10-08, 05:49 PM
Im here to say that Im enjoying all the opinions and the feedback, and also that Im working on a update for my mod. There are some people saying the uboat is too lightly damaged by gunfire and able to sustain heavy fire for long periodes and still travel. I'll increase the damage models and flooding rates, and I'll run some tests.

Anyone volunteers for beta testing? :up:

Wildhawke11
01-10-08, 07:42 PM
Philip

Thank you so much for making this attempt to give us something which in my opinion and i have heard others say is something that is missing from this great little simulation.

Madox58
01-10-08, 07:47 PM
Welcome to modding Sir!
It's a thankless obsession at times.
But,
for every mistake and assumption you fall upon?
Progress is made in advanceing your understanding
of SH3 and how it works!
Do not get discouraged and keep at it!
:up:

Albrecht Von Hesse
01-10-08, 10:15 PM
Actually, I wish this was workable for two reasons:

1) One is perhaps a bit, ummm . . . masochistic? ::wry grin:: Having a few moments to 'savor' your actual demise might sound weird, but in a way that's sort of 'eye-candy-ish': letting you see what happened.

2) There are times that, for no readily apparent reason (especially at higher TCs) when the screen burps and there's the death screen stating:"U-boat destroyed by collision". Say what!? Collision with what?? Mine? Land? Destroyer? Bernard's left shoe? It's frustrating not to be able to see what actually killed you.

-SWCowboy.
01-10-08, 10:28 PM
I would've loved to have had this mod the other day... I used a modification Mr. Fleck sent me that increased my u-boat speed to 200 knots on battery power, the result was seeing my sub jump out and back into the water (Pictures here) (http://beyond-the-shadows.org/bts-mods/index.php?topic=55.0)
The last jump my boat made brought me ashore, my VIIC flopped around like a fish for a little while and the screen popped up just before I could grab a screenshot.

I was gonna blame Bernard for that but I guess it wasn't to be... :nope:

Philipp_Thomsen
01-10-08, 10:47 PM
Actually, I wish this was workable for two reasons:

1) One is perhaps a bit, ummm . . . masochistic? ::wry grin:: Having a few moments to 'savor' your actual demise might sound weird, but in a way that's sort of 'eye-candy-ish': letting you see what happened.

That is one of the main reasons why Im doing this.

2) There are times that, for no readily apparent reason (especially at higher TCs) when the screen burps and there's the death screen stating:"U-boat destroyed by collision". Say what!? Collision with what?? Mine? Land? Destroyer? Bernard's left shoe? It's frustrating not to be able to see what actually killed you.

What is the definition of "destroyed"?? Look into the dictionary and you'll see that destroyed is when something lost it's purpose, its functionability, it doesnt work anymore. That is missinterpreted by the game, as you have a certain number of hitpoints, if you lose all of this hitpoints and the uboat is intact from inside, the game shows you that everything is gone, its doomed. In my point of view that is freaking absurd.

If you ramm an iceberg ahead flank head-on in real life, probably you wont be able to launch any more torpedos, but that doesnt mean that the uboat is destroyed. The uboat is there, with everything else working, most of the crew will be fine as the most part of the equipment. So why destroyed? I mean, that death screen says "you're screwed, start over", when that is not true. Most of the times you could easily get your boat back to base surfaced, you can work it out, solve the problem or at least band-aid it, at least in real life. That death screen makes every sailor give up on his life just too easily, when in fact what happens is the oposite. Just becouse you are sinking fast and you're passing the 250 meters doesnt mean you have to stick a gun in your mouth and pull the trigger. Anyone would wait until the very last moment, hoping for a miracle. That death screen is the most irrealistic thing in the whole game, it destroy all the immersion and nobody can argue with this.

Now, what am I telling you? Im telling that my mod is flawless and will get you rid of that death screen? Nope... somethings in this game are hard coded and cant be changed without ubisoft's cooperation. What Im offering you is a little less disappointment with that death screen, posponding it a little further, leaving you the possibility of hang on to your hopes for as long as possible. Is there any negative consequences from this mod, realismwise? Yes, of course... Everything is tied together in this game and if you pull your blanket to cover your face it will leave your feet uncovered. So one man does what one man can. Im still working on my mod, trying to leave the less possible flaws compared to no mod at all, and trying to offer you to get rid of what bothers me the most in the game. For people that think like me, the mod will please you. For people who dont, try it anyway, you could change your mind.

Well I think thats all... In still working on the mod as you read this, and some hours from now a new version is comming out.

Feedback is apreciated! :up:

Philipp_Thomsen
01-11-08, 02:37 AM
Version 1.1 is out!
http://www.subsim.com/radioroom/showthread.php?p=744966#post744966

Rubini
01-11-08, 07:26 PM
Excuse me to put my fingers on the discussion...I should like to say some words in name of Nvdrifter (as he is absent from SH3 forum from a while), the guy that made the Long Repair Time mod, the best mod for SH3 speaking in fun, playability, realism and Das Boot moments for you to enjoy, IMHO

He had release a lot of versions and he really reachs a very good ballance between repair time/chance to survive and alot less death screen. IMHO, LRT mod is, for a large distance, the best and more complete solution for this issue until now.

Iīm saying this because your solution was already tested some years ago and the idea was just left behind because those side effects already discussed. What we have now in the hitpoints matter, generically speaking, in NYGM/GWX and specially in LRT mod is just light to medium numbers to have a better behaviour on the issue, "without" side effects. But please donīt stop to try, itīs always possible that someone find something new that others donīt be able to see that time. :up:

I really think that this is what made this community something really special in the sims world.:yep:

Cheers,

Rubini.

Sailor Steve
01-11-08, 07:49 PM
An extended death sequence is great, but I wouldn't mind an instant death if it was followed by a newspaper clipping announcing your loss, like in AOD, or a wreath on the water, like SH1. What's bothersome is the instant "Game Over" feeling.

kiwi_2005
01-11-08, 08:41 PM
Ok, so i just enable this mod using JSGME it wont conflict with any other mods -gwx2, Uboat1.2, OLC.

This mod will go down well with my gameplay at the moment as im dieing more than often while learning manual targetting:oops:

Ivan Putski
01-11-08, 08:56 PM
Nice, just d/l`d it, will install after this mission.:up:

yamato9
01-11-08, 09:10 PM
I support Thomsenīs work in full, by the way i dont know with which freaking reason UBI didnot leave option to player to decide when is Game Over.

I had before similar expirience on standard SH3(no any mods installed) when i was in shallow water(70m). Actualy destroyer are take a Sh...t on me and then started troubles. Aft part was 80%(engine, aft torp. room) flooded, repair parties on full work, most of crew in aft compartments or dead or wounded. Sub was fighting with flood (horisontal angle was about 80 degrees) and eventualy i was hit the bottom on 70 meters. But in my case i make up to keep my sub alive. Because low depth after some while my crew succseded to repair most of the damage and when destroyers leave area i lightly start rising and at the end get the surface.
(this expirience was reminded me on DAS BOOT movie that i start playing SH3 more fanaticaly then before)

GOOD WORK THOMSEN, keep it on!:up: :up:

Canovaro
01-24-08, 07:43 AM
An extended death sequence is great, but I wouldn't mind an instant death if it was followed by a newspaper clipping announcing your loss, like in AOD, or a wreath on the water, like SH1. What's bothersome is the instant "Game Over" feeling.
That also makes me remember of Red baron, the very old one, I think it still owns the best campaign : once shot down behind ennemy lines you would see yourself in jail and eventually escaping and returning to your unit after a random number of month.
Now imagine that in SH3, being DC'd to almost-death, you manage to emergency-surface and surrender to allies, and after a short cut scene you're back to your flotilla 3/6 monthes later. Writing this makes me think that it would be an interesting SH3 commander feature :hmm:


That would be great. It's been a while since I played RB, but that feature was really adding to gameplay. No idea why it was changed to permanent imprisonment in RBII/3D.
In sh3 it would work just as well imo. But that will never be possible.

Kpt, Otto
01-24-08, 08:43 AM
An extended death sequence is great, but I wouldn't mind an instant death if it was followed by a newspaper clipping announcing your loss, like in AOD, or a wreath on the water, like SH1. What's bothersome is the instant "Game Over" feeling.


That would be great if it could be done! :up:

Philipp_Thomsen
01-24-08, 08:54 AM
Yes it can be done.

But first let me finish modelling the engines and torpedo rooms for the uboats. :rock:

dcb
01-24-08, 12:05 PM
But first let me finish modelling the engines and torpedo rooms for the uboats. :rock:

WHAAAAAT? Engine and torp rooms? I can't believe that. If you really get this done you:rock::rock::rock:

Kumando
01-28-08, 10:53 AM
So does this mod works with GWX 2.0 or not?

Philipp_Thomsen
01-28-08, 07:59 PM
So does this mod works with GWX 2.0 or not?

Yes, its compatible with GWX 2.0...

But download the version 1.1 of this mod... the link is in the last page i think...

gimpy117
01-28-08, 10:07 PM
But first let me finish modelling the engines and torpedo rooms for the uboats. :rock:
WHAAAAAT? Engine and torp rooms? I can't believe that. If you really get this done you:rock::rock::rock:
no!! your kidding arent you....gosh if your serious why havn't you told anyone

Philipp_Thomsen
01-28-08, 10:18 PM
To be released in 3 days... :up:

gimpy117
01-28-08, 11:05 PM
To be released in 3 days... :up: the inside mod!!!!! waa!!! THAT'S AWESOME why havn't we been told
now i can yell at my crew in the torp room and egine room!

Philipp_Thomsen
01-29-08, 12:42 AM
the torpedo room have crew already and you can see them loading up the torpedoes and eventually greasing them... and the engine rooms are all noisy and stuff and dirty and everything you see in the movies. And also have crew operating the machinery.

all those rooms are modelled in 3D like the command room, have all the tubes and the metals and the whole shabang. Including both bow and aft torpedo rooms...

Screenshots tomorrow maybe... Im tooooo tired today...

mikaelanderlund
01-29-08, 04:22 AM
the torpedo room have crew already and you can see them loading up the torpedoes and eventually greasing them... and the engine rooms are all noisy and stuff and dirty and everything you see in the movies. And also have crew operating the machinery.

all those rooms are modelled in 3D like the command room, have all the tubes and the metals and the whole shabang. Including both bow and aft torpedo rooms...

Screenshots tomorrow maybe... Im tooooo tired today...

:o :o :o :o :o

Mikael

Paajtor
01-29-08, 06:02 AM
IBTL:lol:

gimpy117
01-29-08, 04:04 PM
Wow i had no idea this was in the works!! can we eventually pair it with the Tomi99 mod!!?
oh and is it possible to add an officer station in there...maybe the damage control station or somthing??

Philipp_Thomsen
01-29-08, 05:47 PM
Good news everyone...

Im now officially working with tomi and is this works out, the torpedo/engine rooms will come out for those super-polygon uboats he's doing...

Hartmann
01-29-08, 06:36 PM
the torpedo room have crew already and you can see them loading up the torpedoes and eventually greasing them... and the engine rooms are all noisy and stuff and dirty and everything you see in the movies. And also have crew operating the machinery.

all those rooms are modelled in 3D like the command room, have all the tubes and the metals and the whole shabang. Including both bow and aft torpedo rooms...

Screenshots tomorrow maybe... Im tooooo tired today...

W T F ?!?! :o
you must be joking!!! :doh:
Have you stolen the sdk and the code from ubi ?? :hmm: :huh: :88)


( yes.. i can believe it..after some time i learn that if some thing is possible with sh3 it can be do by subsim modders... :roll: ).

gimpy117
01-29-08, 10:32 PM
pics or it's not true...ok jusk kidding...but you got any?

Philipp_Thomsen
01-29-08, 11:01 PM
:rotfl: :rotfl: :rotfl:

canadian_wolf
01-29-08, 11:12 PM
i'm sceptical to belive that you've gotten so far as that, but if it's true and i have no reason not to belive so, it will be truly awsome, also the no insta death mod is truly a wonder, i limped back from my first patrol in my new IXB with only one disel working, not only that but it leads to many different possiblites, i go deep to avoide a destroyer, he DC's me, i sink and hit bottom, i fix the flooding but both of my propellers and rudders are gone, no way to return to base, so i can either wait it out until my death or do a valiant surface and destroy as much as possible. very cool very nice, if i werer to have only one mod it would be no insta death

dcb
01-30-08, 01:40 AM
Im now officially working with tomi and is this works out, the torpedo/engine rooms will come out for those super-polygon uboats he's doing...

Then why didn't Tomi announce anything about this new and spectacular collaboration in his thread? Screenshots, anyone?
I think the whole thing is a joke.:arrgh!:

sergbuto
01-30-08, 04:16 AM
I should like to say some words in name of Nvdrifter (as he is absent from SH3 forum from a while), the guy that made the Long Repair Time mod, the best mod for SH3 speaking in fun, playability, realism and Das Boot moments for you to enjoy, IMHO.
Agree. Not having the appropriate repair times is one of major drawbacks of SH3 and a realism/immersion killer for me. I would not even consider using any of "realism-improving" mods without Nvdrifter's LRT mod coming along.

pino69
01-30-08, 07:39 AM
Hello,

Does anyone know if the LRT 1.35 from Nvdrifter is GWX2 compatible ?

Thanx 4 the reply

robbierob2005
01-30-08, 08:17 AM
Yes it can be done.

But first let me finish modelling the engines and torpedo rooms for the uboats. :rock:

:rock::rock: I don't know what to say!:up::up:

gimpy117
01-30-08, 09:53 AM
Im now officially working with tomi and is this works out, the torpedo/engine rooms will come out for those super-polygon uboats he's doing...
Then why didn't Tomi announce anything about this new and spectacular collaboration in his thread? Screenshots, anyone?
I think the whole thing is a joke.:arrgh!:
you better not be joking us! if this is an april fools prank your really rotten!

Philipp_Thomsen
01-30-08, 10:07 AM
Nope, Im not freaking joking...

And since you guys love so much the longer repair times, how about a version 2.0 of my mod WITH longer repair times? Anyone interested?

Vader 1
01-30-08, 10:18 AM
how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader

gimpy117
01-30-08, 10:43 AM
how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader
yeah in centerfold style....oh yeah look at the size of that diesel!!

rik007
01-30-08, 11:54 AM
Nope, Im not freaking joking...

And since you guys love so much the longer repair times, how about a version 2.0 of my mod WITH longer repair times? Anyone interested?

Philipp,

You will either become our star-modder or you will end down the drain. I surely hope it is the first :D

Rik

Canovaro
01-30-08, 01:22 PM
how about a screen shot of the torpedo or engine room...even if it rough or in early stages thats would be great..

Vader yeah in centerfold style....oh yeah look at the size of that diesel!!

you naughty boy :lol:

gimpy117
01-30-08, 08:02 PM
ok im waiting for the pics......
i want to be able to imagine the eventual glory now!!

Badger Finn
01-30-08, 10:39 PM
Hello,

Does anyone know if the LRT 1.35 from Nvdrifter is GWX2 compatible ?

Thanx 4 the reply

It seems to work ok but only the light version. No need to worry about the OLC-Gui patch for the Lite LRT. Grab LRT 1.35Lite at the link under sig. LRT Full is also there for download. I to would like to reverse engineer it for GWX 2.0 but some of it is just above my current mod tweak knowledge & R/L time is busy...

@ Phillip Thomson

LRT seems to be a bit more involved than a few tweaks!

A word of learning LRT disables the Long Range gunnery mod in GWX or the laser accuracy gun effect ?
From memory of reading old posts this why the LRT type deal was not implemented in GWX 2.0. I could be mistaken...but good luck with your efforts but for now ill stick with LRT Lite

pino69
01-31-08, 06:49 AM
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.

Rubini
01-31-08, 09:38 AM
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.

Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.:up:

In this scenario I can leave without the efficiency bars without doubt.:D

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!:up:

Badger Finn
01-31-08, 04:44 PM
To Badger Finn,

I saw that LRT impacts the crew management (efficiency bars in compartiment rooms are gone, fatigue management is no longer stopped by TC > 64, no more "not enough crew" in a compartiment when everybody is over-tired...).
Do you know what is the impact of tired crew on the sub drive now ? Does it means that a tired crew in a compartiment drops its efficiency ? If yes, in which way this drop is manned by the game ? Or does it means I don't have to worry about crew fatigue but for repairefficiency ?

thanx 4 the reply.

Hi pino69

About LRT mod...IIRC the unique side effect yet present on LRT mod is the efficiency bars, all the others that you wrote above are soved in the mod.

Note that LRT mod really makes your Medic an important guy and also is absolutelly crucial to have very good skilled crew (to make the repair a bit fast on the now more frequent Das boot moments where sometimes just one more minute is the difference between survive or death). Also the number of guys in your crew now is very much important due the same situation above...and apart these very good new strategic levels of the crew management, LRT mod also have a lot of others big or small additions that opens a lot of new possibilities for SH3.:up:

In this scenario I can leave without the efficiency bars without doubt.:D

And good lock with your new mod Phillip. If you achieve it this will be a very big new for SH3 players!:up:

Yep I agree with Rubini 100%

:up:

The LITE LRT dosnt give all the easter eggs of the FULL and HARD version

But the LITE works with GWX 2.0 with out JGSM conflicts when loaded.

Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me or the lack of a Green bar in crew management area.

Yep a medic is a must and crew management really does liven up in those Das Boot moments gettin pounded and then can we fix this in time...Great fun and imersion value IMO

:D

gimpy117
02-02-08, 07:52 PM
pics of the rooms???!!

robbierob2005
02-03-08, 01:29 PM
Please Phillip. Some pics please :up:

sergbuto
02-03-08, 01:51 PM
Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me
Yes, you can be sure that a battleship won't be shelling at your single sub (?!) from over the horizon.

Vader 1
02-03-08, 06:26 PM
Nope, Im not freaking joking...

And since you guys love so much the longer repair times, how about a version 2.0 of my mod WITH longer repair times? Anyone interested?

Actually between longer repair times ...or your new rooms I think its a clear choice ..ROOMS PLEASE

Vader

Badger Finn
02-03-08, 10:31 PM
Personally I dont sail around having gun battles with destroyers, battleships, or harbour defence stuff on the surface so the gunnery thing dosnt bother me
Yes, you can be sure that a battleship won't be shelling at your single sub (?!) from over the horizon.

:rotfl: Nup never, and good point!

Yet I do tend to spend more time evading destroyers depth charge attacks than the a battleship over the horizon, catch 22

In a perfect world it would be both options from straight outta the box !

robbierob2005
02-12-08, 05:02 AM
Is there any news regarding to the machine and torpedorooms? Any teaserpics?;)

Philipp_Thomsen
02-12-08, 12:04 PM
Look, my thread ressurected from the ashes! :rotfl:

The torp/machine rooms are already done and ready in 3D max, but they're not with me, so I have no pics... Me and tomi_099 were ready to start the development when we discovered that one guy, named flakmonkey, had already put to 3D not only the torp/machine rooms, but the entire submarine. Now we only need to figure out how to put this all together in the game, which is the most complicated task...

But please, don't post anything related to that in this thread, this thread is related to another mod of mine. If you guys want to post something somewhere, post in the tomi's thread, the playable high polygon one. Thanks!

Evan857
04-07-13, 12:32 AM
Can anyone reupload?

HW3
04-07-13, 08:26 AM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/PHILIP%20THOMSEN/

User name: Maik
Password: Woelfe

:subsim:

Evan857
04-07-13, 08:10 PM
Thank you.

erikdell
05-30-16, 01:37 PM
where can i find the latest version of this mod? thanks!!

ivanov.ruslan
05-30-16, 02:16 PM
I think here http://www.subsim.com/radioroom/showthread.php?t=171019&page=25

Iraqveteran99
06-07-20, 06:56 PM
Es ist Thomsen!!!!!! thanks for the wonderful mod :Kaleun_Cheers:

Levyathan89
06-08-20, 01:57 AM
Is anyone using this in 2020? Does it work with current super mods?

John Pancoast
06-08-20, 07:19 AM
Is anyone using this in 2020? Does it work with current super mods?

No reason it can't but I believe it has some non-sound files that can overwrite others.
Download it and take a look.