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View Full Version : MOD - Thomsen's No Instant Death Screen Plus Effects V1.1


Philipp_Thomsen
01-11-08, 02:32 AM
Hi there!

This is the new version of this mod (see previous = http://www.subsim.com/radioroom/showthread.php?t=128593)

The new version is a more complex version.

1) The nem system was tested against heavy fire surfaced, although you shouldnt be doing this, it will always be suicide. With the version 1.0, if you received heavy gun fire while surfaced, you would go pretty long without losing equipment, now its more real and after some shells you'll be really worried about water all around, loss of fuel and battery, loss of motors and engines and crew loss. But I should say that the real purpose of this mod is to better simulate being depth charged.

2) Now if you receive a shell hit in the conning tower while surfaced, you'll be able to see your watch crew flying into the sea. :up:

3) Now if you receive a shell hit in the deckgun or flak gun, they could catch on fire and eventually they can be destroyed in a small explosion.

4) All the external parts of the uboat, like rudder, propeller, diving planes and stuff are able to be destroyed by gunfire/depth charges.

5) The flooding times due to shell hit have being increased... I mean decreased... I mean... you will get... damn this is tricky... well, the water will get in faster... so I guess the flooding times have being decreased! :rotfl:(shell hit causes punctures in the pressure hull, which allowes water to get in faster. Depth charges shakes the uboat, which makes some tubes inside the uboat break and let water flow out, but a lot less than shell hit.

6) Both periscopes now can be destroyed, which means you wont have any access to it.

7) Now the hull can be crushed a lot faster, so you wont be able to go past the 400 meters even if you try. (except in VIIC/42 and XXI, of course)

8) Now the damaged fuel tank will leave an oil trail and that oil trail can catch on fire if the uboat is hit by an explosive shell near the floating oil.

I spent all night trying and trying and experimenting and testing, but there are certain things I couldnt figure out yet. One thing is related to another and sometimes its impossible to make it all right.

I tryed to include an event for a very small chance of a shell to cut the hull into the torpedo room and detonate a warhead causing an explosion, but in result the entire uboat was blasted to smitherinies. Actually is was quite funny... there were hundreds pieces of metal flying and the uboat disapeared, but you could still access all the internal parts of the uboat, just couldnt move or dive, and the stupid DD kept on firing in the empty sea trying to hit what was my boat. :rotfl:

I want you all to know that its complicated to mod on thing without ruining another in this area that I am trying. So of course you will find lots of flaws, but instead of cursing me and uninstalling the mod, reply to this thread reporting me what went wrong and in case of a death screen, report the reason that it showed, like "uboat destroyed by pressure". There are hundreds of triggers for that death screen and I still didnt figure out all of them.

So keep testing and trying, and keep up the feedback, kaleuns! :up:

This is the link for the mod, its JSGME ready and GWX 2.0 compatible.
http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html (http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html)
If you have trouble downloading this, PM me and I'll send you the file via email.

xristoskaiti
01-11-08, 11:29 AM
you will make compatible with nygm?:oops:

Abd_von_Mumit
01-11-08, 01:28 PM
Oh man, this thread is a joke, is it? :)

How come you did such a marvellous mod and you got almost no replies? :huh: I download it and will try it today for sure (I mean I'm NOT going to get sunk... I'll just install it and see what happens :) ).

Thank you for the big work.

EDIT: Inventing a more catchy name for the mod could bring more interest I suppose, like "Die and watch mod" or something like this. :up:

Wildhawke11
01-11-08, 02:48 PM
I think Philipp is a super star for doing this. It has been asked many times in the past if it could be done.

rik007
01-11-08, 02:52 PM
Oh man, this thread is a joke, is it? :)

How come you did such a marvellous mod and you got almost no replies? :huh: I download it and will try it today for sure (I mean I'm NOT going to get sunk... I'll just install it and see what happens :) ).

Thank you for the big work.

EDIT: Inventing a more catchy name for the mod could bring more interest I suppose, like "Die and watch mod" or something like this. :up:

I think everybody is testing it :D

Wildhawke11
01-11-08, 03:06 PM
Just one question please although it could be a little late.
Was there a need to back up any files before using it?

Hartmann
01-11-08, 04:18 PM
Downloading

i can´t test it now but tomorrow i wu¡ill have time in my weekend for testing.

The ideal trigger for a subsim is show the screen when all crew is death, (in red):hmm:

Philipp_Thomsen
01-11-08, 05:06 PM
Just one question please although it could be a little late.
Was there a need to back up any files before using it?

If you are using JSGME to enable my mod, then there's no need to backup files.

Otherwise, yes. :up:

Philipp_Thomsen
01-11-08, 05:20 PM
you will make compatible with nygm?:oops:

There's a good chance that this mod is already compatible with nygm, why dont you give it a try?

PM me with the results... :up:

Penelope_Grey
01-11-08, 06:45 PM
P_T there is a big difference between "compatibility" and "working"

It could well "work" with NYGM but since you made it based on GWX files modified files it will not be "compatible" with NYGM.

You have changed the Zones.cfg and the individual zone templates and sim files for each sub. NYGM will be using a different set up to GWX. This could break features in NYGM no matter how small.

Sorry, but there are no shortcuts here. For this to be truly "compatible" you will have to make it again using NYGM modded files.

Not wanting to pee on your fire, just sharing a little that I have learned from some of the GWX Devs and Technomages.:up:

The Munster
01-11-08, 07:05 PM
To reinforce what Pen is stating here, you can't just put something 'out there' and say should be fine with X,Y or Z but let me know if it isn't.

Sailor Steve
01-11-08, 07:53 PM
Inventing a more catchy name for the mod could bring more interest I suppose, like "Die and watch mod" or something like this. :up:
How about "Die Hard"

Or "Die Harder"
:rotfl:

JScones
01-11-08, 09:31 PM
Inventing a more catchy name for the mod could bring more interest I suppose, like "Die and watch mod" or something like this. :up:
How about "Die Hard"

Or "Die Harder"
:rotfl:
I was thinking "Sub Dark: bigger, longer and uncut", but I think that's been used somewhere before.:hmm:

Philipp_Thomsen
01-12-08, 12:33 AM
P_T there is a big difference between "compatibility" and "working"

It could well "work" with NYGM but since you made it based on GWX files modified files it will not be "compatible" with NYGM.

You have changed the Zones.cfg and the individual zone templates and sim files for each sub. NYGM will be using a different set up to GWX. This could break features in NYGM no matter how small.

Sorry, but there are no shortcuts here. For this to be truly "compatible" you will have to make it again using NYGM modded files.

Not wanting to pee on your fire, just sharing a little that I have learned from some of the GWX Devs and Technomages.:up:


Im fully aware of this, I knew I'd have to download and install nygm and mod from there, but I just would like him to do that and report me what happened and... oh... whatta hell... I'll tell the truth, I was at the moment feeling very lazy and had absolutelly no desire of doing another instalation based on nygm mod. :rotfl:

However, Im feeling a little more energized now, so if you guys can make a petition with about 10 users or more, I'll sure be glad to do this compatible with nygm mod. :up:

mikaelanderlund
01-12-08, 01:43 AM
Cool:up: :up: :up: . Keep up the good work!

Mikael

rik007
01-12-08, 04:57 AM
The 1.1 version is an improvement. Finally we cannot change the SH-III code so this modding effort is the best we can do. If you apply it is just a matter of taste. For fun I'll do it but for campaigning not.

Of course our death could have been modelled much better. I occassionally noticed that SH-III switched to an external camera showing briefly the sinking boot out-of controle before the death screen occurs.

That external camera view fading to white or red would have been better than the sudden death-screen. Sudden death did occur in reality for example when the boot was blown to pieces in an instant moment.

The best thing I can advise you is of course to avoid the death screen. After all we want to survive the war!

mikaelanderlund
01-12-08, 08:32 AM
Ok, I received a shell hit in the flak gun and it catch on fire but after I had repaired the flak I still have smoke. How do I stop the smoke/fire?

Pascal
01-12-08, 09:36 AM
Here the perfect screen image for the last step .... look at the death certificate in the end of this page:

http://www.germanmilitaria.com/Kriegsmarine/01KM4.html

If someone know how to used in game with the name of captain, etc ..; smile

Philipp_Thomsen
01-12-08, 12:55 PM
Ok, I received a shell hit in the flak gun and it catch on fire but after I had repaired the flak I still have smoke. How do I stop the smoke/fire?

Maybe Ill have to remove this feature since I havent found anyway to stop the smoking effect after being fixed. Which is not so bad coz the flak gun would rarely catch on fire. That is just a eye-candy sort of thing anyway. But the flak gun will still be destroyable, just wont catch on fire.

Funny thing... how is there smoke without fire? :rotfl:

Philipp_Thomsen
01-13-08, 08:14 AM
So, is anyone testing this?

No feedback at all... so either no one is playing or there's nothing to complain about, with I seriously doubt! :rotfl:

Abd_von_Mumit
01-13-08, 09:20 AM
We are just too skilled to get killed. :)

irish1958
01-13-08, 09:44 AM
I plan on testing the mod later.

Wildhawke11
01-23-08, 04:55 PM
Myself i think now as its so close to the new GWX update maybe best to try this fab mod then.

yamato9
01-23-08, 06:42 PM
So, is anyone testing this?

No feedback at all... so either no one is playing or there's nothing to complain about, with I seriously doubt! :rotfl:

Sorry on my late reply/report, but here it is:

Thomsen, your´s mod is exellent, actualy i sometimes start single mission and then wait some escorts to sink my boat, so i can fight with flooding and look how my sub start to increase longitudal angle and then go to seafloor.

(Why UBI in first place did not leave player option to decide when is over(something like Sub Command have)?:hmm:

Good work Thomsen!:rock:

Philipp_Thomsen
01-23-08, 10:28 PM
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

And you call yourself a kaleun??? Your crew must hate you very much... =)

- WO: The kaleun is trying to screw us again... we are heading directly to that bunch of destroyers...
- WP: And which is worse... we are using the thomsen's mod... we cant die fast, we will suffer like hell and THEN die...


:rotfl: :rotfl: :rotfl:

Thanks for your reply! :up:

Redbrow
01-23-08, 10:52 PM
This is the kind of mod that will make me play through several careers ALL OVER AGAIN.
Its a fundamental mod - its the kind of thing I dream of ever since I left SH2. Perhaps it is true, perhaps one day Ubi will release the hard code and SH3 will become what everyone dreamed it would be.

Yes, I like this mod

Canovaro
01-24-08, 07:49 AM
Philipp, can you install it in mid-patrol, or do you have to return to base first?

Sounds very very interesting. That instant death screen is just a slap in the face, like you said. ;)

Philipp_Thomsen
01-24-08, 08:59 AM
Philipp, can you install it in mid-patrol, or do you have to return to base first?

Sounds very very interesting. That instant death screen is just a slap in the face, like you said. ;)

Well Canovaro, thats a very interesting question indeed... thinking about the file changes, I would recommend you returning to base of course... But since its a few files and its JSGME ready, why dont you give it a shot? If you crash to desktop while loading the save game, means that doesnt work, so all you have to do is to go back again in JSGME and disable my mod, then your save game is back to normal.

But in the other hand there's a very good chance that it might work normal with your save game, so give it a shot!

I know sometimes its a pain in the aft to have to go back to base to implement a new mod.

Good luck anyway!

Sink them all! :up:

yamato9
01-24-08, 05:59 PM
:rotfl: :rotfl: :rotfl: :rotfl:

And you call yourself a kaleun??? Your crew must hate you very much... =)

- WO: The kaleun is trying to screw us again... we are heading directly to that bunch of destroyers...
- WP: And which is worse... we are using the thomsen's mod... we cant die fast, we will suffer like hell and THEN die...


:rotfl: :rotfl:

Thanks for your reply! :up:

:rotfl: :rotfl: :rotfl:

Ouuu man....i did not laugh over some post long time ago until your´s.

My nick telling everithing....am i Yamato9 or not?.......I´m Kamikaza in full. :rotfl: :rotfl:

CapitanPiluso
01-24-08, 08:04 PM
I am returning to port and hoping to enable this mod soon, looks so good:D

Philipp_Thomsen
01-24-08, 08:31 PM
You're all bad kaleuns... just coz I made a mod that will blew your watch crewman into the sea if a deckgun shell from a destroyer hit the conning tower, doesnt mean you have to put your crew to do the test...

And the same goes to the depth charges... :rotfl: :rotfl: :rotfl:

Canovaro
01-25-08, 06:47 AM
I just tried this mod and as far as I can tell so far it does what it is supposed to do.
I does not slap you in the face when depthcharged, but when a compartiment is finally destroyed and the crew dies there, the deathscreen pops up. Also when you surface between destroyers, you still get a beating and then te screen comes.

I am really happy with it and will use it from now on.
Recommended. :up:

Philipp_Thomsen
01-25-08, 07:02 AM
Yes, the screen somewhere along the time line will appear. For it to be away forever I would have to increase the uboat hitpoints to a number so big that it would become indestructible, and then it would do more harm then good.

But I think its pretty good now.

You guys wanna test a good example? Remember what happened when you drove your boat into the land and get it beached all out of the water? Yes, the death screen would pop up in less then 5 seconds. And that is far from real, you can beach and real uboat in real life without blasting it to pieces. Actually it would couse much less damage then you all think.

Now with my mod, try to beach your uboat ahead flank. You will be able to see yourself almost intirelly out of the water, in the land, depending on how fast you're going. And then you will be able to see yourself sliding again back into the water slowly, and use your reverse to help it out. What happens? Minor damage to the bow rooms. As long as you dont hit a big rock, of course. And try to pick flat land, nothing to hard to climb, I recommend the land around Lorient as a good trial. :up:

von Zelda
01-25-08, 04:25 PM
Philipp, can you install it in mid-patrol, or do you have to return to base first?

Do NOT install while you are at sea. I tried it, u-boat immediately took damage which resulted in a 5% hull integrity.

Luckily, I was able to uninstall and go back to a previous save, and every thing was normal. I will try to install while I'm in port.

Hartmann
01-26-08, 08:16 AM
So, is anyone testing this?

No feedback at all... so either no one is playing or there's nothing to complain about, with I seriously doubt! :rotfl:


I tried it using the u-505 mission and it was an amazing experience, later i will post my test with some screenshots :yep:

great work ! thanks

Hartmann
01-26-08, 04:49 PM
here i am again

For the testing i choose the u-505 mission...

First i awakened the beast raising the periscope at 4 knts until the destroyer start to ping and then i dive to 40 meters without trying to escape..after some missed skid mortars and depth charges, the scort found the correct spot and send a deadly rain of depth charges that damaged badly my boat.

the damaged is critical , so the boat plunges to the deeps backwards until the final death screen, but now you can see the screen during some time and get the idea that you are toast.

the final screen says dead by flooding, in fact the boat is doomed with a compartment sealed and filled of water.

the only problem odf the mod is that is not compatible with the depth charge shake and other with effects for explosions (zones cfg )


destroyer in attack run
http://img88.imageshack.us/img88/498/miniash3img261200844237bs6.jpg

The first voley of skid mortars, one hit in the tower damaging the flak guns


http://img297.imageshack.us/img297/205/minibsh3img261200844661xx9.jpg

The rain of charges in the stern of the boat

http://img122.imageshack.us/img122/8666/minicsh3img261200844642qr3.jpg

Wow!! it hurts :dead:

http://img206.imageshack.us/img206/2407/minidsh3img261200844644to4.jpg

The boat shakes violently in the water

http://img170.imageshack.us/img170/180/miniesh3img261200844647zo9.jpg

The damage screen

http://img140.imageshack.us/img140/764/mini6sh3img261200844654ob5.jpg


http://img91.imageshack.us/img91/3924/mini7sh3img261200844716nd2.jpg

the flooding is severe and the buoiancy negative in the stern of the boat

http://img232.imageshack.us/img232/5743/mini8sh3img261200844733wj4.jpg







http://img338.imageshack.us/img338/4607/mini10sh3img26120084475ad8.jpg

http://img169.imageshack.us/img169/5411/mini12sh3img26120084485mr7.jpg

http://img169.imageshack.us/img169/1469/mini11sh3img26120084481sz9.jpg

nikpinero
01-26-08, 05:44 PM
Hello, Philipp:

Would you (or anybody else who has tested both mods at the same time) happen to know whether your mod is compatible with Racerboy´s SH4 effects for SH3?

Hi there!

This is the new version of this mod (see previous = http://www.subsim.com/radioroom/showthread.php?t=128593)

The new version is a more complex version.

1) The nem system was tested against heavy fire surfaced, although you shouldnt be doing this, it will always be suicide. With the version 1.0, if you received heavy gun fire while surfaced, you would go pretty long without losing equipment, now its more real and after some shells you'll be really worried about water all around, loss of fuel and battery, loss of motors and engines and crew loss. But I should say that the real purpose of this mod is to better simulate being depth charged.

2) Now if you receive a shell hit in the conning tower while surfaced, you'll be able to see your watch crew flying into the sea. :up:

3) Now if you receive a shell hit in the deckgun or flak gun, they could catch on fire and eventually they can be destroyed in a small explosion.

4) All the external parts of the uboat, like rudder, propeller, diving planes and stuff are able to be destroyed by gunfire/depth charges.

5) The flooding times due to shell hit have being increased... I mean decreased... I mean... you will get... damn this is tricky... well, the water will get in faster... so I guess the flooding times have being decreased! :rotfl:(shell hit causes punctures in the pressure hull, which allowes water to get in faster. Depth charges shakes the uboat, which makes some tubes inside the uboat break and let water flow out, but a lot less than shell hit.

6) Both periscopes now can be destroyed, which means you wont have any access to it.

7) Now the hull can be crushed a lot faster, so you wont be able to go past the 400 meters even if you try. (except in VIIC/42 and XXI, of course)

8) Now the damaged fuel tank will leave an oil trail and that oil trail can catch on fire if the uboat is hit by an explosive shell near the floating oil.

I spent all night trying and trying and experimenting and testing, but there are certain things I couldnt figure out yet. One thing is related to another and sometimes its impossible to make it all right.

I tryed to include an event for a very small chance of a shell to cut the hull into the torpedo room and detonate a warhead causing an explosion, but in result the entire uboat was blasted to smitherinies. Actually is was quite funny... there were hundreds pieces of metal flying and the uboat disapeared, but you could still access all the internal parts of the uboat, just couldnt move or dive, and the stupid DD kept on firing in the empty sea trying to hit what was my boat. :rotfl:

I want you all to know that its complicated to mod on thing without ruining another in this area that I am trying. So of course you will find lots of flaws, but instead of cursing me and uninstalling the mod, reply to this thread reporting me what went wrong and in case of a death screen, report the reason that it showed, like "uboat destroyed by pressure". There are hundreds of triggers for that death screen and I still didnt figure out all of them.

So keep testing and trying, and keep up the feedback, kaleuns! :up:

This is the link for the mod, its JSGME ready and GWX 2.0 compatible.
http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html (http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html)
If you have trouble downloading this, PM me and I'll send you the file via email.

Philipp_Thomsen
01-27-08, 04:04 PM
Yes it is, coz I use it too. The modified files from my mod and racerboy's mod aren't the same, so it works no problem. And even if it was, I have it installed and I would have modded over his files, so it would be compatible anyway.

Im glad all you people are enjoying the mod. Its the best feeling in the world to make other people happier and enjoying your work.

But still I know theres a lot of things to improve and it would be awesome if you guys come up with new ideas and changes for this mod or even for a new mod.

KEEP THE FEEDBACK ALIVE! :up:

CapitanPiluso
01-27-08, 04:44 PM
Hi Philipp !!
I ve tested this mod and it s a must have, thanks for this good job !!!:up:

Philipp_Thomsen
01-27-08, 08:52 PM
Thank you for letting me know that! :up:

Madox58
01-27-08, 09:19 PM
As everything messes with zone files I'll not try it.
However.
Try checking the Eventcamera.dat
Look at it in Hex.
End_Mission_Underwater
End_Mission_Surfaced
Both reference and allow you to adjust "things."
And you don't mess with other critical settings.

Philipp_Thomsen
01-27-08, 09:34 PM
Thanks, I'll give it a look...

But anyway IMHO there was a LOT of things that should be fixed in the zones.cfg, as before after a lot of shell hits, the hull integrity was down to almost 0% while everything inside was working properly, when actually in real life the opposite happens: the uboat have the hull alright (all swiss-cheesed up) and everything inside is messy and blown to pieces. Since the game is hardcoded to hull integrity percentage, it would have to be changed anyway, and since all the equipment inside was almost indestructible, it also had to be fixed. Now every single component of the uboat is vulnerable to being damaged, and most of them destroyed, like planes/rudder/propeller, that couldn't previously be.

Anyway you're idea is quite interesting, as I dont know squat about the file you mentioned. I'll give it a look, perhaps there's more that can be improved.

Thanks for your help, Privateer! :up:

melendir
01-28-08, 04:53 AM
Hello

I have GWX 2 installation.

Since your mod includes a modified zone file, I first uninstalled the GWX 2's Enhanced Damage Effects and then added this No Instant Death -mod.
So far everything has worked with no problem :D
(I haven't sinked my boat on purpose, but I have had some gun fire to tower).

Thanks Philipp :up:

Your mod came in need, since I don't like that instant death screen. I don't use the external camera, but I want to fight against sinking when badly damaged... and this gives me more time to do that and have a little more time of excitement :)

Philipp_Thomsen
03-01-08, 06:25 PM
Hello

I have GWX 2 installation.

Since your mod includes a modified zone file, I first uninstalled the GWX 2's Enhanced Damage Effects and then added this No Instant Death -mod.
So far everything has worked with no problem :D
(I haven't sinked my boat on purpose, but I have had some gun fire to tower).

Thanks Philipp :up:

Your mod came in need, since I don't like that instant death screen. I don't use the external camera, but I want to fight against sinking when badly damaged... and this gives me more time to do that and have a little more time of excitement :)

You dont have to uninstall "enhanced damage effects" coz my mod was build on top of that. It will overwrite some files, but you will not lose anything.

Once gwx 2.1 is out, I'll re-do my mod compatible to that, and much other new features I'm working on, such as the tiefenmesser needle going past 260 meters (just like in real life).

I don't do mods only to please myself, I do it for all you people, so if anybody come to me and say "can you make your mod compatible with *whatever*", I'll gladly do. I just love modding. :up:

ToySoldier
03-02-08, 02:36 AM
Hi out there!

D/Led it and will give it a test after ending actuelly patrol!

In diesem Sinne
Gott mit Uns
Frank B. aus K.

Gezur(Arbeit)
03-02-08, 12:33 PM
Does the watchcrew fly away from the tower, even when a machine gun hits it?

Philipp_Thomsen
03-02-08, 02:25 PM
Does the watchcrew fly away from the tower, even when a machine gun hits it?

I'm not 100% sure... the game is limited and the only way to do that is based on the conning tower hitpoints...

But I've seen them fly away in the sea with a deckgun shell from a destroyer, and the crew disappear from the tower coz they die. Problem is that the game puts new crew on the tower imediatly, and that's hard coded.

Gezur(Arbeit)
03-07-08, 04:41 PM
:( after a long DC attack i surfaced (conningtower heavyly damaged periscopes etc. destroyed) ...erverything was ok, but when i was saving and clicked on continue in the menu, the sailors on the bridge died ... wth? :( now i gotta restart the mission because i lost 9 sailors -.-

the mod is great but is this a stock problem or is it made by your mod (i could imagine it is a stock bug, but i never had something like that before)

Philipp_Thomsen
03-07-08, 08:17 PM
:( after a long DC attack i surfaced (conningtower heavyly damaged periscopes etc. destroyed) ...erverything was ok, but when i was saving and clicked on continue in the menu, the sailors on the bridge died ... wth? :( now i gotta restart the mission because i lost 9 sailors -.-

the mod is great but is this a stock problem or is it made by your mod (i could imagine it is a stock bug, but i never had something like that before)


The crew dying on the bridge is a known issue with gwx 1.03. Its fixed on 2.0

Gezur(Arbeit)
03-08-08, 04:42 AM
Well, i have gwx 2.0 ... :o

Philipp_Thomsen
03-08-08, 09:13 AM
The bridge-of-death stuff can also be re-introduced when modifying stuff in the uboat.zon files (did it once :-?)

Yeah, I agree this mod needs some tweaking.

I'll work on him later and post a new version if is there someone interested.

Gezur(Arbeit)
03-08-08, 09:54 AM
I'll work on him later and post a new version if is there someone interested.

Yes, i love the mod, but i dont like my sailors to die, when nothing happend ^^

keep on the good work! Enjoying it :)

billk1
03-08-08, 07:57 PM
When I use JSGME to install your mod I get the following error msg:
"Zones.cfg" has already been altered by the "GWX - Enhanced Damage Effects" mod.

Can I still install it?

Imeant GWXv2,

Bill

von Zelda
03-08-08, 08:02 PM
I just had a similar experience, after a prolonged DC attack by three escorts I received damage to the conning tower, propellers, engines, aft batteries, etc. Without power I just floated down to 131 meters, they finally gave up the attack and went away.

Surfaced by blowing tanks, watch crew went to conning tower and I moved officer to conning tower; then, while watching with external camera, the conning tower blew up and men were thrown overboard, quite impressive I must say. More crew came up and this repeated every 15 - 20 seconds.

However, this was unlike the "turm of death" because no crew members died; I checked the F7 screen to verify this. Then, I was able to exit patrol and return to base (by teleportation I guess) and exited game as normal.

Philipp_Thomsen
03-08-08, 08:14 PM
I just had a similar experience, after a prolonged DC attack by three escorts I received damage to the conning tower, propellers, engines, aft batteries, etc. Without power I just floated down to 131 meters, they finally gave up the attack and went away.

Surfaced by blowing tanks, watch crew went to conning tower and I moved officer to conning tower; then, while watching with external camera, the conning tower blew up and men were thrown overboard, quite impressive I must say. More crew came up and this repeated every 15 - 20 seconds.

However, this was unlike the "turm of death" because no crew members died; I checked the F7 screen to verify this. Then, I was able to exit patrol and return to base (by teleportation I guess) and exited game as normal.

The problem is that the only way to simulate a shell hitting the conning tower and people flying to the sea is to add the conning tower a possibility of exploding once taking damage, even drom depth charges (which is awesomely unrealistic). The only way I can think of is removing this part of the mod, then no more weird accidents like this one. Thats not really a big deal, since the possibility of taking a shell explosion on the conning tower and being on the outside camera watching is VERY remote.

Philipp_Thomsen
03-08-08, 08:30 PM
When I use JSGME to install your mod I get the following error msg:
"Zones.cfg" has already been altered by the "GWX - Enhanced Damage Effects" mod.

Can I still install it?

Imeant GWXv2,

Bill

THIS MOD IS TO BE USED WITH GWX 2.0 ONLY, ITS FULLY COMPATIBLE!

NEW VERSION (1.2) WITH NO MORE PROBLEMS WITH DYING CREW ON THE CONNING TOWER.

DETAILS ON LAST POST OF THIS LINK!



http://www.subsim.com/radioroom/showthread.php?p=801290

billk1
03-08-08, 09:26 PM
Thanks a lot for your reply,loaded it in and everything works fine.
Great mod,keep up the good work.

Bill

Einsman
03-15-08, 04:59 AM
Hi Philipp!

Great work :up:

I am a little lost.
What should I install?

Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1 ?
Thomsens_No_Instant_Death2 ?

What is the difference between them?
Do I have to press Ctrl + S always want to use this mod?

Thank you very much

PS. Sorry my english

Philipp_Thomsen
03-15-08, 07:17 PM
Hi Philipp!

Great work :up:

I am a little lost.
What should I install?

Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1 ?
Thomsens_No_Instant_Death2 ?

What is the difference between them?
Do I have to press Ctrl + S always want to use this mod?

Thank you very much

PS. Sorry my english

The thomsens no instant death2 is the fixed version of v1.1, a fix involving crew dying on the bridge.

Ctrl+S is only for hearing the sound of equipment testing and engine start, at the beggining of the patrol.

Please, as questions about my mods on the Thomsen's Junkyard thread. Thanks! :up:

Sub mariner
03-28-08, 11:58 PM
Great mod keep it up!:up:

Philipp_Thomsen
03-29-08, 12:02 AM
:rotfl:

My treasures keep being unburied from the beyond...

Thank you for the encoragement! Any questions about any of my mods, please do it in the junkyard!

Thanks!

Hartmann
04-27-08, 04:30 PM
Works this mod with GWX 2.1 ? :hmm:

Philipp_Thomsen
04-27-08, 06:59 PM
Works this mod with GWX 2.1 ? :hmm:

The 1.1 version (this thread) don't work with 2.1 and dont even exist anymore...

But the 1.3 version in my FileFront page is compatible with 2.1 and have a lot of bugs fixed and stuff improved. :up:

Hartmann
04-27-08, 09:49 PM
Great ! thanks :up: