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Darkreaver1980
03-08-10, 04:50 PM
Hi there,

i converted my critical hits for deck guns mod into the torpedo version. Both mods are combatible.

Unpack the folder into JSGME Mod folder and enable with JSGME

Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage. You need to fire allmost everytime 2 torpedos to sink a merchant. And 3-4 for a big one

I changed the damage to 100-400 which means that you could do from lower damage up to 2,2 times the damage. The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator.

This means you never know how much damage your torpedo actualy does, just like in real life. A torpedo now has a chance to even blow up a large tanker but its very rare. Anything could happend, you could fire 4 torpedos into a freighter and it still sails away like in stock sh 5 or it blows up with the first torpedo, you never know.

The new torpedos will also trigger flooding + burning (real effects, not just visual) at a high chance if you score a good hit. It rarely happens with stock torpedos because the damage values are to low to trigger permament flooding/burning.

Please leave your feedback

Download it here:
http://dl.dropbox.com/u/8721542/Criticalhits1.1Torpedos.zip[/URL]

Download here from Subsim:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1798 (http://dl.dropbox.com/u/8721542/Criticalhitsv1.2.zip)

Link to my critical hit for deckgun:

[URL]http://dl.dropbox.com/u/8721542/Criticalhitsv1.2.zip (http://dl.dropbox.com/u/8721542/Criticalhits1.1Torpedos.zip)

Wolfmanjack
03-08-10, 05:02 PM
Damn mate.. Good job :) Thanks

Decoman
03-08-10, 05:19 PM
Do we know anything about what mechanics dictates how a ship is sunk, as it is hit with torpedoes?

I thought that the keel shots (torpedo exploding below keel) were more powerful than an impact into the side of the ship. And this makes me wonder if a keel shot is treated differently than any other torpedo hit. :06:

Darkreaver1980
03-08-10, 05:24 PM
A keel shot has a higher damage modifier. So its best to try a keel shot.

One thing that i figured out is that the stock torpedo damage isnt working that great. You often hit an enemy ship, you see it burning with 3 holes and 2 hours later it still sails home.

With this mod i dont know why but fire actualy does damage and a ship will have flooding which i never noticed before.

Seems like it has something to do with the new damage values

Ragtag
03-08-10, 05:38 PM
Sweet, the stock torpedoes was abit weak imho. Thanks :)

Capt.Warner
03-08-10, 05:44 PM
Damn good show mate!:rock:

kapitan_zur_see
03-08-10, 06:16 PM
a small mod, but a critical one, dare I say :up:

KOS
03-09-10, 03:42 AM
nice!

finally I wouldn't have to fire my torps and then get on surface to finish the merchants when without escort, that was really annoying.

:yeah:

Sgtmonkeynads
03-09-10, 03:59 AM
It seems to fix the ship sinking by flooding problem to. I hit one ship with one torp, took maybe less than one quarter of its damage bar down ( YES, I turned it on to see the effects of the mod ) and the ship began to list pretty good. It's flooding bar was going down faster than its Physical damage bar ! After about an 20 min. in game, the ship began to roll over onto its side, about 15 minutes latter it was going down. So now the ships that recieve damage can sink due to flooding.

I still think it happens to quickley though, where are the files to slow it down a bit? Is it possible ?

All in all, this is one mod that will always be in my "list".

Darkreaver1980
03-09-10, 06:04 AM
It seems to fix the ship sinking by flooding problem to. I hit one ship with one torp, took maybe less than one quarter of its damage bar down ( YES, I turned it on to see the effects of the mod ) and the ship began to list pretty good. It's flooding bar was going down faster than its Physical damage bar ! After about an 20 min. in game, the ship began to roll over onto its side, about 15 minutes latter it was going down. So now the ships that recieve damage can sink due to flooding.

I still think it happens to quickley though, where are the files to slow it down a bit? Is it possible ?

All in all, this is one mod that will always be in my "list".

I think i found out what´s going on.

The stock torpedos do 120-160 damage which seems to low. the particel effect starts to show up if the ship takes xy (its different for each ship) amount of damage but the real burn/flooding only apears if the actual damage is higher. My torps can do up to 400 damage...so if a ship has 1200 hp it still has 800 hp left but the damage will trigger big flooting + fire.

charognard
03-09-10, 06:18 AM
great mod ! thx :)

Mondaiji
03-09-10, 06:24 AM
Thank you. Exactly what i need.

Gusteno8
03-09-10, 06:38 AM
Looks Great! Thanks!:yeah:

Sgtmonkeynads
03-09-10, 06:49 AM
I think i found out what´s going on.

The stock torpedos do 120-160 damage which seems to low. the particel effect starts to show up if the ship takes xy (its different for each ship) amount of damage but the real burn/flooding only apears if the actual damage is higher. My torps can do up to 400 damage...so if a ship has 1200 hp it still has 800 hp left but the damage will trigger big flooting + fire.

I think it's great. Much better than the stock " Shoot me untill I completely Explode into a giant mushroom cloud"

coronas
03-09-10, 02:14 PM
Good one! :yeah:
:salute:

Church SUBSIM
03-09-10, 03:14 PM
Anyone get a CTD when using this mod?

I just hit a Battleship in Scapa Flow and as soon as the torpedo made contact the game crashed (first ever for me in SHV).

Darkreaver1980
03-09-10, 03:17 PM
Thats weird, i cant think of a way that my mod would cause the crash.

Anyone having similar experience?

To all people, how is the balance? torps to strong/weak? Burning/Flooding working?

Galanti
03-09-10, 03:20 PM
You know, I'm going to give this a try. I was a little leery, glancing at the thread title I thought at first it was another "TIII into Mk48" kind of thing, but you're reasoning and approach convinced me that something needs to be done about the DM. Well done!

Darkreaver1980
03-09-10, 03:28 PM
I know what you mean.

All these Type XIII Nuclear Torps for SH 3 + SH 4 :o

Mainproblem is that stock damage is allmost allways the same, this leads up to 2 torpedos for a small merchant and 3-4 for a bigger one with little variety.

Thats why i did this mod, to give the torps a more random feel and to fix the no flooding/burning damage.

Seems like most people like how these new torps are balanced, you could still need 3-4 torpedos to sink a single merchant or just one with some luck

Baleur
03-09-10, 04:26 PM
I would absolutely love this and the deck gun mod, if you made 50% toned down versions.
Basically, still critical chance for deck guns and torpedoes, but lower max damage, like say 100-300 torpedo damage and the equivalent decrease in your deck gun mod.

In vanilla they do too little damage, but in your mods they can do too much dmg imo :)

Ziggy
03-09-10, 04:34 PM
Well I have been getting CTD a ton lately and now to think of it I installed the deck gun mod as well as some others. Perhaps the mods are crashing me. A shame if they are I love them all so much. I think I will try vanilla and see what happens.

Church SUBSIM
03-10-10, 01:32 AM
Ok - I managed to load that same game with the mod and it worked perfectly ... as a matter of fact ... this mod kicks complete ass. You never know for sure what you are going to get. I managed to take out a merchant with 1 and then needed 3 to get the next one. I love it.

Thanks for making and sharing this mod!

Ragtag
03-10-10, 01:49 AM
The cannon mod is way to über. I wiped out a 15 ship convoi. I sank half the ships with just 3-4 shots each with the cannon.
If you could make a version with 50% less power than it is now would be very nice.

The torpedo mod works nicely. Haven't noticed any über behaviour like the deck gun.

Thanks :)

fideco
03-10-10, 01:49 AM
Thanks for your effort
Is this mod historically accurate?

ncorpuz34
03-10-10, 04:29 AM
Might need a bit of tweaking. I ran into a carrier tonight and launched a 4 torp spread. Only 1 hit but it set her whole deck ablaze and she sank in about 20 sec. I guess that one eel must of been packin a bit extra.

Darkreaver1980
03-10-10, 05:07 AM
Might need a bit of tweaking. I ran into a carrier tonight and launched a 4 torp spread. Only 1 hit but it set her whole deck ablaze and she sank in about 20 sec. I guess that one eel must of been packin a bit extra.

Yes, i think you got pretty lucky and the torp did 400+ damage on the fuel tank which multiplies the damage:)

I will tone down the damage on the critical deckgun mod right now

Edit: New version, critical hits for deckgun with 25% lower damage is out. Deleted the old version it was way to strong

Just overite it, disable + enable it in JSGME

i think i hit the spot in the torpedo mod pretty well :)

DasBoot73
03-10-10, 05:20 AM
Very nice, thank you!

snakech
03-10-10, 05:56 AM
Yes, i think you got pretty lucky and the torp did 400+ damage on the fuel tank which multiplies the damage:)

I will tone down the damage on the critical deckgun mod right now

Edit: New version, critical hits for deckgun with 25% lower damage is out. Deleted the old version it was way to strong

Just overite it, disable + enable it in JSGME

i think i hit the spot in the torpedo mod pretty well :)

thanks for your nice work :salute:

i have some troubles with the DL http://www.subsim.com/radioroom/showthread.php?t=163663

Darkreaver1980
03-10-10, 06:05 AM
Yes, thats because the old subsim site isnt working yet. Should take some hours than everything will work again.

DasBoot73
03-10-10, 06:56 AM
Not sure if this did happen because this mod or if there is another sub around, but when i was returning from Scapa Flow, there was one battleship and multiple escort, first i thought they were after me, so i tried sneak silently away, suddenly one destroyer did sink and maybe 10 minutes after, another one went bottom, both were on highly deep water when this did happen.

McHibbins
03-10-10, 07:01 AM
Thanks mate, but should be a new version number like 1.2:salute:

java`s revenge
03-10-10, 07:16 AM
You made my day :yeah:

rascal101
03-10-10, 08:00 AM
Tried this - was wary at first as I thought it was another mod to max out the torps and gun - but then I read more closer and your actually trying to do what NYGM mod did in SH3 -

Now interstingly I tried this using JSGME - found a convoy and hit three ships - no apparent change - I blew the bum off a tanker - it just sailed into the distance - put two torps into a large merchant it too sailed into the distance and scored a hit on a small methant with my rear tube - it sailed off into the distance -

What am I dong wrong I want your mod but its doesnt seem to want to work - here's a list of my activated mods

Accurate German Flags
Germanator, Harder AI MOD 1.0
EngineSoundsImproved_v1.0
MightyFine Crew Mod 1.0
No Damn Bubbles, No Damn Halo Mod
MoraleMod
Capthelms SH5 Audio Mod
Conning Tower Compass Fix
REL_UboatTweaks
Critical hits Guns v 1.1
Critical hits Torps data
No U Mark data
AilClouds data
AilSmoke data

Jander
03-10-10, 08:23 AM
Are you sure you installed correctly?
In your MODS folder, it should look like this:

Critical hits 1.1 Torpedos/data/.....

and not like this:

Critical hits 1.1 Torpedos/Critical hits 1.1 Torpedos/data/....

Darkreaver1980
03-10-10, 08:26 AM
Thanks mate, but should be a new version number like 1.2:salute:

Youre right, uploaded 1.2 now for the critical deck gun mod :)

MattDizzle
03-10-10, 08:29 AM
Works great for me, i sank a medium merchant with one torpedo, went under pretty fast. Did this game change the sinking mechanics in any way, or something like that that would cause a ship to go under more when its tilted?

Darkreaver1980
03-10-10, 08:41 AM
Works great for me, i sank a medium merchant with one torpedo, went under pretty fast. Did this game change the sinking mechanics in any way, or something like that that would cause a ship to go under more when its tilted?

No changes to any sinking mechanic. The game adapts pretty good to my mod.

If you get a very good hit than the flooding will be such strong that the ship could(!) sink in seconds. It just depends on the damage that the torpedo does.

With stock torpedos you rarely see any flooding/burning damage because the damage is just to low to trigger it. Its like the torp hits for 100, flooding damage 20 for 3-4 seconds than it stops

reaper7
03-10-10, 07:03 PM
ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/All-sunk2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/All-sunk.jpg

Like the sinking effect now, although most merchants seem to sink after 1 torp.

malkuth74
03-10-10, 07:58 PM
You rock dude. Will be installing this when I get back to playing SH5 again!

LeonTheNorse
03-10-10, 08:15 PM
Thanks a lot.

Works great for me:up:

Also thinking of trying out your deck gun mod.

Darkreaver1980
03-10-10, 11:37 PM
ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/All-sunk2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/All-sunk.jpg

Like the sinking effect now, although most merchants seem to sink after 1 torp.

Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)

doomlordis
03-11-10, 04:37 AM
Appreciate this mod but i think it is a little too powerful, i sank an Aircraft carrier with 1 and a troop ship with 1 , almost all ships i have hit have sank with 1.

I reckon a 20 -25% reduction would be better.

reaper7
03-11-10, 04:46 AM
Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)

Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.

Darkreaver1980
03-11-10, 07:03 AM
Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.

The problem is that if i lower the torpedo damage, chances are that it will break the flooding/burning which works great now...pretty ironicaly :D

doomlordis
03-11-10, 07:17 AM
How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?

Darkreaver1980
03-11-10, 07:48 AM
How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?

yes but the effect isnt that big, only 5% per level.

so thats +25% damage at max skill.

stock torpeods do 120-160 damage
my torpedos do 100-400 damage. if you take the middle from it than its 250 damage average per torpedo. i wouldnt call it to strong because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos because the flooding/burning doesnt work.

Even with my mod, i sometimes need up to 5 torpedos to sink the big ships like battlecruisers or aircraft carriers

SoldierChris84
03-11-10, 09:28 AM
Hey,

is there any 1 Hit Torpedo kill mod?

Thx

Chris:sunny:

filippm
03-11-10, 11:33 AM
link don't working :(

Darkreaver1980
03-11-10, 12:03 PM
Hi fillippm

My Site is currently down, i cant do anything till the server host fixes it. Just wait, shouldnt take more than some hours till it works again.

Vreith
03-12-10, 12:38 AM
You guy's realise that the reason stock mode torp damage is the way it is, is because there trying to get you to land your torps in the same spot to casue sinkable damage to hardier hulled ships, now this may not be "completely" realistic, but i think they were working on the base that there was other layer hull then inner (im not ship guru but i know that this principle in building boats exists) you hit outer layer, then hit same spot and penetrate, either brakes the spine or over flooding. so 2 torps per boat unless 1 torp hits a lucky spot which has happened to me. if you don't get them in the same spot, got pop 3 holes in 1 side or side and rear to get it to flood from wounds etc. i actualy think this adds extra chalange in my patrols, so boon of realism for me :arrgh!:

Sorry if others don't feel this way :DL but i have found that a ship has had a miniscule amount of life left even when i have hit same spot twice with slight intervals. which then she don't sink. that needs to be fixed def, 3 torps with double hit same spot is silly.

don't flame me!

remowilliams
03-12-10, 12:56 AM
because in stock you rarely sink a ship with just one torpedo, bigger cargoships even need 3-4 torpedos

Stock with maxed 'preheat' ability, I don't ever need more than two torpedos to sink cargo ships, no matter how large. Three sunk the QE battleship...

gutted
03-12-10, 01:11 AM
I've used this for a couple nights now.

On average it takes me two, sometimes three, other times 1. I just feel like that one torpedo time comes up alittle "too often".

I just ripped the bow off a large steamer with my first torpedo. LOL moment. I even sank a 16,000 ton transport with one torpedo.

IMO, it needs to be toned down just ever so slightly. But even right now, it's enjoyable.

ShadowWolf Kell
03-12-10, 02:25 AM
A toned down version would be nice. 120-250 sounds like a nice moderate number.

I'm used to having to use 2 torps per ship anyway. Was fairly common in OM, though you could take out large tankers with a well placed single shot. Not always, but often enough.

What I've noticed is that there is a surprising lack of dud torpedos in SH5.

In OM, duds were horrendous until torpedo upgrades became available. In SH5, I haven't had a single dud yet and I'm on my 6th patrol.

Mraah
03-12-10, 12:33 PM
A couple of good points came up .... using 100-400 value when your crewman has a torpedo damage bonus and preheat. It may be overkill beyond what we like to call acceptable?

I haven't look at the bonus % but I do have another question though.

It seems to me that the damage graphic for the torpedo is smaller than in the previous SH versions. I've understood and tested the torpedo radius back in SH4 and it did correlate with the size of the graphic. Also reading the NYGM manual the radius plays a key role when damage bleeds over into another compartment.

Has anyone looked at the torpedo radius value?

I figured it'll take some more tweaking ... Great find though!

Rob

Shigawire
03-14-10, 11:59 AM
a small mod, but a critical one, dare I say :up:

Hear hear! Excellent mod! :D

I noticed this too..

Baleur
03-14-10, 12:23 PM
Yeah thats what i requested (in this thread or the deck-gun critical mod thread) too.
I really REALLY want a version of these two mods but with 50% less max-damage.
A toned down version, but still more dmg than stock. Maby just twice the max damage of stock?

szultz
03-14-10, 01:47 PM
Maby just twice the max damage of stock?

Stock max is 180, this mod has max of 400, it is basically twice of stock.

U-Bones
03-14-10, 03:20 PM
I am pretty happy with this as is. The predictability of "I will need X fish to sink this target" is gone.

That said, if a true double of the top end to 360 instead of 400 were available, I would use it instead.

Great use of what is available to get a desired result. :yeah:

EgoApocalypse
03-14-10, 06:06 PM
Dunno man.............Hit a carrier with one eel, stopped dead in her tracks and sank in 10 secs flat, fine tune that one me thinks,.:hmmm:

Still keepin the Critical hits for the deck gun ( Sweet ):salute:

GuillermoZS
03-19-10, 01:16 PM
Thanks man! Good work :salute:

Juliano
03-19-10, 01:37 PM
Yesterday I managed to get into a convoy and fired a salvo of 4 torpedoes and 1 from the stern. 4 of 5 of them hit, none of the ships sink.
I used the external cam to see what was going on and all ships hit had fires and where flooding but none sink.
Al the torps hit the bow or stern of the ships (I think the ships go down faster that way) but ir was useless

I was so frustrated that after waiting some time in TC to see what would happen, I imediatly closed the game :nope:
Maybe I just had bad luck?

MattDizzle
03-19-10, 01:59 PM
Im using this mod with the BARF + Increased flooding (http://www.subsim.com/radioroom/showthread.php?t=164953) time mod with fantastic results, I know that sounds like overkill but it means that ships sink with 1-3 torpedos now instead of 2-3, especially if you hit something that causes secondary explosions. Critical damage is done potentially with one torpedo but it doesnt just blow up and sink right away, it floats around for a while before sinking, usually by the nose (i tend to aim to far forward, cant explain why) Not in the vanilla game where they blow up and sink flat.

I still say the mods should be combined and tweaked to work together. But even as it sits it makes the sinking in the game top class. Kudos to both modders.

(Better and Realistic Flooding link again: http://www.subsim.com/radioroom/showthread.php?t=164953)

Pumbator
03-21-10, 09:17 AM
Well, I think that this mod is way better than stock.

Besides, even with 'stock' torpedoes you will probably sink a carrier with just one eel, and that's because everything on its deck will explode causing really big damage. It's this games one of many bugs.

Also, with stock torpedoes, I've sunk QE battleship with only 2 eels (shot 4, two missed), torpedoes hit the bows.

In stock, often even two torpedoes didn't start the flooding effect in even small merchants, which was quite... irritating.

Great mod, Darkreaver, thanks.

Darkreaver1980
03-21-10, 04:56 PM
Im using this mod with the BARF + Increased flooding (http://www.subsim.com/radioroom/showthread.php?t=164953) time mod with fantastic results, I know that sounds like overkill but it means that ships sink with 1-3 torpedos now instead of 2-3, especially if you hit something that causes secondary explosions. Critical damage is done potentially with one torpedo but it doesnt just blow up and sink right away, it floats around for a while before sinking, usually by the nose (i tend to aim to far forward, cant explain why) Not in the vanilla game where they blow up and sink flat.

I still say the mods should be combined and tweaked to work together. But even as it sits it makes the sinking in the game top class. Kudos to both modders.

(Better and Realistic Flooding link again: http://www.subsim.com/radioroom/showthread.php?t=164953)

I also tried my mod with realistic flooding mod and having a blast now, its like both mods work perfectly together. i love how bigger ships are halfway under water for some time before they finaly sink :rock:

7thSeal
03-21-10, 09:25 PM
The critical hit spot must work, I wanted to be sure that I sunk a carrier that I setup on (3550m) so I fired all four tubes at him after getting dialed in. Well much to my surprise when the first one made impact the entire carrier began exploding. The second two hit afterward but he was already history with the first hit. The last one went a tad in front of him as he was stopped and already sinking.

captainprid
03-22-10, 06:18 AM
Excellent work....Lots more realistic

Kumando
03-22-10, 06:23 AM
Im using this mod with the BARF + Increased flooding (http://www.subsim.com/radioroom/showthread.php?t=164953) time mod with fantastic results, I know that sounds like overkill but it means that ships sink with 1-3 torpedos now instead of 2-3, especially if you hit something that causes secondary explosions. Critical damage is done potentially with one torpedo but it doesnt just blow up and sink right away, it floats around for a while before sinking, usually by the nose (i tend to aim to far forward, cant explain why) Not in the vanilla game where they blow up and sink flat.

I still say the mods should be combined and tweaked to work together. But even as it sits it makes the sinking in the game top class. Kudos to both modders.

(Better and Realistic Flooding link again: http://www.subsim.com/radioroom/showthread.php?t=164953)

Are you using the 2 mods together?

MattDizzle
03-22-10, 08:44 PM
Yes i am.

Sank a battleship with 1 or 2 torpedos. G7A from 1000 yards, is this unrealistic? I say "one or two" because i was so deep by the time they hit i didnt hear the explosions. slow speed can be useful sometimes.

edit: log says it was 2

7thSeal
03-22-10, 08:57 PM
I also tried my mod with realistic flooding mod and having a blast now, its like both mods work perfectly together. i love how bigger ships are halfway under water for some time before they finaly sink :rock:

Yep, just added the BARF mod with yours after reading the comments about it and its indeed a match made in heaven. :up:

Watching the ships slowly sink and seeing the pressured air spewing up from the ship as the waves slowly begin to wash over the deck never gets old. :)

MattDizzle
03-22-10, 09:23 PM
We must arrange for these mods to be merged or something, and become part of a larger supermod, this is how these things snowball! :P

pythos
03-24-10, 09:30 PM
You do realize it was ONE torpedo that took out the shokoku. It was because their fire and flood control was so horrible. But I think it was one or two torpedos out of 6 that were fired.

Torpedoes kill ships if they hit. The reason so many were fired was because they missed a lot. Either due to lousy aiming, or do to mechanical problems with the eel itself.

Go to you tube and watch vids of torpedoes hitting. They are devastating. A ship with a broken back was usually finished. A tanker hit just right, KABLAMO!!! A destroyer....vaporized. I don't understand how people can think torpedoes don't do all that much damage. depth charges compared to a torpedo are a joke.

I like the randomness of this mod.

I am sick of a burning tanker maintaining speed after getting hit by 3 stock torpedoes. I am hoping this will remove this issue.

Fixxxer46
03-24-10, 11:57 PM
I downloaded this mod + the "Better and Realistic Flooding" because i thought it was more realistic. (from YouTube videos)

I can usually sink ships now with 1-2 torpedoes that took 3 or more!

That's what should really happen, if you hit the ship is dead; and i love it!


Great mod! :salute:

Darkreaver1980
03-28-10, 06:44 AM
How is the damage now? To strong, to weak? Seems like i got it right :)

7thSeal
03-28-10, 08:38 AM
In addition with the BRF mod I'd say you got it right. Sometimes I find myself tailing them after putting one or two hits in them and sometimes they eventually sink and others it takes another shot or just finishing with the deck gun. It changes up with each size of the ships which makes it great. :)

abclkhan
03-28-10, 09:28 AM
Hey guys do tou realize there is an ability you can add to the torpedoman which incereases damage done by torpedoes?

loerelau
03-28-10, 10:10 AM
Also my experience is good with this mod + barf.

tater
03-28-10, 10:32 AM
A reality check for you. In SH4 I checked every single RL u-boat attack on Hog Islander types:

50% of the Hog Islanders sank after 1 hit. 73% after 2 hits (I counted coup de grâce here in the 2 fish hits, including the couple that were finished off with 30 and 60 DG rounds respectively treated as a single added torp (the only alternative to the DG)). 83% of them hit with 3 sank (one not sinking out of 6 attacked).

So there is a way to check your mod (roughly).

Only 18.18% of Liberty ships attacked by U-boats sank with 1 torpedo hit.

vonTorpitz
04-06-10, 11:58 PM
Just got a nice one shot kill on a Cimmaron Tanker in the English Channel. She split in two directly center-beam and both halves went to the bottom in flames. Nice work man.:arrgh!:

Sniper061
04-09-10, 08:31 PM
Your links are broken. Are your mods hosted somewhere else?

davidc2
04-24-10, 08:22 PM
I was hoping to find it as well :)

John Channing
04-25-10, 12:07 PM
I have added it here without Darkreaver1980's permission. If he wants it removed he can pm me and I will take it down.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1798

JCC

Darkreaver1980
05-05-10, 04:41 AM
Sorry, i was busy :)

@John Channing

Thats nice that you have uploaded it, thanks...permission granted :P

Lt commander lare
05-16-10, 09:33 AM
hi darkrever can you upload your critical hits for the deckgun mod 1.2 to the subsim servers i cannot download the file from fileshare it wont let me even open the file if you uploaad it to the subsim downloads server than i can download it from there


Lt Commander Lare

Lt commander lare
05-16-10, 12:55 PM
john can you upload the critical hits for the deckgun as well because there is a problem over there at fileshare and i cant get the file if you could upload it to the subsim download servers that would great

Lt Commander Lare

darkstar
05-17-10, 07:43 AM
this mod is great, great job, but I fired hundreds of torpedos and I had only 1 DUD i think the torpedos need to misfire more often

walsh2509
05-17-10, 01:54 PM
Hit one of those Queen Mary type ships = 13,000tns 1 torp in mdiship and other aft of that and down she went ,eventually. I run the game at 73% which is Map Contacts On and Auto Targetting - though its auto you can lead the torps as much as you like and that is what I do its a cross between manual and auto, we it is for me. In the same convoy was another one of these QM type I lead the torp total guess (which leads to misses) but this one my torp hit the Queen Mary type just behind the bow 6mts deep and there was a massive explosion at the bow this was followed by explosions one after another right along the ship from bow to stern and it went down very fast.

So 2 ships , same type - 1st one 2 torps 1 midship 1 aft of that both set 6mts deep and the ships takes its time to go down. 2nd one, 1 torp just behind the bow 6 mts deep massive explosion bow area and that triggeres explosions all the way long the ships length.

Great stuff ...

ottomanne
05-29-10, 10:51 AM
This mod is great! Ships will now sink more easily and it is more realistic IMO

Tenebrae
05-30-10, 08:54 AM
Sank a Fleet Carrier with a midships keel shot...looked like a bloody nuclear warhead :o

Although I do love the mod in the way that introduces listing and flooding shouldn't this be toned down a notch or two?

Cheers!

aShine
06-04-10, 03:48 AM
Link is bidden, can you upload that at another host?

RedTerex
06-25-10, 05:32 AM
Great mod, in real life a torpedo would blow a gaping 20 to 30 foot wide hole in a ship and it would go down one shot one hit, as Topp used to say.

So I reckon it IS realistic, thanks for the work.

Gerald
06-25-10, 05:43 AM
Anyone get a CTD when using this mod?

I just hit a Battleship in Scapa Flow and as soon as the torpedo made contact the game crashed (first ever for me in SHV). :yep:

Darkreaver1980
07-04-10, 11:01 PM
I just switched to dropbox which is ALOT better than this crapy easy-share. Please let me know if you encounter any problems or if you have suggestions, thanks :)

Abd_von_Mumit
08-28-10, 02:09 PM
finally I wouldn't have to fire my torps and then get on surface to finish the merchants when without escort, that was really annoying.

I second that. Almost every freighter I hit with 2 torps needs some additional deck gun shots to encourage sinking. This gets tricky when in the middle of a convoy night attack, hehe.

Downloading to try, thanks for the mod. From the description I exceptionally like the randomness part - you never know what the effect of your torpedo will be. YEah!

ZigmundFreund
11-11-10, 06:45 PM
I haven't look at the bonus % but I do have another question though.

It seems to me that the damage graphic for the torpedo is smaller than in the previous SH versions. I've understood and tested the torpedo radius back in SH4 and it did correlate with the size of the graphic. Also reading the NYGM manual the radius plays a key role when damage bleeds over into another compartment. Rob

Another question comparating older versions I played (SH3 stock/4 modded). Anyone noticed if this version apply key weak spots to the ships? Points where one torpedo can do the damage of many?

After playing for a while I manage to find weak points in many ships I encountered. For example; A 10000 tons Nippon Maru in SH4 only need one torpedo if you manage to hit a keel shot right in front of the funnel at the beginning of the stern section.

Is this still repro in SH5?

wamphyri
11-12-10, 12:43 AM
Another question comparating older versions I played (SH3 stock/4 modded). Anyone noticed if this version apply key weak spots to the ships? Points where one torpedo can do the damage of many?

After playing for a while I manage to find weak points in many ships I encountered. For example; A 10000 tons Nippon Maru in SH4 only need one torpedo if you manage to hit a keel shot right in front of the funnel at the beginning of the stern section.

Is this still repro in SH5?

In sh3/4 each ship had compartments and if you hit them (ie. ammo storage on a BS.. ) then it'd do massive damage to the ship or just sink it in one hit. With sh5(stock) they changed how damage is done to a ship and with the flooding mechanics of the game in stock it was almost impossible to sink a ship with one hit.

I don't recall if sh5 still has the compartment damage model but this mod helps a great deal with making things more like sh3/4. I'm sure someone will come along and clarify everything better than me.

Dodo11
07-18-11, 06:17 AM
I installed your mod with the generic mod enabler and after install i observed that ur mod created in my game folder his own folder "critical hit for torpedoes"(im not talking about the folder from MODS).
Is that normal?

Sone7
07-19-11, 10:57 AM
Go to CH mod folder in MODS directory. There should be "data" just inside main mod folder (for example MODS/CriticalHits/data and not MODS/CriticalHits/CriticalHits/data).

Dodo11
07-19-11, 04:02 PM
yep, im an idiot you are right, thx.

warrior007
10-31-11, 08:36 AM
This is a great mod as should save me alot of torpedoes and make life a little more easier..lol.
Thanks for your great work!:DL

warrior007
10-31-11, 08:44 AM
Thanks for the links and load info my friend. Very much appreciated:salute:

topgundv
10-31-11, 10:46 AM
many thanks.

dklimanov
11-02-11, 02:29 AM
Great. Many thanks.

SgtRWMartin
02-25-12, 11:08 PM
does it work with Beast's Equipment mod if installed before Beast's mod?

Mikolax
09-16-12, 09:52 AM
Good job man

camu74
10-14-12, 03:20 AM
I just switched to dropbox which is ALOT better than this crapy easy-share. Please let me know if you encounter any problems or if you have suggestions, thanks :)

Hello,
The Dropbox links are broken. I get the "critical hits 1.1 torpedos" from 24flotilla but I can not get "critical hits v 1.2" from anywhere. Is this version very necesary? Could you fix the links? Thanks anyway. :yeah:

volodya61
10-14-12, 06:42 AM
The link in the post #1 is dead.. here is -

Critical hits 1.1 Torpedos - http://www.mediafire.com/download.php?u4d9w45dhx5ptb4

@camu74

Me again :)

You can find the link here - http://www.subsim.com/radioroom/showpost.php?p=1947914&postcount=35

camu74
10-14-12, 07:47 AM
Thanks for restore the links. Im trying to play this game realistic and all your help (you and the others modders) is very valuable. :rock:

GT182
12-02-12, 10:00 PM
Is there a link anywhere for "critical hits v 1.2"?

volodya61
12-02-12, 10:20 PM
two posts above.. lower link..

Fish In The Water
12-02-12, 11:53 PM
two posts above.. lower link..

Thanks much! :salute:

reignofdeath
12-03-12, 12:41 AM
Thanks much! :salute:


Hmmmm I think I want this.. Unless sobers mod list already has it.. Im unsure..

GT182
12-03-12, 06:35 PM
Thanks Vol. :salute:

I did try it the other day but 1.1 came up. Or possibly it was a different link. Anyways I've got it now. Again, my thanks.

lmy76128
12-03-12, 11:38 PM
thank you

Fifi
02-08-13, 06:29 PM
two posts above.. lower link..

i've dowloaded your v1.2, but when i open it with my winrar (it open 7zip too!) i have 3 errors and the file is empty (0 Ko) :o

Could someone upload a new download for v1.2 please? :sunny:

volodya61
02-09-13, 07:01 AM
i've dowloaded your v1.2, but when i open it with my winrar (it open 7zip too!) i have 3 errors and the file is empty (0 Ko) :o

Could someone upload a new download for v1.2 please? :sunny:

1. It isn't my.. Critical hits 1.2 is mod for deck gun by Darkreaver1980..

2. always open archive.7z using 7zip.. not WinRAR.. CLICK (http://www.7-zip.org/) it's free..

Fifi
02-10-13, 02:09 AM
2. always open archive.7z using 7zip.. not WinRAR.. CLICK (http://www.7-zip.org/) it's free..

:hmmm: Many times i've already opened 7z with winrar successfuly...
But thanks, i'll use your link :up:

volodya61
02-10-13, 05:08 AM
:hmmm: Many times i've already opened 7z with winrar successfuly...

WinRAR often not correctly unpacks archives created in four streams, I mean on the quadcore PC..

gap
02-10-13, 05:17 AM
WinRAR often not correctly unpacks archives created in four streams, I mean on the quadcore PC..

Never had problems using winrar so far, except when I was trying to unzip very long-named files or paths :yep:

This is using version 4.10 beta 5 (64-bit) under Windows 7 64

volodya61
02-10-13, 05:24 AM
Never had problems using winrar so far, except when I was trying to unzip very long-named files or paths :yep:

Me too, but.. look at post 114 above/below :) :03:

Hotjoe
09-24-13, 09:37 PM
Torpedo mod link doesn't work anymore :wah:

Nevermind found new link

Hotjoe
09-24-13, 10:03 PM
bah still need one for the critical hits deck gun though

volodya61
09-25-13, 01:48 AM
bah still need one for the critical hits deck gun though

post #106.. lower link..

Hotjoe
09-25-13, 06:57 PM
Ok but is the 1.2.7 mod both torpedo and deck gun combined?

volodya61
09-26-13, 01:50 AM
Ok but is the 1.2.7 mod both torpedo and deck gun combined?

If you look once more at the post #106 that I mentioned earlier, you will notice there are two links in this post, for both mods..

theraygan
06-05-14, 05:46 AM
i sunk the Bismark with 2 torpedos.. i think this mod is too much powerful

Skywalk
07-09-14, 11:36 PM
The links are broken now :(

Anyone have links for critical damage fishies and deck gun?

Echolot
07-10-14, 04:00 AM
Anyone have links for critical damage fishies and deck gun?

Critical hits v1.2 (http://www.mediafire.com/download/iz46ddryldbdiog/Critical+hits+v+1.2.7z)

Critical hits 1.1 torpedoes (http://www.mediafire.com/download/67mtxvuexzrwwk8/Criticalhits1.1Torpedos.zip)

:Kaleun_Los:

U-4053
02-20-15, 10:23 AM
I have been away awhile so when I went to Download your File it isn't there. Can you please send it to me at my e mail address please ? Thanks in advance .
PS: Never MInd when I posted it gave me the link Thanx

Charlie
U-4053
Elko , NV
SILVRBAK82@AOL.COM

DerKaleun8801
04-18-15, 03:38 AM
I can not open the download link, why?:down:

Sailor Steve
04-18-15, 10:18 AM
Now available at Subsim Downloads:
Critical Hits
http://www.subsim.com/radioroom/downloads.php?do=file&id=4668

Critical Hits For Torpedoes
http://www.subsim.com/radioroom/downloads.php?do=file&id=4669

THEBERBSTER
04-19-15, 10:24 AM
A Warm Welcome To The Subsim Community > DerKaluen8801 :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute:
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119) :yeah:
Tonnage Bar Fix For Those Not Using TWOS In My Tutorial Post #188 :/\\!!

DerKaleun8801
04-25-15, 05:26 AM
Ok, thank you!!!

Here is so a nice community!!!:subsim:

Adriatico
04-29-15, 08:54 AM
Could you make a "light" version, with 120-260 torpedo damage ?

It would keep a lot of realism without magic ships, and be very popular mod.

If it is not a problem, upload it for a week :up:
:ping:

Aktungbby
04-29-15, 09:11 AM
DerKaleun8801!:Kaleun_Salute:

maillemaker
04-29-15, 11:50 AM
Does anyone know if this mod works with the Wolves of Steel megamod?

Steve

Jimbuna
04-30-15, 06:15 AM
Welcome to SubSim DerKaleun8801 :sunny:

Nexis
05-25-15, 06:46 AM
Critical hits v1.2 (http://www.mediafire.com/download/iz46ddryldbdiog/Critical+hits+v+1.2.7z)

Critical hits 1.1 torpedoes (http://www.mediafire.com/download/67mtxvuexzrwwk8/Criticalhits1.1Torpedos.zip)

:Kaleun_Los:
Hello Kaleuns,

maybe it's a noob Question, but I play the Game only since 3 Weeks :smug:
Means the "Crticial Hits 1.1" it works only for Version 1.1.0 of the Game?
Actually i play on 1.1.5, have i take the Critical hits 1.2 Version and upgrade my Game to Version 1.2.0?

And another Question: I use already BRF lite (Flotation tweaks only) and BRF HP Balance. Would it be a overkill to install that CritTorpedos in addition? :hmmm:

Friendly Greetings from Germany
Nexis :salute:

kevinsue
05-25-15, 12:10 PM
Hello Kaleuns,

maybe it's a noob Question, but I play the Game only since 3 Weeks :smug:
Means the "Crticial Hits 1.1" it works only for Version 1.1.0 of the Game?
Actually i play on 1.1.5, have i take the Critical hits 1.2 Version and upgrade my Game to Version 1.2.0?

And another Question: I use already BRF lite (Flotation tweaks only) and BRF HP Balance. Would it be a overkill to install that CritTorpedos in addition? :hmmm:

Friendly Greetings from Germany
Nexis :salute:

G'day Nexis, check out these links for answers to your questions and more. :yep:

http://www.subsim.com/radioroom/showthread.php?t=211804

http://www.subsim.com/radioroom/showthread.php?t=210703

http://www.subsim.com/radioroom/showthread.php?t=192374

http://www.subsim.com/radioroom/showthread.php?t=220069

flyer102
05-03-16, 03:23 PM
Anyone looking to download this, http://www.subsim.com/radioroom/downloads.php?do=file&id=1798

Atoka220
04-29-17, 05:40 AM
I tested this mod. As the text says, you'll never know, how many torps a ship will take. I attacked a convoy, but instead of 3-4 tops, it took like 1-2 to sink ships. While a lil merchant took 2, a big troop transport ship went down by only 1 hit in the middle.
And flooding is also well done. I hit the troop ship in the middle, and it sunk by it's stern, so it appears, sinking is mostly affected by the direction of flooding, and not where the ship's hit.
Nice mod!