View Full Version : [REL] Better And Realistic Flotation
Arclight
03-15-10, 05:46 AM
Yes, that does make it BARF, and yes, that is intentional. :D Though officialy the "a" has been dropped.
Let's see, mod changes 3 things: flotation, flooding time and HP (optional).
The results of messing with flotation should be obvious: rather than having to blast away all HP, causing a big explosion before she finaly sinks, you can now see some effect from your hits, in the form a greater affected pitch and roll (listing, and sinking by the bow or stern). With carefull aim, it should be possible to dispatch any ship to Davey Jones' locker before the fireworks display kicks in. I'm not saying that you will manage this everytime in 'real-world' conditions, just that it's possible. :)
Increasing the flooding times simply makes it feel a bit more authentic: rather than the ship slipping beneath the waves a minute or so after being hit, she will linger a while and contemplate her fate. :hmm2:
The HP tweak raises HP a little in most cases, lowered for most (if not all) warships and lowered for some small fry. Why is this done? :06:
Because, for example, 1 of your torps caught a bad wave and didn't quite do what you wanted it to do. Result: target takes 2 hits, but where normally that should do it, it stays afloat. You fire a third fish and hit, but because the target now has 0 HP, a big hollywood themed fireball rips through the ship. We were trying to avoid that. :DL
So that's what the tweak changes: allow for that extra coup-de-grace shot. Should even that not be enough, then the next hit will definitely finish it (few shells from DG will do nicely too), in a grand hollywood display. Note however that due to highly variable damage from torpedoes, it still might go down in blazing glory from that finishing blow, it's just a little less likely to happen. :cool:
Comes in 3 modules:
BRF full: flotation tweaks + flooding times increased
BRF lite: flotation tweaks only
BRF HP balance: changes HP to be more in balance with the mods objective
Just extract the contents of the zip to your JSGME 'MODS' folder and enable:
1. Either "BRF 1.3 full" OR "BRF 1.3 lite"
2. "BRF 1.1 HP balance" if desired
HP balance is optional, both for convenience and for avoiding possible incompatibility. Should another mod already mess with the .zon files for the ships, you can still use the core mod; ie. the HP balance is not strictly nescesary for proper functioning of the flotation tweaks.
Feedback is always appreciated, and I want to hear the bad stuff too. ;)
Enjoy. :salute:
DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=1607) (216KB)
Alternate mirror (GameFront) (http://www.gamefront.com/files/20805635/BRF.zip)
-.-. .... .- -. --. . .-.. --- --.
v1.3
- finalized testing and tweaking so all ships should now display proper behaviour, particularly battleships and battlecruisers
- minor changes to tweaks already in place (merchants and transports)
- HP tweaks extended to all ships (HP balance 1.1)
"Damage assessment (http://www.subsim.com/radioroom/showthread.php?t=165771)" released as stand-alone module
v1.2
- further refinement on merchants
v1.1
- made a little more aggressive; ships were still hanging on
Arclight
03-15-10, 05:46 AM
Also put up a single mission that places you in a VIIC, with 4 targets in front. Can be used to give this a test, for example. That's what I've been using it for. ;)
Extract into "SingleMissions" folder. (..\Ubisoft\Silent Hunter 5\data\SingleMissions\)
DOWNLOAD (http://www.subsim.com/radioroom//downloads.php?do=file&id=1608) (2KB)
charognard
03-15-10, 05:57 AM
hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?
Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"
urfisch
03-15-10, 05:57 AM
thanks! but is it possible, to get some screens - to have a preview of your mods...?
:salute:
Arclight
03-15-10, 06:03 AM
Maybe a video, but that's always a pita. I'll see about it.hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?
Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"
Damage is a little variable as far as I know. You stand a far better chance to sink a ship by flooding with this though. :)
Don't know about fire damage, might be possible through scripting. But that is far beyond my capabilities at the moment.
urfisch
03-15-10, 06:10 AM
"a pita"? lol..."strg+f11" is taking a screenshot...cant be that complex...
Arclight
03-15-10, 06:42 AM
I said a video smartass, not a slideshow. :haha:
But yeah, here ya go:
1st shot, G7A, 5 meters, high speed, impact only. Target is a C2.
http://i268.photobucket.com/albums/jj2/EZatHome/1hit.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/1hitside.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/1hitfront.jpg
2nd shot, same set up;
http://i268.photobucket.com/albums/jj2/EZatHome/2hits.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/2hitsside.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/2hitsfront.jpg
The first series was made after she was no longer flooding. Second series was made during flooding, since I was pretty sure she was going down. I was right. :D
http://i268.photobucket.com/albums/jj2/EZatHome/goingdown-1.jpg
piri_reis
03-15-10, 06:44 AM
Good work mate, I'll try this out and report back. :up:
charognard
03-15-10, 06:45 AM
do your flooding effect interract on the ship speed ??
I have seen some ships with broken Propeller continu to run at 10knt...
Arclight
03-15-10, 07:13 AM
I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=50.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=1.0
FloodingTime=1200
CargoType=None
I would like to point out again that it's in beta. Maybe if I can get an understanding of the scripting, stuff like infuencing speed depending on damage or damage over time from fire will become possible. For the moment, I can't even access all ship properties because we don't have a program that can read the .zon files, for example. (or maybe I'm just seeing it wrong, but S3D seems to be displaying 'corrupt' bytes?)
Good work mate, I'll try this out and report back. :up:
Thanks, feedback is much needed. :)
Testing was done on a 'shooting range', so they might behave differently during a campaign with a fully 'upgraded' torpedoman (i.e. torpedoes with more damage).
charognard
03-15-10, 07:18 AM
i ll test it tonigth after my Fu.... job :D
coronas
03-15-10, 07:38 AM
Great stuff. :yeah:
NYGM 3.3 has a very realistic damage and flooding system in SH3.
Can be implemented in same way in SH5?
schurem
03-15-10, 07:58 AM
I tried it and its a marked improvement over stock. I like your choice of "perceived realism" over "absolute realism". Please do the other ships in the same fashion :yeah:
HanSolo78
03-15-10, 08:02 AM
I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;
I would like to point out again that it's in beta. Maybe if I can get an understanding of the scripting, stuff like infuencing speed depending on damage or damage over time from fire will become possible. For the moment, I can't even access all ship properties because we don't have a program that can read the .zon files, for example. (or maybe I'm just seeing it wrong, but S3D seems to be displaying 'corrupt' bytes?)
.
Hi!
Some help.... with the Goblin editor in the Sh5 root directory we can edit .sim and .zone files!
You just have to oben minimum 2 files with the goblin editor: 1 .gr2 file and 1 .zon file for example.
greetings
Han
That is the kind of mod I've been waiting for. The current damage and flooding system honestly is the only reason I stopped playing SH5 currently. There are many bugs and unfixed things, but this is an absolute core elemnt that ruins every encounter for me. Stupid "arcade-shooting" to decimate the hitpoints to zero until the ship sinks. Come on, I thought we had a simulation here.
Something like NYGM would be the perfect objective, but your work is a good step towards that! It makes playing the game worthwhile again, thank you for that.
Another bugger that you perhaps could target: Ships are almost always sinking along the length of the ship, they never "keel over" or even fall to the side...they almost always sink straight down, only a slight left-right-adjustment. Would be awesome to get more diversity here too. A torpedo running at 2m impact should cause severe list...
gimpy117
03-15-10, 08:18 AM
nice will try when i got out of this damn class
Arclight
03-15-10, 09:01 AM
Great stuff. :yeah:
NYGM 3.3 has a very realistic damage and flooding system in SH3.
Can be implemented in same way in SH5?
Filestructure is the same as before; what worked then will work now. :yep:
Hi!
Some help.... with the Goblin editor in the Sh5 root directory we can edit .sim and .zone files!
You just have to oben minimum 2 files with the goblin editor: 1 .gr2 file and 1 .zon file for example.
greetings
Han
Thanks, that opens up some new stuff. :salute:
I'll see if I can manage to put in more desired effects. :hmmm:
Something like NYGM would be the perfect objective, but your work is a good step towards that! It makes playing the game worthwhile again, thank you for that.
Another bugger that you perhaps could target: Ships are almost always sinking along the length of the ship, they never "keel over" or even fall to the side...they almost always sink straight down, only a slight left-right-adjustment. Would be awesome to get more diversity here too. A torpedo running at 2m impact should cause severe list...
That's how this is intended; a rather crude solution, at least for the time being, on the way to a more complete solution. (not to say it doesn't work though)
Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor. :hmmm:
nice work:up: will try this out tonight:DL
Kpt-Wolf
03-15-10, 09:17 AM
Superb :yeah:
AOTD_Rhonen
03-15-10, 09:27 AM
Nive work, looking forward :yeah:
Nice work, I'll give it a go :DL
McHibbins
03-15-10, 10:03 AM
One of the most important things :up:
piri_reis
03-15-10, 11:07 AM
Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor. :hmmm:
Haven't had the chance to try this mod yet.
But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can :DL
charognard
03-15-10, 11:10 AM
is it compatible with "critical hit for torpedos" mod ?
Interesting. Thinking of trying it out on that test mission a try.
Should i remove the torpedo critical hits mod when using this? I've been sorta using that as a stop-gap till something better comes along.
GDFTigerTank
03-15-10, 11:33 AM
Part of the problem is that flooding/burning is directly tied to damage in vanilla - the stock torps do not do enough damage to cause continual flooding, whereas the damage added via the critical hits mods gives them that damage level that allows continual flooding.
Same deal with burning and the deck gun critical hit mod.
Short version: Either fix the flooding/burning issue by upping damage (Critical Hits Mods) or by fixing the flotation model (This mod)
Using both is overkill - but then again this mod doesn't change the warships or tankers yet... so maybe as a stopgap :06:
Anyway I tested this mod out, it faxing kicks butt, and with the critical hits mod -2 Carriers, 1 shot each :haha: ... and so in the name of realism I'm ditching the critical hits mod because the fixed flotation for the rest of the ships can't be that far off!
cool, i'll wait till it's finished then i'll switch.
Arclight
03-15-10, 01:22 PM
Haven't had the chance to try this mod yet.
But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can :DL
Had a look at it, but not making much sense. :doh:
No data pops up in that damage editor, nor can I set anything from the dropdown boxes. Not much luck on the data in the .zon files either, but maybe I'll learn something and start to make sense of the GoblinEditor.
is it compatible with "critical hit for torpedos" mod ?
Not familiar with it; as long as JSGME doesn't report a conflict, it should be compatible. Unless the other mod really needs stock values for it's own balancing. :hmmm:
I wasn't planning on reworking warships; I was under the impression they sink to easily as it is. Does anyone think they should be reworked?
Once the merchants are done, I'll look into those if there's a need/desire.
GDFTigerTank
03-15-10, 01:31 PM
I am pretty happy with warship structural integrity. the only thing you might want to look at is whether or not progressive flooding will occur should they try to maintain speed. I think that to some degree they also suffer from the "I took 3 hits and steamed away at full speed" syndrome of their merchant counterparts.
Tankers though, definitely need some flotation review imho.
MattDizzle
03-15-10, 01:44 PM
Can it be made so that ships take longer to sink as well? Ships now either sink in 2 minutes or drive away, was it not often the case in real life that they could slowly flood for hours and hours as the crew tried to keep it afloat? One of my best silent hunter experiences was a battleship off the coast of portugol sitting low in the water for 9 hours as i put torp after torp into it, eventually it rolled over.
:( Operation Monson was awesome.
Arclight
03-15-10, 01:50 PM
Already did that, though it could be lengthened further.
"An internet connection is required to play this game". Mod might be on hold for the time being...
Arclight
03-15-10, 02:16 PM
Oh hell yes! Connection issues were just flaky btw, and figured out Goblin. This thing is great. :yeah:
HanSolo78
03-15-10, 02:19 PM
What I realized is that carriers only do need one torpedo hit and they stay in flames.. which is quite weird.
Maybe they should also be reworked !?
GDFTigerTank
03-15-10, 02:33 PM
What I realized is that carriers only do need one torpedo hit and they stay in flames.. which is quite weird.
Maybe they should also be reworked !?
Hmmmm I thought this was from the Critical Hit Torpedo mod.
Maybe they're coded like that on purpose to simulate AvGas lighting onboard - And as a result they burn out of control?
If this is true, it definitely needs to be fixed...
HanSolo78
03-15-10, 02:38 PM
No.. the carriers do explode in this way also in stock version... you just have to make one hit and the whole carrier stays in flames... although it is not sunk at this time... but one torpedo to mak a carrier stay in flames is to much.
kylania
03-15-10, 02:40 PM
but one torpedo to mak a carrier stay in flames is to much.
Since flames do nothing why not have everything always on fire? :)
Heretic
03-15-10, 02:41 PM
Oh hell yes! Connection issues were just flaky btw, and figured out Goblin. This thing is great. :yeah:
What did you figure out? How to view things or how to edit?
Awesome! I hate how ships sink in SH5, very boring,unrealistic and always the same way. Keep on going! :up:
Arclight
03-15-10, 04:49 PM
What did you figure out? How to view things or how to edit?
View, but that's enough for now. I was editing blind before, changing a value and hoping it actually was related to the ship I was tuning. Now I can see which 'compartments' are used by which type of ship, and where they are located exactly. Makes my life a heck of a lot easier. :lol:
Will be doing some cataloging tomorrow to make a list of 'compartments' used by each type. Gonna take some time, but should help immensely in fine-tuning.
And thanks to that, tankers are now royally screwed as well (tested on Cimmaron, very satisfying). Download link updated in first post, and here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1607).
Off to bed, more mayhem tomorrow. :yawn:
Will-Rommel
03-15-10, 05:00 PM
Superb initiative ! Thanks for adressing this design flaw. :up:
Vorkapitan
03-15-10, 06:04 PM
:rock::rock::rock::rock:Very nice work!!!
kylania
03-15-10, 10:09 PM
So, I just got my first kill with this. Torpedo hit a Liberty Cargo in the bow. She slowed down a bit and I started to shoot with my deck gun. Took maybe 10 shots before she was "sunk".
Now, the COOL part was when the fire started to spread from the front.. BLOWING up each part of the ship as it raced to the stern. So much fun! :)
Thanks so much for this, I've gone from being disappointed every time to ecstatic glee! :woot::O:
Edit: Second kill: Large Steamer. Hit with a single torp just under the super structure. Initial hit took out the engine room. After 5 minutes a noticeable list to starboard appeared. After 20 minutes the water was up to the rails, but she was stable. 5 HE deck gun shots (2 bow, 2 aft and one superstructure) took her out after she stayed afloat for an hour. After being marked as destroyed, she took another 5 minutes to sink.
This is with the Longer Sinking time and More Powerful Torpedos 1.0 loaded btw.
I like this, a lot!
Had a chance to test this last night. I am really liking what I am seeing.
Most merchants seem to take 2 torps, and go down in about 10 minutes.
Occasionally I will get a lucky hit, and take a merchant out with one. Must have hit a sweet spot, or maybe that torpedo happened to have the max damage combined with max radius applied. (They are both somewhat variable)
Occasionally two torpedoes will induce a considerable list, but the ship will hang on, and demand a third, or some DG action.
Very happy with the above. 2 torps per ship mostly, but occasionally 1 or 3. Seems about right.
Good work on the tankers.
Set up a single mission, 2 Rangers and 2 Cinnamons (Whatever they are called :DL).
1 of each was full of fuel, the other empty.
Ranger Full - 1 torpedo will do it every time!
Ranger Empty - About 8 out of 10 times, 1 torpedo seems to get 'em. The other 2 times it lists badly, but just hangs on.
Cinnamon Full - Every time I hit this sucker it goes up like a Christmas tree and breaks in two.
Cinnamon Empty - Have not managed to sink this using just 2 torpedoes. 2 will make it list real bad, but not sink. I have waited a few hours! Always requires a third, once it needed a fourth!
It was notoriously difficult to sink a tanker traveling in ballast, so the above seems right to me.
I read a lot on the forums about people having major headaches sinking tankers. Maybe this is a campaign problem, rather than a damage model problem. Maybe most of them are scripted to be travelling empty? If they are full, one shot should kill them every time. Just a thought.
Keep up the good work Arclight. :up:
It is amazing what you have achieved just by tweaking the zones cfg.
piri_reis
03-16-10, 06:49 AM
I read a lot on the forums about people having major headaches sinking tankers. Maybe this is a campaign problem, rather than a damage model problem. Maybe most of them are scripted to be travelling empty? If they are full, one shot should kill them every time. Just a thought.
I've looked over the Total Germany campaign files and almost all of the "Groups" which are the named lists that the generated convoys are based on; NONE of the ships are defined to have any internal/external cargo. They are defined as cargo=NONE.
Now I'm not sure if somehow the game assigns them random cargos. I haven't got very far in campaign playing but haven't seen any ship w/ external cargo yet. Anybody?
So this could mean they travel with ballast and that's why they're hard to sink.. :hmmm:
NONE of the ships are defined to have any internal/external cargo. They are defined as cargo=NONE.
Ah, I thought as much. Thanks for checking that out.
And no, I have not seen any ships carrying external cargo.
kylania
03-16-10, 08:17 AM
Kinda silly that the ships you sink during the "British Supplies" mission wouldn't have, ya know, supplies in/on them! :)
Arclight
03-16-10, 08:21 AM
Anything loaded with fuel or ammo goes up after 1 hit most of the time. :yep:
I set up the ones in that shooting range with "freight" as cargo. In practice, ships loaded with freight act the same as empty ones. Doesn't really matter what they carry (as far as flotation goes; same compartment, same value), though ammo and fuel have a very high chance of increasing the damage and setting off secondary explosions.
About Cimmaron taking 3 hits: Like I mentioned before, my aim is to make it possible to sink a ship without having to resort to reducing it to 0 HP: Cimmaron can take 4 hits before blowing up, so I aim to sink it with 3. If your aim is off or your having bad luck, it still will be looking like it's in big trouble after 3 hits. The 4th shot will definitely finish it off, be it through flooding or 0 HP.
To be fair: I haven't touched Ranger yet, so that one is all Ubi. :lol:
I was thinking about increasing HP on ships so they could take more hits, making it nescesary for the player to hit ships in such a way as to unbalance them; ie. make sinking by flooding mandatory. But it's nice to have the HP system to fall back on: if you're having bad luck, you can still count on the thing going down after a few hits.
My aim remains on subjective realism, maybe do a more 'hardcore' realism mod after this (if noone else does first), but that would require much more tweaking, far beyond the confines of the zones.cfg. :hmmm:
Currently gathering more data with Goblin, extending the scope to everything but dedicated warships. :)
Yep. Did some more testing today.
Like you said, an empty Cimmaron takes 3 to sink. Occasionally 4.
I like this. It SHOULD be difficult to sink an empty tanker.
I like the idea of increasing hitpoints making sinking by flooding mandatory.
Just FYI I tested the two liners too.
They work just fine. I would expect this as they use the same zones as the merchants, but I just thought I'd let you know.
2 torps, sinking time approx 10 minutes.
Very nice mod! I hope you will do other ships in near future too :)
Arclight
03-16-10, 10:46 AM
A lot of stuff is affected already, more than I tested in fact; a lot of zones are shared by ships. For example, nearly every class classified as "freighter" in the game shares the same engineroom. When I make a change to that, it affects them all.
Compiled a spreadsheet listing all the zones used by individual classes:
http://i268.photobucket.com/albums/jj2/EZatHome/th_SH5_FlotZones.jpg (http://s268.photobucket.com/albums/jj2/EZatHome/?action=view¤t=SH5_FlotZones.jpg)
http://www.filefront.com/15845937/SH5_FlotZones.ods/
Maybe someone has use for it. Sorry about using FF, forgot my Rapidshare login. :doh:
* I changed NFlotMain and NCargoFuel. So as you can see, most ships you run into on a regular basis have been altered already. Just need to do a lot of testing to fine-tune (hence the request on feedback).
McHibbins
03-16-10, 10:11 PM
Man you did a good job so far :up: Teated this mod few hours and many merchants sank after the first Torpedo......15-25 minutes later through flooting. They made 8 or ten knots after the hit, sowed down after a while and in the end they were dead in the water sinking a few minutes later.
Much better than stock mate :yeah:
Arclight
03-17-10, 07:23 AM
Thanks. :)
Working on a more balanced version, which will become the release/1.0. Affected are all freighters, tankers and transports; basically all your regular targets. After that I will push on to first include escorts and then larger warships.
Sadly :roll:, I figured more out regarding the GoblinEditor, and know how to move, create, shape, edit, etc zones, so after that I'll start on rebalancing the individual ships, rather than using global changes. But that's really a different project for now.
The more I learn, the greater my ambitions. Quickly balooning out of control. :lol:
GDFTigerTank
03-17-10, 08:11 AM
Thanks Arclight, this is great work! :salute:
U-Bones
03-17-10, 08:17 AM
Thanks. :)
Working on a more balanced version, which will become the release/1.0. Affected are all freighters, tankers and transports; basically all your regular targets. After that I will push on to first include escorts and then larger warships.
Sadly :roll:, I figured more out regarding the GoblinEditor, and know how to move, create, shape, edit, etc zones, so after that I'll start on rebalancing the individual ships, rather than using global changes. But that's really a different project for now.
The more I learn, the greater my ambitions. Quickly balooning out of control. :lol:
Lol, don't let feature creep get the best of you :DL
I really appreciate this mod, and even more so, I appreciate and agree with your take and additude on "subjective realism". :salute:
Arclight
03-17-10, 09:07 AM
'Feature creep', that's a good one. :haha:
Jeesh, gonna have to learn python as well... damage-over-time-from-fire anyone? Oh wait, getting ahead of myself again. :doh: :88)
schurem
03-17-10, 10:41 AM
while you're at it (letting the features creep a little further), how about a visual feedback that the ship is indeed finished off? Like how in SH4 the crew would abandon ship into the lifeboats if it changes to a sunk ship icon on the map. It would be great to have something like that in SH5 as well.
Arclight
03-17-10, 11:08 AM
You mean like a sunken ship icon on the map? :roll: :O:
I'm not familiar with creating effects, or even coupling them to objects in the editor, but I'll keep it in mind, something to do once they sink properly. :salute:
http://i268.photobucket.com/albums/jj2/EZatHome/thpanic.gif
Freighters done, moving to tankers.
MattDizzle
03-17-10, 12:02 PM
Can this be expanded to affect ships pitching and rolling over? In modified SH4 i have seen merchant ships sink with no damage from the player in heavy seas. Ships rolling over and capsizing is a must-have as well for high speed impact detonations near the waterline.
No ship is as safe as our u-boats.... :yeah:
side note: is it game-y for me to finish off small convoys mostly with the deck gun? They are unarmed and shining spotlights at me, but with no escort why should i dive? Bagged a bunch of tonns im not sure i deserve :(
Arclight
03-17-10, 12:23 PM
Not gamey of you, problem is the deckgun is too powerfull. Comes down to the whole HP-based system again, which is something I'm kinda trying to work around. ;)
As far as I know, merchants rarely capsized: machinery is below the waterline, all cargo is inside the hull, very little superstructure. Could happen with a ship that's pretty high above the water when loaded, and with cargo on deck. Much more likely with warships: ammo bunkers near the deck, big gunturrets and pretty massive superstructure.
It's about center of gravity. I could add a zone to the merchants superstructure to make it ridiculously heavy, then you'd probably see some capsizing. Maybe something for later. :hmmm:
Tankers done, thank god it's only 2. :lol:
Transports next... http://i268.photobucket.com/albums/jj2/EZatHome/thpanic.gif
GDFTigerTank
03-17-10, 02:25 PM
Tankers done, thank god it's only 2. :lol:
Transports next... http://i268.photobucket.com/albums/jj2/EZatHome/thpanic.gif
WOAH! WOAH! WOAH!
:timeout: :timeout: :timeout: :timeout: :timeout: :timeout:
There are 3 tankers! - check the recognition manaul
Medium
Cinnabon
And One Other I can't name off the top of my head
MattDizzle
03-17-10, 02:35 PM
Ranger Medium
Really?
Going to the museum I can find only two :06:
schurem
03-17-10, 04:11 PM
You mean like a sunken ship icon on the map? :roll: :O:
I'm not familiar with creating effects, or even coupling them to objects in the editor, but I'll keep it in mind, something to do once they sink properly. :salute:
What i meant is that when a ship changes game state from alive to destroyed, its map icon is replaced. This change in game state is not obvious if you are not looking at the map. Well it kind of is with all the 4th of july fireworks, but if its a slow sinking it isnt, right?
In SHIV the change in state was visually announced by the appearance of lifeboats. Once the ships' crew decides to abandon ship, you put a sunken ship icon on the map and add the tonnage to your log. Quite natural and i really do not understand why this feature from the previous version of Silent Hunter wasnt carried over.
Anyway, over to you and keep up the bloody good work mate! :salute:
Arclight
03-17-10, 04:32 PM
There's a third, really big one, yes. But it's German. ;)
Alright, full release, beta tag begone, woot. :woot:
Ah, who am I kidding, too tired. :yawn:
Let's see, mod changes 3 things: flotation, flooding time and HP.
The results of messing with flotation have been seen in the beta already, flooding times as well. The HP tweak raises HP a little in most cases, lowered for some small fry. Why is this done? :06:
Because, for example, 1 of your torps caught a bad wave and didn't quite do what you wanted it to do. Result: target takes 2 hits, but where normally that should do it, it stays afloat. You fire a third fish and hit, but because the target now has 0 HP, a big hollywood themed fireball rips through the ship. We were trying to avoid that. :DL
So that's what the tweak changes: allow for that extra coup-de-grace shot. Should even that not be enough, then the next hit will definitely finish it (few shells from DG will do nicely too), in a grand hollywood display. Note however that due to highly variable damage from torpedoes, it still might go down in blazing glory from that finishing blow, it's just a little less likely to happen. :cool:
Comes in 3 modules:
BARF full: flotation tweaks + flooding times increased
BARF lite: flotation tweaks only
BARF HP balance: changes HP to be more in balance with the mods objective
Just extract the contents of the zip to your JSGME 'MODS' folder and enable:
1. Either "BARF 1.2 full" OR "BARF 1.2 lite"
2. "BARF 1.0 HP balance" if desired
HP balance is optional, both for convenience and for avoiding possible incompatibility. Should another mod already mess with the .zon files for the ships, you can still use the core mod; ie. the HP balance is not strictly nescesary for proper functioning of the flotation tweaks.
Link is here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1607), and updated on first post shortly.
Feedback is always appreciated, and I want to hear the bad stuff too. ;)
Enjoy. :salute:
Arclight
03-17-10, 04:34 PM
What i meant is that when a ship changes game state from alive to destroyed, its map icon is replaced. This change in game state is not obvious if you are not looking at the map. Well it kind of is with all the 4th of july fireworks, but if its a slow sinking it isnt, right?
In SHIV the change in state was visually announced by the appearance of lifeboats. Once the ships' crew decides to abandon ship, you put a sunken ship icon on the map and add the tonnage to your log. Quite natural and i really do not understand why this feature from the previous version of Silent Hunter wasnt carried over.
Anyway, over to you and keep up the bloody good work mate! :salute:From what I can tell from the files, it's supposed to be there. Probably ran out of time. :lol:
But that's what I tried to explain; I don't know how to make that work yet, but I will keep it in mind and look into it. :yep:
The hitpoint tweaks are here :DL
Good work.
Good timing.
I'm sailing out again tomorrow so I'll give this a go.
Arclight
03-17-10, 04:47 PM
Something I forgot to add: flooding time changes are global for all ships, warships included (yes, that's what 'all' means :lol:).
Other tweaks include all Allied freighters, tankers and trooptransports.
1.0 is a complete rework; may feel a little different at first, but I'm confident it's a more refined solution.
:hmmm:
Think that's all I had to say. :88)
* ah wait, point on wheather: tested under 5ms winds. Perfectly calm sea might force you to spend a little more ammo, while rougher seas could save you some. Don't forget to give them some time to settle if you use the increased flooding times! (should see definitive results after 10-15 minutes)
Alright, think that's it.
So far during testing today, I have managed to sink only 1 out of 9 targets using 2 torpedoes.
Have waited about an hour in each case. They list very heavily but go no further.
Is this as designed? :hmmm:
Just seen your point about the weather, that may have something to do with it. My shooting range is set up dead calm.
Will try some more testing in 5-7 ms weather, and get back to you.
Arclight
03-18-10, 07:15 AM
Also try to work with the ship; take your average C2 for example: put 1 torp in the engine room, and she will settle with the stern fairly low. Put another in the rear most hold, and she should go down.
Put 1 in the first hold near the bow, and it will have a smaller effect (the ship is naturally more heavy in the stern). Put another torp in the bow, halfway between the bow and the superstructure, and she will most likely still hold on, though barely. Now put a third coup-de-grace in the engine room (which now should be possible thanks to HP tweak), and that will be the end of her.
It's about placement. Remember: it's possible to sink with 2 shots, not gauranteed.
Also of note; the bigger they are, the harder they fall: the Victory cargo is the most sensitive, while the hog Island is rather stuborn. Not much I can do about that without reworking the zones.cfg and changing the .zon file for the model more extensively.
Arclight
03-18-10, 07:34 AM
:rotfl2:
Now I can't do it either. Funny how something works in testing and falls on it's face later. :lol:
GDFTigerTank
03-18-10, 09:58 AM
So far I'm not a huge fan of the HP tweak. :hmmm:
- I've had a couple runs against a 1000 ton freighter and it always takes 2 torps now.
- the destroyer, also at 1000 tons, only takes 1. So you have a freighter that is taking more damage to sink than a warship of comparable size.
Ok, maybe the 1 torp kills are too easy and so we need the gameplay element of higher HP to keep us honest in the tonnage category... maybe it will grow on me.
Nonetheless, I'm sure many will like your HP mod, and good work all the same!
Arclight
03-18-10, 10:01 AM
You mean that small coastal freighter? Always sinks with 1 hit as far as I know, 2 are gauranteed to blow it up. I actually lowered the HP on that one. :hmmm:
Updated to 1.1; freighters are a little more cooperative, T3 more balanced. Link in the first post.
* yes, I see. The small one doesn't want to sink by the stern. Engine room hit or anywhere in front of the bridge sinks her instantly though.
For the record that's stock behaviour. Nothing to do with the mod. :D
See if I can fix that.
GDFTigerTank
03-18-10, 10:07 AM
Damn you're fast!
Downloading the update now! :yeah:
kylania
03-18-10, 10:40 AM
This is probably a lot to ask, but is there a list of the "sweet spots" per ship available? Kind of like the GWX req manual?
Arclight
03-18-10, 11:09 AM
For most freighters, the stern is naturally heavy. For that small coastal freighter, aim for engine room or further front. Tanker suffers most from engine room, quite a bit of open space in the bow and beneath the bridge as well. Rawalpindi is quite vulnerable to hit to the fuelbunkers (just in front of bridge in the hull).
Some general guidelines, but ultimately you'll have to learn from experience. ;)
Not much I can do for the small coastal merchant, even if the rear hold and stern are completely floaded, and with the zones tweaked for 5-6 times more weight, it still floats. Just too much bouyancy in the rest of it.
To be honest though, the aim is for the possibility to sink it with 1, which is quite possible as long as you don't hit at the stern.
Arclight
03-18-10, 11:21 AM
Not much I can do for the small coastal merchant, even if the rear hold and stern are completely floaded, and with the zones tweaked for 5-6 times more weight, it still floats. Just too much bouyancy in the rest of it.
To be honest though, the aim is for the possibility to sink it with 1, which is quite possible as long as you don't hit at the stern.:nope:
Forget I said anything.
Updated to 1.2. Hope this version lasts a while. :lol:
N3 coastal merchant should sink with 1 hit under any circumstances.
MattDizzle
03-18-10, 11:42 AM
Can something be done on this mod to make the ships slow down a bit when damaged? I cant imagine FLOOR IT is a good idea when there is a 20 foot hole in your boat. I would like to see the HP system removed, if you ask me. All ships should sink by flooding :timeout:
GDFTigerTank
03-18-10, 12:05 PM
The easiest way to do this is a linear relationship between hull damage and max speed:
ex. A ship with 50% hull damage has top speed decrease 50%
I disagree on the removal of the HP system though - the hp system needs to be kept for deck gun shots, flammable/dangerous cargoes/etc.
Arclight
03-18-10, 12:17 PM
I'd rather tie it to how much it's listing or if there's water spilling onto the deck. Should come to a full stop at that point.
Don't know how to do it yet, but definitely something I'm looking into. ;)
Made a mistake: changes after v1.0 didn't carry over to the "full" version. File has been updated again and triple-checked, all good now. Sorry.
Can something be done on this mod to make the ships slow down a bit when damaged? I cant imagine FLOOR IT is a good idea when there is a 20 foot hole in your boat. I would like to see the HP system removed, if you ask me. All ships should sink by flooding :timeout:
Jeremy Clarkson would disagree with you!
The solution to ALL flotation problems, FLOOR IT! :har:
Arclight
03-21-10, 10:40 AM
Nah, torpedoes work much better to solve flotation problems. :arrgh!:
Anyone tried if this can be applied mid-patrol? :hmmm:
Arclight
03-21-10, 11:56 AM
Yes, me. Didn't give me trouble, but I don't think there were any ships in that magic 30km circle during the save.
First merchant I found behaved as expected.
Wouldn't recommend it unless you're absolutely sure there are no ships nearby though.
roadrage
03-21-10, 03:50 PM
I love this mod!:yeah: Just beware applying mid patrol, I lost 40k tons. It zeroed my tonnage for the patrol when I applied it.:wah: Went to brest to refit and ended up with 28k for the patrol.
Now I gotta learn some patience, not used to ships actually flooding. I've seen so far anywhere from 10mins to over an hour for a ship to finally flood and sink.
Arclight
03-21-10, 04:22 PM
Sorry to hear about the lost tonnage. :oops:
I've only played 1 hour, if that. Rest of my time is going into modding at the moment.
Currently looking at the bigger warships, as a side-project trying to figure out how to get them to capsize, and thinking of ways to get them to stop when damaged. :hmmm:
Also on the to-do list is checking properties as represented in the recognition manual (raked bow vs plumb bow, for example). I think the filters don't work properly, should be able to fix that.
Arclight
03-22-10, 12:53 AM
Surprise! New module:
(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)
Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings.
The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue.
In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots.
There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked.
!Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius!
Extract into JSGME "MODS" folder and enable.
Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone.
Damage assessment thread: http://www.subsim.com/radioroom/showthread.php?p=1327590#post1327590
DOWNLOAD (http://www.subsim.com/radioroom/downloads.php?do=file&id=1637) (3KB)
SPOILER
Here are the numbers:
Slow to 50% speed at 25% damage
Slow to 20% speed at 65% damage
Abandon ship at 85% damage
All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.
Wow, outstanding work!
Getting two good hits on a merchant and having it maintain course and speed with the convoy whilst listing heavily was getting old. Now they'll drop out of convoy and I can finish 'em off later. Brilliant. :DL
Downloading now.
Arclight
03-26-10, 07:28 AM
Alright, the real deal:
More testing and tweaking done to include warships. Spend the tweaking on battleships/-cruisers only though; they needed some attention imho and share most of their zones. Heavy and light cruisers seemed to behave as expected during testing. Escorts are all over the place in terms of the zones they use; there's a lot of "unique" models (more than merchants :-?), and from my understanding the little suckers go down with 1 hit anyway, so not much to tweak there.
If you run into a ship, escort particularly, that doesn't seem to want to cooperate, put some feedback here or send a PM (ship class would be nice to know). Feedback can only make this better for everyone (well, it should), not just you and me. ;)
HP rebalance is updated to 1.1, now affects all ships. Still modular and optional. Don't like it? Don't use it.
Messed with the merchants some more, trying to balance, but the outcome should still be the same.
:hmmm:
Right, link updated in #1, or here (http://www.subsim.com/radioroom/downloads.php?do=file&id=1607)
* Ah yes, "a" has been dropped, will be referring to it as BRF from now on (call it BARF if you want, doesn't matter :lol:). Turning into a more serious project, so enough with the silly name. :DL
vonTorpitz
04-06-10, 11:54 PM
I just got a nice 1 shot off on a Cimmaron Tanker in the English Channel. Split her in two with 1 shot. Down she went. I'm also using deck gun critical hits and torp. critical hits mods so that may have been what caused it but either way, nice.:arrgh!:
reaper7
04-07-10, 06:55 AM
Downloading now, thanks Arclight. Still I'm gonna have to take a break from Modding and start playing abit. Have all these great Mods downloaded and waiting to be tried out :03:.
Arclight
04-07-10, 07:23 AM
Yeah, haven't played SH5 since I started modding (apart from testing). :doh:
Been playing ArmA a bit though, got our own server now. :DL
I hope to have an update for this next weekend, but probably closer to the one after that. The idea is to work on torpedo damage (more the radius, instead of damage), and see how that works out.
jcmemphis
04-10-10, 08:53 AM
Maybe a tad over tweaked? I sunk a heavy cruiser and a fleet carrier with two torps each??? I have this mod plus the floatation, so not sure which one would cause it. No other gameplay mods loaded.
cothyso
04-10-10, 09:18 AM
this mod is the flotation one.. which was the other one you had?
jcmemphis
04-10-10, 10:32 AM
this mod is the flotation one.. which was the other one you had?
Oh, the other one is Damage assessment v1.1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1637) . I accessed this thread from there so assumed this was the thread for that one. Seems the war vessels are a tad easy to bring down....
EDIT UPDATE: To follow through on my mistake, I went into the mod and just posted the comment directly there on the mod page. Just wanted to be sure the info got to the right person.
Sorry for my noobness....
Arclight
04-10-10, 11:06 AM
No, not overtweaked; what you see is stock behaviour. ;)
Considering there are so many shared zones between types, others would become harder to sink again. Have to strike a balance somewhere, or make it horribly complex. :doh:
For the record, carriers weren't exactly resistent to torpedo damge. :lol:
jcmemphis
04-11-10, 09:44 AM
Sounds reasonable. THank you for the update. I do love the mods, so I'll be keeping them. Great work!
MattDizzle
04-12-10, 08:07 AM
Got a fast moving battleship in norway, 1940 with a long distance (4.5KM or more) shot of two torpedoes. Both hit. Total lucky shot. Dove away and never got to see it sink :( (*WHUMP* *WHUMP* (Checks patrol log) )
2 torps its not enought for Battleship in real life. :up:
unti you have some critical very lucky hits? ;)
Arclight
04-12-10, 09:28 AM
Try hitting on the stern, much like most other ships, they don't respond very well to that. :DL
Sunk a QE with only 2 hits once, totally lucky though. :lol:
GDFTigerTank
04-12-10, 03:14 PM
"2 hits on a battleship isn't enough"
Really?
Considering the majority of battleships in the Royal Navy are refit WW1 types, are you essentially saying they should be magically running a modern WW2 armor and flooding control/protection schema in this game? Why exactly?
"On 25 November 1941, while steaming to cover an attack on Italian convoys, Barham was hit by three torpedoes from the German submarine U-331 (http://en.wikipedia.org/wiki/Unterseeboot_331), commanded by Lieutenant Hans-Dietrich von Tiesenhausen (http://en.wikipedia.org/wiki/Hans-Dietrich_von_Tiesenhausen). The torpedoes were fired from a range of only 750 yards providing no time for evasive action, and struck so closely together as to throw up a single massive water column. As she rolled over to port, her magazines exploded and the ship quickly sank with the loss of over two thirds of her crew."
Honestly... two torps would have done the same, it'd just have taken a little longer to roll. Maybe had the ship been sitting still it would have been different, but for moving - two torps is fine.
ntlange
04-12-10, 04:09 PM
"Extract into JSGME "MODS" folder and enable."
This is my first attempt at moding SH5. How do I install this? I have the mod downloaded but haven't found this folder anywhere. And how is it enabled? thanx for the help
"Extract into JSGME "MODS" folder and enable."
This is my first attempt at moding SH5. How do I install this? I have the mod downloaded but haven't found this folder anywhere. And how is it enabled? thanx for the help
Read some sticky threads and u will know...
for example a JSGME User Guide:
http://www.subsim.com/radioroom/showthread.php?t=163447
Arclight
04-12-10, 11:07 PM
Basic recap; you need to install JSGME (http://www.users.on.net/~jscones/software/) (generic mod enabler) to you game's root folder (..\Ubisoft\Silent Hunter 5\). Run the program once, and it will prompt you to create a new folder where you can place your mods. It's called "MODS" by default. Close the program and check if the folder was properly created (should be inside the "Silent Hunter 5" folder).
Move/copy your mods in that folder, and they should show up in JSGME's left pane. Select one and click enable (arrow pointing right iirc).
Make sure the mod is in good order though; should have a folder with the mod name, and in that one called "data" and possibly another called "Documentation".
If you don't have the "data" folder directly blow the mod's folder, the files will end up in the wrong place. ;)
... and if u use Vista or Win7 start JSGME always by "Run as Administrator".
Rolf Eschke
04-13-10, 03:16 AM
Thanks for Your work !
Regards
Rolf
Arclight
04-13-10, 03:23 AM
:salute:
... and if u use Vista or Win7 start JSGME always by "Run as Administrator".
... if for some reason you have UAC enabled. :O:
Great mod!
Got me 9 ships in an epic canal battle when I first tried it.
However it seems to have stopped working and I'm back to shooting away the HP of every ship I encounter.
It's all activted properly I think so there must be some compatibility issue, with difficulty settings perhaps.
Any ideas?
(edit: it works again, I did change some stuff in the difficulties though. JSGME would notice if some other mod had fiddeled with the files. It might just have been bad luck.)
Arclight
04-14-10, 08:20 PM
All I can think of is that some other mod did an overwrite of zones.cfg. Really only explanation. :hmm2:
icecold
05-08-10, 04:37 PM
GJ, MY FAVOURATE MOD.
Brings SH5 right where it should be.
However can i make more suggestions?
I have noticed that some ships are hanging in there just a fraction too much. For example, with your mod with all the hp set to what it is, a ship will stay afloat even with its decks awashed... but only just. Would it be possible to knock the flood time up/down just a fraction so the ship would sink sooner (as soo as desk are awashed its a chain reaction and she goes down).
Also this is a hard request, but i have yet to see a ship turn over or capsize, are you able to tweak around with the settings to get a similar or close effect?
Once again good job, but if you can do these things the sinking mech would be as realistic as sh3+4.
Arclight
05-08-10, 07:58 PM
Been experimenting with capsizing and got close, but it needs a rather extensive overhaul of individual ship modeling. It's on the to-do list, but progress is on hold untill Ubi shoves that patch out the door so I don't have to go back over everything. :doh:
When you say they're just holding on, how much torpedoes did you fire at it? :hmmm:
icecold
05-09-10, 12:13 AM
Been experimenting with capsizing and got close, but it needs a rather extensive overhaul of individual ship modeling. It's on the to-do list, but progress is on hold untill Ubi shoves that patch out the door so I don't have to go back over everything. :doh:
When you say they're just holding on, how much torpedoes did you fire at it? :hmmm:
Depends on the ship, and varys alot but it just looks from appearance that they should go down a few seconds sooner from there appareance. Mabey slightly quicker sink time!? (very slightly)
Heres an example. 3 torps in and a split ass on a tanker (tough cow).
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-23-05-24.jpg
25 minutes later
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-49-58-67.jpg
Now i am aware its a tanker and it lasts, but it lasted another 5 minutes with just its head sticking out, i think a slight increase (i keep enthasising a slight as i want to watch them sink and flood) would be perfect. However i am just a realism freak and your mod is awsome and brings SH5 close to the mechanics of SH3/4. So i wouldnt mind a no change ;)
I just feel SH3/4 had it right, and your almost on the ball, but they clinch on for that few seconds too long imo (Literatly its seconds not minutes, but those seconds make the differance to a odd looking sinking ship lol)
Arclight
05-09-10, 12:37 PM
So strictly flooding times then? I might be able to wip up a "medium" version for comparison, back off the flooding times a little. I'll see if I can find some reports and perhaps video-material of actual sinkings, bring it more in line with realism.
Basically you want them to go down smoothly, rather than sinking most of the way and then bobbing around a bit?
icecold
05-09-10, 01:42 PM
So strictly flooding times then? I might be able to wip up a "medium" version for comparison, back off the flooding times a little. I'll see if I can find some reports and perhaps video-material of actual sinkings, bring it more in line with realism.
Basically you want them to go down smoothly, rather than sinking most of the way and then bobbing around a bit?
Your the man :up:
Remeber though, its more seconds than minutes :salute:
I uninstalled and reinstalled for patch 1.2 and I erased all my mods just because I figured I would re-download my mods. Anyways I just wanted to mention that I had a hard time finding this mod again, as the mod is not listed in the SH5 Popular Mods, Tools, Technical advice & Tactical tips thread or as one of the gameplay mods in the Subsim download page.
Normally I don't bump but its necessary this time.
Arclight
05-12-10, 03:09 PM
Think it's because of the "beta" tag, dunno why no one bothers listing it. Not to boast, but it is one of the more popular ones. :hmmm:
Well perhaps you should take off the BETA in the subject line, most MODS are beta (or alphas) anyways, specially at these early stages of the game.
Well thanks for the mod, the damage modeling with the vanilla SH5 was a real immersion problem for me. Hope to see this mod added to a supermod like the RUB mod.
Thanks again.
gouldjg
05-13-10, 01:13 AM
Excelent mod.
RE: Tipping and capsizing
Have you tried messing with the floatability of some upper deck items e.g. control tower, guns etc?.
This did improve the sinking effect e.g. capsizing and listing but requires a fine ammount of tuning and testing.
Good luck with you mod
Arclight
05-13-10, 02:26 AM
Aye, that's what I started with. There's even some boxes that run alongside of the bridge structure, making the ship capsize a bit more. But the balance is indeed tricky; too much, and she suddenly sinks like a brick and plumets to the bottom as soon as the water reaches the deck.
I can't edit thread title, or that beta-tag would have been long gone.
gouldjg
05-13-10, 02:50 AM
No probs, thought you most likely already had :salute:.
Either way I am sure it is better than stock so am loading it up :rock:.
The thing about the flooding that makes it so hard is those damn shared compartments and especially the trawler.
KarlKoch
05-13-10, 03:09 AM
I can't edit thread title, or that beta-tag would have been long gone.
You can edit the thread title. After you click on "edit" in the first post, you click on "go advanced" below the field to edit your text. On the upcoming screen, you can edit the tread title.
Arclight
05-13-10, 03:15 AM
Nope, that's just the post title. ;)
Carefull with combining this with v1.2 of the game (latest patch). Haven't had a chance to verify proper compatibility yet.
KarlKoch
05-13-10, 04:07 AM
Nope, that's just the post title. ;)
Damn, you are right.
Arclight
05-13-10, 05:58 AM
Occasionally. :lol:
icecold
05-15-10, 12:54 AM
Hmmm since patch 1.2 somethign seams off. I think ships have become a little to easy to sink... i am not sure :(
Arclight
05-15-10, 05:13 AM
Latest version of BRF and it's stand-alone modules "BRF HP Balance" and "Damage Assessment" confirmed 100% compatible with SH5 1.2. :up:
SteelViking
05-15-10, 02:05 PM
Latest version of BRF and it's stand-alone modules "BRF HP Balance" and "Damage Assessment" confirmed 100% compatible with SH5 1.2. :up:
That is good news! :yeah:
gouldjg
05-16-10, 08:58 AM
Arclight
I really appreciate all the hard work done here. This looks to be a great start.
Obviously we all understand that things such as torpedo damage and shell damage etc get upgraded via crew abilities by in some cases a significant degree e.g. deck gun damage gets a 70% additional benefit etc thus I am sure you are already taking into account the average of the upgrades e.g. finding a middle ground.
Unlike Sh3 where things were set at set damage levels etc, Sh5 does have a varying randomiser in play.
Lets say I fully upgraed my deckgun crew ability in line with stock = 70% increase in damage.
Lets also say, I am in battlestations mode, = additional 30% added to the passive ability,
I think you get the picture.
In one sence this is absolutely great e.g. no more fixed number science = a more dynamic game. In the other sence, this will make your work slightly more difficult or easy dependant on how you approach it.
Just some thoughts aloud. Hope it helps
Arclight
05-16-10, 10:11 AM
Well, it's balanced to stock values, to be honest. Personally, I think abilities that raise damage are outright BS, so I simply refuse to spend points in such abilities (actually making the whole system rather redundant :lol:). Also, you don't have points to spend in single missions and multiplayer, though I don't know if that's necessary (might be controlled by crew skill setting in mission editor).
Considering that damage gets amplified with the skills and ships already sink a heck of a lot easier, I'm amazed that people actually combine it with "critical hits torpedo" mod; seems like it just becomes a shooting gallery to me, but whatever floats yer boat. Nice thing about mods: you can make the game the way you like it. :)
Was thinking of reworking damage values for better effect in the next version.
One thing puzzles me though: you say it's a great start. Is there anything you feel needs improving? Any suggestions and feedback are more than welcome, as always. :yep:
gouldjg
05-16-10, 10:52 AM
No I think it is fantastic what you are doing.
Like you, I think a lot of the special abilities are way way too beefed up however possibly unlike you, I also see them as a method to add some form of variety / randomness in the game. A privilliage we did not have with SH3 thus sinking ships starting to become a matter of maths.
As you say, it iss a matter of personal preference and persons will no doubt tweak to suit and so they should.
It would just be impossible for you to find the perfect balance for all playing styles in the game. Some people will stick with default abilities and max them out and others may not.
What I was possibly suggesting, was if you should take a peek at the special abilites file, you will be able to figure out a mean average of additional damage % and modifiers and you or someone else could work on a average number which should then provide a damage model that may suit more people whether or not using special abilities.
At the same time, I am very much appreciating that what you are doing takes much more time and effort to develop than it would for others to adjust, their playing styles or mod choices / tweaks.
I just raise the points mainly for other people to be mindful about so they do not fall into the trap of getting you mod, using another damage enabling mod, upscaling all thier special abilities and then thinking WTH, this is too overpowered so it must be your mods fault when in fact it is not.
I really look forward to you future work in this area.
Arclight
05-16-10, 11:55 AM
On the short term, I think Ill have a look at the torpedo radius and normalize the damage a bit. With less variable damage (it really varies a lot) the effect is a little more predictable, and by increasing the radius it affects more compartments (at least potentially). With torpedoes more likely to puncture 2 or even 3 compartments, I can back off the flotation settings a bit, which imho are rather extreme in some cases (can be as much as 5 times higher than stock).
Should result in more spread-out damage, and a more natural look. More widespread damage to make it sink more naturally, compared to focused and exaggerated damage. Should also make for listing and possibly capsizing to appear, either naturally or with a little more tweaking.
Nice work on the crew balancing btw, imho changes like that are essential to a better and more realistic/balanced game. ;)
schurem
05-18-10, 10:04 AM
so, any progress on getting ships to capsize? not that i'm trying to hurry you ar anything.. :|\\
Arclight
05-18-10, 01:12 PM
:haha:
Not much, think I'll need to tweak the torpedoes a little first. ;)
MattDizzle
06-03-10, 01:15 PM
Arclight: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?
I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
Arclight
06-03-10, 08:02 PM
"help the community"... jeesh, no need for a sales pitch, wouldn't have bothered if it was just for my own enjoyment. ;)
So yeah, include away. :)
Faamecanic
06-27-10, 02:44 PM
How does this mod affect your ability to successfully complete Campaign objectives? Being as they are so rediculous (sinking cap ships like merchants is just silly) or tonnage so high?
Arclight
06-27-10, 04:49 PM
Should make it a little easier; ships are overall easier to sink, since you're not forced to deplete all the ships hull HP. 1 lucky hit, typically 2 (need good aim though), sometimes 3rd coup-de-grace hit to sink 'm (HP tweak allows for 4th hit, guaranteed kill). That's assuming freighters with the HP tweak in place, stock HP is a little lower, typically depleting HP with 3rd or 4th hit. It varies a lot with warships, but they certainly aren't any more difficult to sink.
Faamecanic
07-01-10, 10:38 AM
Arclight: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?
I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
Awesome Matt!! :yeah:
Now if someone would just make a Grammphone/radio function mod.... this would really be a nice add-on into your Community Mod Mega Pack. :woot:
Faamecanic
07-02-10, 07:28 PM
Ok...finally made it back to port after my 90k patrol :woot: gotta love arcade level ;)
Ok...so will BARF work with the Uboat Historical Specifications mod?
Arclight
07-02-10, 07:53 PM
Good question. :DL
Depends on what it changes, I'm guessing it includes zones.cfg, so the short answer is no.
If there's demand though, I'd happily combine the 2, with the authors permission.
Arclight
07-02-10, 08:01 PM
Oh, never mind. That mod does not change anything BRF does, so yes, it is fully compatible. Including the HP re-balance and Damage Assessment. ;)
Faamecanic
07-02-10, 09:15 PM
You are the man (i think...if not dont take offense)..... you must live on these forums (like me :haha:)
Thanks bud! Trying out both BARF and U boat Historical specs now.
Arclight
07-02-10, 10:07 PM
I wouldn't say live, but yeah, it's always open in a browser at any point in time. :haha:
thread title updated, cheers on getting her out of beta :yeah:
Arclight
07-19-10, 06:45 AM
Thanks, much appreciated. :salute:
Should have asked long ago though. :lol:
Royale-Adio
07-21-10, 02:12 PM
So this mods works kinda like NSM4?
Arclight
07-21-10, 02:20 PM
Same principle, yes.
Royale-Adio
07-22-10, 12:41 PM
So... with only one torp hit, it will eventually sink? (and this WILL take a long time)
Just to be absolutely sure, and I read your first post, no more F-ING HP bar depletion to sinking?
It's important for me to know because your mod could totally change my interest in the game, and for the better.
Arclight
07-22-10, 04:00 PM
It will sink if you do enough damage. If you install the HP tweak as well, it's possible to sink any ship through flooding, instead of depleting all of it's HP. The HP system is still in place though, as a fallback, so ships don't absorb more torpedoes than you would normally need.
Think I'll have a more hardcore HP tweak this weekend, forcing you to sink through flooding. :hmmm:
shamuboy1
07-22-10, 10:40 PM
Well I guess now it is VERY unlikely that Ubisoft are gonna release another patch for the game. That kinda sucks, but that's what mods are for! Right? Anyways, on topic. Have you made any progress with Capsizing ships?
Royale-Adio
07-23-10, 12:28 AM
Good, I'll test it.
Walruss
07-23-10, 12:53 AM
hey arclight, quick question: does roughness of the seas affect flooding speed?
Royale-Adio
07-23-10, 12:53 AM
hey arclight, quick question: does roughness of the seas affect flooding speed?
Second.
Arclight
07-23-10, 07:03 AM
Possibly, fairly sure it affects the sinking itself. Say in normal weather a ship sinks and lists to a point were the water is just spilling onto the decks. In heavy weather the ship will be bobbing up and down, causing more compartments to go below the waterline.
Haven't really tested in heavy weather and I tend to sit out storms (cant see through the scope most of the time, <500m visibility).
Flooding times themselfs are fixed variables though, so I don't think they're affected.
On the capsizing; yes and no. Yes, I can get them to capsize (kinda), but it completely destroys any balance in the mod. Maybe needs a different aproach. :hmmm:
Caustic
07-23-10, 01:38 PM
I have been lurking around the forums for some time now and BRF is definately one of my favorite mods for SH5. Nontheless, it could be improved and I am happy to see that you are still working on the mod.
IMO, It isn't quite as effective as NSM or the NYGM ship damage mod for SH4 but I think that could change. Realistic ship physics are a key immersion factor in any sub/naval simulation.
Best of luck and thank you for all of your contributions Arclight.
:rock::arrgh!::rock:
shamuboy1
07-23-10, 02:03 PM
Well yesterday night after I posted I was playing around with sinking Carriers and I should two torpedo's into her bow and she began to take on water. She listed to the left a bit and kept growing as he stern rose almost completely out of the water and then out of nowhere she turned all the way upside down and her stern rose higher into the air until it was almost vertical and then sunk. It was quite a sight and my heart pumped a little bit. If it happens again I'll try to get pictures. It was truly amazing!
I hope you get the chance to balance the capsizing because that would finish this mod completely up in my mind! :DL
Arclight
07-23-10, 02:04 PM
Glad I could contribute, and there's certainly room for improvement. Thing is, we don't know where SH5 stands right now regarding support. And a lot of mods are still in very active development, so held back to avoid conflicts with other work.
For example, I'd like to tweak the torpedoes, but that would bring it into conflict with another popular mod.
Caustic
07-23-10, 03:07 PM
The HP Balance feature does make the floatation physics behave more realistically. I removed all of the warship HP tweaks because I like the stock values, for whatever it is worth.
Earlier, I flooded a merchant using only the deck gun for the first time(Before, I could only deplete the HP+Big Hollywood Explosion:dead:) and through careful shooting, I was able to disable the engines and destroy the propellor shaft, very epic indeed. The ship went down beautifully by the stern with a slight starboard list.
The way the fuel bunkers and cargo interact with the damage model in SH5 is amazing.
Frantic8882
08-13-10, 05:35 AM
I dunno if anyone has asked this before, but I have BARF Full and Critical Hits Torp. 1.1 installed. If I am not mistaken, BARF changed the values of torpedoes just like CritHits. I get no warning in GME but any chances of the two mods getting in their way in the game?
Arclight
08-13-10, 09:11 AM
No it doesn't, and just for that reason. I've tried keeping it compatible with other popular mods. ;)
Frantic8882
08-14-10, 01:45 PM
Good, very good. Me using less torpedoes and running by them while they are burning and sinking sure makes for a nice gaming experience after tracking them for hours. Thanks man.:salute:
livechatter
08-26-10, 06:52 AM
where do i need to extract the zones.cfg file?:ping:
edit: i just replaced the existing zone.cfg by the file from BARF is that OK?
Arclight
08-26-10, 07:48 AM
Pretty much, but it's much better to use JSGME. It allows you to roll back should you want to. ;)
johnnywoo
10-26-10, 05:30 AM
Since i've installed the BARF v1.3 mod, i'm experiencing crashes of silent hunter 5 to the desktop. After sinking a ship through the attack periscope i'm usually changing to the outside view to watch it go down. After that if i want to look through the attack periscope again (to sink another ship f.e.), the game crashes to the desktop. Anyone experienced similar problems?
I've got silent hunter 5 patched to v1.2
Other mods installed:
NewUIs with TDC for SH5 by TheDarkWraith version 4.0.3
Critical hits torpedoes v1.1
Critical hits deck gun v1.2
Maybe there are compatibility problems with other mods, but after searching this forum i've realized that no one has experienced such with
these mods installed.
Any help would be really appreciated.
Arclight
10-26-10, 08:18 AM
All I can say is that I'm 99% sure it's not BRF causing it in itself, though a conflict is a possibility. :hmmm:
I've read the whole thread and it looks it's a great mod. I wonder why I didn't download it yet:)
So with BARF and Damage Assessments ships are slowing down and taking longer to sink, right?
I wonder if anything can be done with the 100% fire chance after hit. I wonder if it's realistic that every ship is going down in flames.
johnnywoo
10-26-10, 08:32 AM
Well, I think that the problem is solved (or at least it appears to be):
1. in JSGME i've deactivated both BRF and CriticalHits Torpedoes
2. then activated again in the order: BRF first then CriticalHits Torpedoes
The problem is gone now.
Now all my active mods are in the order:
NewUIs with TDC for SH5 by TheDarkWraith version 4.0.3
Critical hits deck gun v1.2
BRF 1.3
Critical hits torpedoes v1.1
And everything works just fine :)
Arclight
10-26-10, 09:38 AM
I've read the whole thread and it looks it's a great mod. I wonder why I didn't download it yet:)
So with BARF and Damage Assessments ships are slowing down and taking longer to sink, right?
I wonder if anything can be done with the 100% fire chance after hit. I wonder if it's realistic that every ship is going down in flames.
BRF changes the way ships sink by having them list more. In stock, you're forced to keep hitting them until they blow up (0 HP). At the very least, BRF makes sinkings look more believable. With good placement, you should be able to save a torpedo here and there by causing so much listing that the ship takes on water on its own.
The 'full' version has increased flooding times while 'lite' leaves them at default. They'll display the same behavior, but over different time spans.
Damage Assessment is pretty much obsolete. IRAI offers a far more complete solution to AI issues.
About the fires; no, I don't think it's realistic, not necessarily anyway. As far as I know, effects such as fires are tied to the zones, so it should be possible to remove them. Maybe limit it to the engine room. :hmmm:
Well, I think that the problem is solved (or at least it appears to be):
1. in JSGME i've deactivated both BRF and CriticalHits Torpedoes
2. then activated again in the order: BRF first then CriticalHits Torpedoes
The problem is gone now.
Now all my active mods are in the order:
NewUIs with TDC for SH5 by TheDarkWraith version 4.0.3
Critical hits deck gun v1.2
BRF 1.3
Critical hits torpedoes v1.1
And everything works just fine :)
Good, I hope it stands the test of time. ;)
Primarque
08-20-11, 07:31 AM
Very pleasant mod, thank you :)
BMN_Avenger
09-17-11, 02:14 AM
For Christ's sake people stop using SubSim as a host or at least provide superior mirrors.
Subsim is by far the worst host I have ever used in about 10 years of Internet use.
10 files a DAY? This would be bad as an April's fools joke.
How the bloody hell am I supposed to mod my game if I have to stretch the process over several days because of such idiotic measures?
For Christ's sake people stop using SubSim as a host or at least provide superior mirrors.
Subsim is by far the worst host I have ever used in about 10 years of Internet use.
10 files a DAY? This would be bad as an April's fools joke.
How the bloody hell am I supposed to mod my game if I have to stretch the process over several days because of such idiotic measures?
I think you need to calm down a bit there. Modders provide their time and effort for free, Subsim provides a free place to access that work. In case you hadn't noticed Subsim isn't some major business concern, it's a fan site run on donations and likely out of Neal Stevens' own pocket. The ten file per day limit is likely to keep bandwith costs under control.
In short, moaning about a free service run by fans just sounds like you have an inflated sense of entitlement.
Cheers.
BMN_Avenger
09-17-11, 04:50 AM
Calm dowm my ass!
There's countless free hosting services out there with minor (in comparison to the insane idiocy SubSim uses) setbacks like Rapidshare's time limit and even a whole lot of other services with no odd limitations at ALL!
You're trying to tell me that because I downloaded a 70Kbytes mod that's gonna collapse the servers?!
Do you have any idea of how a Data Server works or the kind of loads even the crappiest kind can deal with?
The system this site uses it bull**** and whoever designed it never took a course in online storages.
1- If the problem is load on server (which I can believe to some extent) then the limit should be on file size (simple example, 500 MBs per day), not number of files.
2- There is absolutely nothing forcing you to use the incredibly ****ty hosting provided by SubSim over solid, proven hosts like say, Mediafire or even better FileFront.
Just because something is free doesn't mean you can avoid any semblance of professionalism.
Calm dowm my ass!
There's countless free hosting services out there with minor (in comparison to the insane idiocy SubSim uses) setbacks like Rapidshare's time limit and even a whole lot of other services with no odd limitations at ALL!
You're trying to tell me that because I downloaded a 70Kbytes mod that's gonna collapse the servers?!
Do you have any idea of how a Data Server works or the kind of loads even the crappiest kind can deal with?
The system this site uses it bull**** and whoever designed it never took a course in online storages.
1- If the problem is load on server (which I can believe to some extent) then the limit should be on file size (simple example, 500 MBs per day), not number of files.
2- There is absolutely nothing forcing you to use the incredibly ****ty hosting provided by SubSim over solid, proven hosts like say, Mediafire or even better FileFront.
Just because something is free doesn't mean you can avoid any semblance of professionalism.
The fact still remains that these people are doing you a favour, if you have any criticsm to make you should do so constructively and politely. You wouldn't walk into the Oxfam shop and start shouting at the staff because you didn't like their pricing strategy would you? Just because this is the internet and you have anonymity, doesn't mean you can act however you want. Please and thankyou will get you alot further than having a hssiy fit!
Cheers.
BMN_Avenger
09-17-11, 05:06 AM
The solution is so painfully simple I shouldn't have to tell a site admin.
You have a solid site called Filefront, with silent Hunter(s) sections.
Filefront will happily host all your mods and simply have you link to them.
But no.
Let's put a load on what sounds like a server made of rubber, mud and tin cans and meanwhile offer the worst hosting I have ever seen, as far as I can recall.
Sailor Steve
09-17-11, 11:06 AM
Subsim is by far the worst host I have ever used in about 10 years of Internet use.
I'm sorry you feel that way. The problem is indeed cost. Other free hosting sites offset the cost with advertising, something we've tried to keep at a minimum.
10 files a DAY? This would be bad as an April's fools joke.
How many would you like? Have you ever posted here other than to complain. The point here is to get people involved in the community. If all you want is free downloads, you might find this site to your liking:
ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/MAKMAN94/
Username: Maik
Password: Woelfe
Calm dowm my ass!
If all you want is a free ride, you're right - you can act like a spoiled child all you like. If you want to take part in the community and make friends here, then you might indeed want to act a little more like a mature adult.
There's countless free hosting services out there with minor (in comparison to the insane idiocy SubSim uses) setbacks like Rapidshare's time limit and even a whole lot of other services with no odd limitations at ALL!
Ecxept of course for the part where they take files down after a short time with no downloads, and the mods are lost. We've been complaining about that for years now, hence the Downloads section here, where things are never taken down, so you can take all the time necessary.
You're trying to tell me that because I downloaded a 70Kbytes mod that's gonna collapse the servers?!
No one is trying to tell you anything. You might want to take it up with the site owner rather than browbeat all of us who have no control over it at all.
The system this site uses it bull**** and whoever designed it never took a course in online storages.
There is absolutely nothing forcing you to use the incredibly ****ty hosting provided by SubSim over solid, proven hosts like say, Mediafire or even better FileFront.
Before this goes any further I will respectfully request that you read and follow the forum rules regarding language.
http://www.subsim.com/radioroom/faq.php?faq=vb_faq#faq_new_faq_item_language
Just because something is free doesn't mean you can avoid any semblance of professionalism.
And just because you are personally offended doesn't mean it's not professional. Your own behavior on this thread is hardly exemplary.
Onkel Neal
09-17-11, 12:04 PM
For Christ's sake people stop using SubSim as a host or at least provide superior mirrors.
Subsim is by far the worst host I have ever used in about 10 years of Internet use.
10 files a DAY? This would be bad as an April's fools joke.
How the bloody hell am I supposed to mod my game if I have to stretch the process over several days because of such idiotic measures?
Tell you what, you cover the hosting costs and we'll give you unlimited bandwidth.
I'll be starting the annual fundraiser soon, feel free to pitch in. This service is not free, no way it can be. If we don't have better results in this year's fundraiser, downloads will be going away.
Arclight
09-17-11, 02:44 PM
In the meantime, I'll see about Filefront. To be honest, I feel like all the free hosting sites are a pain in the bottom, but to each his own.
Thanks for the eh... "feedback".
BMN_Avenger
09-17-11, 04:12 PM
As far as I know Filefront has no downsides.
The files are never taken down (See Operation Flashpoint Cold War mods, for example, which have been up for several years)
They are mod friendly, you get a description area, screenshots, a readme area, comments and you can warn users automatically about outdated files they might be downloading.
The main issue would probably be their servers are mostly USA based but I always got a very good speed from them regardless.
As far as I know there's no file limits, I've always downloaded from them when they had what I was looking for.
Sadly for many games their collection of mods falls short, but that's not their fault, they provide hosting but they don't go looking for the mods themselves.
As far as I know Filefront has no downsides.
The files are never taken down (See Operation Flashpoint Cold War mods, for example, which have been up for several years)
They are mod friendly, you get a description area, screenshots, a readme area, comments and you can warn users automatically about outdated files they might be downloading.
The main issue would probably be their servers are mostly USA based but I always got a very good speed from them regardless.
As far as I know there's no file limits, I've always downloaded from them when they had what I was looking for.
Sadly for many games their collection of mods falls short, but that's not their fault, they provide hosting but they don't go looking for the mods themselves.
Hi, BMN_Avenger!
Most of key-mods for SH5 are uploaded in Gamefront or MediaFire resources, the links for download are in the first posts of the threads as well as some useful information re. mod compatibility, installation order, patches and updates, etc. So U have no items to mess with the 'download' section of subsim, otherwise U're risking to download old versions of some mods which are not actual by now.
So there're no items to be discussed re. subsim download rules at all I quess:03:
This mod is awesome. Looks great when you see the ship tilt over before she goes down.
Extropy
09-20-11, 02:19 AM
Awesome mod, exactly what i needed to actually enjoy the game.
Arclight
09-21-11, 01:18 PM
Package on FileFront: http://www.gamefront.com/files/20805635/BRF.zip
Magic1111
09-22-11, 11:14 AM
Awesome mod, exactly what i needed to actually enjoy the game.
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Jdren18
10-02-11, 08:49 AM
Amazing just what i am loking for
Nelis47896
11-23-11, 12:53 PM
Sweet, no more sailing torches :D
Adriatico
11-23-11, 01:36 PM
Can somebody explain what is "HP" ?
(besides Hewlett Packard...;))
Arclight
11-23-11, 02:04 PM
Hitpoints, fairly standard way in games in general to measure "health" of something.
In this case, a torpedo's "damage" needs to overcome the compartment's "health" for it to take on water. The ship has total HP as well, which when depleted simply causes the ship to sink/be destroyed, regardless of flooding.
Say, for example, a torpedo does 10 points of damage, a compartment has 10 points of health, and the ship in general has 50 points: 1 torpedo will always cause flooding in the stricken compartment, and the ship will be "dead", regardless of flooding, after 5 hits (5 torpedoes for 50 points of damage total).
Note though that this mod is effectively obsolete, unless you're not using TDW's overhaul.
Adriatico
11-23-11, 02:32 PM
Oh... I thought it was some special "shiping meaning"...
:know:
TheDarkWraith
11-23-11, 06:05 PM
Note though that this mod is effectively obsolete, unless you're not using TDW's overhaul.
Not exactly. I never finished updating the damage/flooding model for the warships in FX_Update. Someone took the changes I did do and merged them with what you did for the warships and released it. Everyone seems pretty happy with it :up:
Arclight
11-23-11, 06:27 PM
Ah, that's good to hear. I've been trying to get myself to to continue on it, but I really can't find the motivation for it. Ubi with their DRM, and then dropping support for SH5... some resentment settled in. :oops:
R1fl3M4n
11-28-11, 03:34 AM
this mod is awsome :) :salute:
Sailor Steve
11-28-11, 09:55 AM
I'm obviously late to the show, having only bought SH5 a couple of weeks ago, but this is to my mind one of the fabled "must haves". Good job! :rock:
Not exactly. I never finished updating the damage/flooding model for the warships in FX_Update. Someone took the changes I did do and merged them with what you did for the warships and released it. Everyone seems pretty happy with it :up:
It sounds good !!
Where can we download that mod?
Txema
Txema mira aqui
http://www.subsim.com/radioroom/showthread.php?t=189374
ahi tienes el enlace de descarga es el Real sink 1.0;)
Hola chun,
Muchas gracias por la ayuda !!
Encantado de ver gente de por aqui cerca en los foros.
:salute:
Txema
Commander Mysenses
12-10-11, 05:34 PM
Not exactly. I never finished updating the damage/flooding model for the warships in FX_Update. Someone took the changes I did do and merged them with what you did for the warships and released it. Everyone seems pretty happy with it :up:
What MOD is this of which you speak?
As an seasoned SH3 Skipper, I had the opportunity (way back of course) to test one of NYGM first variants of the 'Sinking by Flooding' mod. And it was fun as hell watching them going down slowly.
This mod is what is needed for SH5. And since UBI dropped the on-line-leash, I start sailing SH5 too.:salute:
Flynski
01-22-12, 10:08 PM
Great mod.
Sailor Steve
01-22-12, 11:35 PM
WELCOME ABOARD! :sunny:
Magic1111
01-23-12, 05:09 AM
Great mod.
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Bilge_Rat
02-11-12, 03:31 PM
Not exactly. I never finished updating the damage/flooding model for the warships in FX_Update. Someone took the changes I did do and merged them with what you did for the warships and released it. Everyone seems pretty happy with it :up:
Anyone know what mod TDW is referring to? I would like to try it.
Echolot
02-11-12, 04:00 PM
Search for Real Sink 1.0.
(Merged BRF with TDW FX Update zones.cfg).
Regards.
Echol:ping:t.
pedrobas
02-11-12, 04:06 PM
to download : http://www.mediafire.com/?8dy33h7svtyedev
:salute:
Bilge_Rat
02-11-12, 04:37 PM
Thanks guys, looks interesting.
bratwurstdimsum
03-25-12, 03:04 AM
Guys,
Has anyone noticed that after installing this mod they lose all their explosion animations?
I made a video of it.
The first video was stock SH4 with no mods whatsoever
The second was with BRF 1.3 installed after the SPAX speech mod (Spaxs SH4 Uboat SPEECH FIX_V8a) - all in, only 2 mods installed.
Any help would be great
http://youtu.be/71Uw85nAFAQ
Jeff.
0rpheus
03-25-12, 06:59 AM
Guys,
Has anyone noticed that after installing this mod they lose all their explosion animations?
I made a video of it.
The first video was stock SH4 with no mods whatsoever
The second was with BRF 1.3 installed after the SPAX speech mod (Spaxs SH4 Uboat SPEECH FIX_V8a) - all in, only 2 mods installed.
Any help would be great
http://youtu.be/71Uw85nAFAQ
Jeff.
stock SH4
SH4
....... :hmmm:
SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
SH5 Mods Workshop
SH5
:o:har: :salute:
bratwurstdimsum
03-25-12, 08:11 AM
:wah::haha:
God I just got it. :O::oops:
Sorry!!!
Atoka220
11-16-12, 10:36 AM
The ships are sinks very quickly.Is there a mod without the flooding time mod? :lost:
volodya61
11-16-12, 10:44 AM
Try to use FX Update mod :yep:
The ships are sinks very quickly.Is there a mod without the flooding time mod? :lost:
Regard yourself as lucky: :haha:
http://www.subsim.com/radioroom/showpost.php?p=1961140&postcount=1
Atoka220
11-17-12, 12:07 PM
i use the fx update but nothing just new smoke and signal flares
Bl00dCat
12-16-12, 05:27 AM
Try to use FX Update mod :yep:
So the FX Update makes changes for more realistic flotation too? If not, can FX Update and BARF work together?
volodya61
12-16-12, 06:04 AM
So the FX Update makes changes for more realistic flotation too?
Yes..
..can FX Update and BARF work together?
No..
Bl00dCat
12-16-12, 11:45 AM
Thanks, mate! So, FX Update it is, than.
chackonman
03-19-13, 04:05 AM
Hey how do i tell if the mod is working? i used the JSGME thing to activate the FULL mod and i load my saves but it doesnt appear to be working? No ships appear to be sinking from holes under the ship.
Arclight
03-19-13, 10:06 AM
It takes a lot longer; ships don't realistically roll over and go down as soon as they spring a leak. I'd suggest putting a torpedo in a target and accelerating time for ~30 minutes in-game. You should definitely see a difference at that point.
Hauptmann Walter Scherf
02-19-14, 04:25 AM
Hi,can I use this alongside 'FX UDATE 0_0 _21 BY THE BEAST' ?
Arclight
02-19-14, 12:47 PM
Sincerely doubt it. Actually think this was absorbed in his mod, or mods.
Hauptmann Walter Scherf
02-19-14, 04:34 PM
Ok,thanks for confirming Archlight.
capitain-mike
05-12-15, 06:14 PM
LITLE PROBLEME HERE! I RUN BRF 1.3 FULL...
START MY CARRER THEN ALL BOAT ARROUND EXPLODE AND SINK INSTANTENATLY! WHAT SHOULD I DO? I REALY WANT THIS MODS!!!
:wah:
capitain-mike
05-12-15, 06:31 PM
SAMETHING WITH THE LITE VERSION AND WHEN I TRY TO RUN THE GAME WHITOUT THE MODS THE GAME CRASH WHEN I TRY TO LOAD A NEW OR EXISTANT CAREER!
WHAT SHOULD I DO?
JUST 4 INFO, IM WITH STEAM VERSION... DONT KNOW IF ITS IMPORTANT
Aktungbby
05-12-15, 07:09 PM
capitain-mike!:Kaleun_Salute:
THEBERBSTER
05-12-15, 07:34 PM
A Warm Welcome To The Subsim Community > captain -mike :subsim:
You Will Always Find Someone Here To Help You :sunny:
New To Silent Hunter <> Need Help <> Click On My Thread Link. :salute::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 Here > Tutorial Post #188 Not Needed If Using TWOS & sobers Latest Mods List :/\\!! (http://www.subsim.com/radioroom/showpost.php?p=2284492&postcount=188)
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24):up: (http://www.subsim.com/radioroom/showpost.php?p=2185189&postcount=24)
Use my tutorial post #9 to post your mod list to Subsim. :salute::salute::salute:
Peter
capitain-mike
05-12-15, 07:53 PM
OK THAN, HERE IS MY PROBLEMES:
1- ALL THE BOAT I CROSS EXPLODE
2- IF I DISABLE THE MODS, GAME SAVE WONT LOAD ( THE GAME CRASH BEFORE I RUN A SAVE) SAME FOR NEW CARRERE
3- OK UNISTAL AND REINSTAL ALL THE GAME... ITS WORKS... BUT WHEN I TRY TO INSTAL THE CRACK... SAME THING!
4- IM FROM QUÉBEC SO SORRY IF I HAVE SOME DIFFICULTIES TO UNDERSTAND SOME OF UR EXPRESSION CAUSE IN SPEAK IN FRENCH XD
5- IM NOT REALY GOOD WITH PC PLATFORM FOR GAMING... (THIS GAME ISINT AVAILIBE ON PLAYSTATION XD)
WHAT I WANT?
-REALISM SINK
-HELP :D
WHAT I DONT WANT?
-SHOOT 3 TORPEDO ON A SHIP... AND HE LEFT ON FIRE LIKE NOTHING HAPEND
-GAME CRASH
-MIND BLOWN
THANKS :arrgh!: :subsim:
capitain-mike
05-12-15, 08:27 PM
I DESINSTAL AND REINSTAL FOR THE TIRTH TIME AND U KNOW WHAT? ITS WORCK!!!! AWSOME MAN I LOVE THIS MODS!
SOME OTHER SUGESTION FOR OPTIMISE GAMEPLAY?
Hi, look at the relationship of mods containing megamods, and compares with yours, especially the order in which the install. It is very important the order.
And the issue patch. In any case you display it and experts may say something about it, I think.
I apologize for the google translator.
regards
Anyway my BARF worked me in the download version. But you can not play saved games if you've changed some mod, usually creates CTDs
THEBERBSTER
05-13-15, 04:29 AM
Only change mods when in the bunker.
You cannot use BARF with FX_Update_0_0_22_ByTheDarkWraith
Jimbuna
05-13-15, 06:17 AM
Welcome to SubSim capitain-mike :sunny:
Outcastus
04-13-16, 02:31 AM
Is BRF compatable with open horizons 2? They throw "zones" conflict and not sure which one should get overwritten. I'm leaning towards letting BRF overwrite OH cause maybe the mod needs its zones for some reason. What do you guys think?
Crazybomber911
03-10-18, 06:23 AM
Yes finely i hated when you torp a ship three times they just brush you off like you did nothing to them even if their quite seriously on fire.:Kaleun_Salute:
Aktungbby
07-12-20, 09:24 AM
Crazybomber911!:Kaleun_Salute:
fitzcarraldo
07-12-20, 10:06 AM
Welcome aboard Crazybomber911 :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute:
Compatable with TWOS?
Probably not, beacuse TWoS includes FX Update by TDW which also makes changes to flotation to make it more realistic, and I think vdr1981 made his own further flotation improvements within TWoS.
Atoka220
09-04-21, 10:52 AM
Hey
The mod worked great for weeks until today it just randomly stopped working and ships keep sailing off with huge fires with the vanilla fake listing effect...
Here's my mod list:
Old Style Explosions V1.1
IRAI_0_0_41_Inertia_Damage
Critical hits v 1.2
Critical hits 1.1 Torpedos
German U-Boat Crew Language Pack
IRAI_0_0_41_ByTheDarkWraith
TDW_Ship_Inertia_1_1_0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.4
OPEN HORIZONS II v2.5
BRF 1.3 full
sobers Lights Cfg Realistic V2 SH5
Radio_Messages_1_2_0_Non-NewUIs_Stock
Radio_Messages_1_2_0_German_Voices
Yes, it did overwrite OHII's zones file and worked like a charm as I clarified it in the first line
Hey
The mod worked great for weeks until today it just randomly stopped working and ships keep sailing off with huge fires with the vanilla fake listing effect...
Here's my mod list:
Old Style Explosions V1.1
IRAI_0_0_41_Inertia_Damage
Critical hits v 1.2
Critical hits 1.1 Torpedos
German U-Boat Crew Language Pack
IRAI_0_0_41_ByTheDarkWraith
TDW_Ship_Inertia_1_1_0
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.4
OPEN HORIZONS II v2.5
BRF 1.3 full
sobers Lights Cfg Realistic V2 SH5
Radio_Messages_1_2_0_Non-NewUIs_Stock
Radio_Messages_1_2_0_German_Voices
Yes, it did overwrite OHII's zones file and worked like a charm as I clarified it in the first line
There is no need to install BRF 1.3. It is already part of OH II...
Atoka220
09-12-21, 06:05 AM
Oh... Good to know
I knew it's part of twos but not oh2
Also didn't notice that conspicuous results before but i'll keep testing then
Thank you
Edit:
I rearranged some mods and removed barf (i still love that abbreviation)
After some testing and opening up some ships' sides for some watery carnage, indeed you are right, thanks :Kaleun_Salute:
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