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View Full Version : [REL] Improved Damage Model and No Instant Death 1.0


audessy
04-14-10, 12:20 AM
Are you sick of destroyers dropping pillows on you? When you are badly damaged are you sick of suddenly getting the dreaded spinning "You're dead" screen?




Now YOU decide when it's over.




A few notes on what this mod does.


-Raises the hitpoints of the sub.
-Makes taking damage much more deadly.
-Added the possibility of complete destruction from surface weapon damage. Simulating a fuel tank explosion and hull rupture. This can happen from ramming too.
-Flooding has a much larger effect on the buoyancy of the boat underwater.

Changes in 1.1
-Re-added the missing zones.

This mod is JSGME compatible.
The only files that are edited by this mod are the submarines .zon files and zones.cfg.

-----Download Link Ver 1.1-----
http://www.filefront.com/16132303/IDMNID%201.1.rar

urfisch
04-14-10, 01:49 AM
nice one! thanks a lot!

Athlonic
04-14-10, 02:38 AM
Sounds cool !

Testing it right now, thanks.

:yeah:

Cap.Palla
04-14-10, 03:54 AM
Downloading!! nice one!! :salute:

Manfred von Stein
04-14-10, 04:10 AM
screenshot please.

t0maz
04-14-10, 05:03 AM
@audessy

Any chance to compatible version with Arclight BRF and Wamphyri U-boat Visual Damage? ;)

And Im affraid your base file is not vanila 1.1.5 for example in zone list you have lack of that:
211=New_FX_Zone1
212=CmdRoomNP
213=TrpRoomFrNP
214=QuartersNP
215=EngineRoomNP

Which are in my vanilla file?
This are zones for unplayble submarines. Probably diffs could be more.

Is that intensionaly changes?

t0maz
04-14-10, 05:31 AM
screenshot please.

You must check it yourself - this is not a graphic enchance mod ;)
U will not see difference on screenshots.

Keef Kavannah
04-14-10, 06:12 AM
this is something everyone should try. i'll asap. thanks...

audessy
04-14-10, 09:59 AM
@audessy

Any chance to compatible version with Arclight BRF and Wamphyri U-boat Visual Damage? ;)

And Im affraid your base file is not vanila 1.1.5 for example in zone list you have lack of that:
211=New_FX_Zone1
212=CmdRoomNP
213=TrpRoomFrNP
214=QuartersNP
215=EngineRoomNP

Which are in my vanilla file?
This are zones for unplayble submarines. Probably diffs could be more.

Is that intensionaly changes?

Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.

Ablemaster
04-14-10, 10:31 AM
Will check it out interesting stuff, thanks.

ddrgn
04-14-10, 10:34 AM
Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.

Does the torpedo compartments take damage with this mod?

Looks great and only edits the .zon files. Which means AI and Sensor mods are compatible ;)

ddrgn
04-14-10, 11:54 AM
On another note, you added the subs hit points as 15000 up from 250.

With a stock barrels install each charge only can take off 150 hp and thats at the most effective point.

So with this math it would take 100 really accurate charges to sink the boat and from my experience you may see one accurate hit like that 1 out of 10 times.

How did you balance this out?

audessy
04-14-10, 12:18 PM
Because it's based on the hitpoints of the compartments now and not the u-boat hull. So the command room for example has 200 hitpoints. The command room will flood when the damage is at 15% or above. So if you were hit for 30 points of damage in that zone you'll see flooding. At higher damages the flooding will become more intense.

ddrgn
04-14-10, 12:21 PM
Because it's based on the hitpoints of the compartments now and not the u-boat hull. So the command room for example has 200 hitpoints. The command room will flood when the damage is at 15% or above. So if you were hit for 30 points of damage in that zone you'll see flooding. At higher damages the flooding will become more intense.

Ahh ok I see, but you will hardly ever been sunk now right? I never really looked at the zones.cfg in detail before.

I also see what may be causing the torp rooms to not take any damage:

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

Now having these to not destructible does that mean there would be no damage to the subcompartments as well?

gimpy117
04-14-10, 12:45 PM
screenshot please.

its hard to get screenies on a gameplay mod...

audessy
04-14-10, 12:45 PM
Search for the rooms that start with Ubt. The zones you pointed out are left over from SH4. It seems that ubisoft just cut and pasted the zones.cfg file. Unless I'm wrong and the Uboats in sh5 use different ones. In which case you can help by finding that out for me. I'm having issues with the Goblin editor currently.

ddrgn
04-14-10, 12:59 PM
Search for the rooms that start with Ubt. The zones you pointed out are left over from SH4. It seems that ubisoft just cut and pasted the zones.cfg file. Unless I'm wrong and the Uboats in sh5 use different ones. In which case you can help by finding that out for me. I'm having issues with the Goblin editor currently.

Yep will definitely let you know. Thanks for your work.

t0maz
04-15-10, 05:55 AM
Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.

Im not sure... probably english submarine u-class will use that sections.
On second hand why delete something from vanilla file if we are not sure for what is this?
And i'm wondering what was your base file, it doesnt seem for me for sh5 1.1.5 vanilla. For example in my whole vanilla file there are different effects than in yours,
even example in file header we have different..
If this is true it could be more differences in that file not associated with your damage changes in u-boat... :hmmm:

Or maybe I have some strange file - could anyone else compare his vanilla v1.1.5 file with moded one to confirm that?

audessy
04-15-10, 10:54 AM
Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that. :ping:

Philipp_Thomsen
04-15-10, 11:04 AM
This bring back old memories... :DL

audessy
04-15-10, 11:05 AM
Ahh ok I see, but you will hardly ever been sunk now right? I never really looked at the zones.cfg in detail before.

I also see what may be causing the torp rooms to not take any damage:

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

Now having these to not destructible does that mean there would be no damage to the subcompartments as well?

Having them set to destructible can cause the game to crash. The reason why is if there's a damaged looking model to replace the zone it will put it in. But if there is none then you get a CTD. So all in all "Destructible=" is only cosmetic.

What may be causing the torpedo rooms to be invincible is out of my reach currently. The "boxes" for the zones are obviously too small and never get hit. Those are in the .zon file of every ship.

t0maz
04-15-10, 02:53 PM
Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that. :ping:

Almost.. ;)
I see still many diffs in Flotability field outside Uboat section, for example:

;NEW SMALL MERCHANT
;************************************************* ******
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=100.0 instead of 50.0

(...)

[NSFlotMain]
Multiplier=1.0
Flotability=16 instead of 8.0

..and so on.

keith_uk
04-15-10, 06:25 PM
When i install this mod, my sub has 1% hull integraty. When i uninstall it, it goes back to 100%.

I'm using BRF full mod.

Keith.

Arclight
04-15-10, 08:22 PM
They are not compatible, the mod that gets activated last overwrites the zones.cfg of the other. Don't try mixing these 2. ;)
Fixed. I was working on the wrong zone file in 1.0.

Now the only thing changed in your zones.cfg file will be under the "Uboat" section of the file. Thanks for detecting that. :ping:
Suspected that, reason I was holding off on the merge. I'll make a patch that includes only your tweaks to the "submarine" section, let's hope it's the proper aproach. :hmmm:

Arclight
04-15-10, 08:45 PM
Ehr... sorry for questioning, but there's some stuff I want to make sure about it being intentional;

Missing category for compartments:
http://i268.photobucket.com/albums/jj2/EZatHome/q3.jpg

And assigning "ammo" as cargo to stuff like the conning tower or the deckgun:
http://i268.photobucket.com/albums/jj2/EZatHome/q1.jpg

Fear that with a 10x multiplier and "ammo" as cargo, a hit to the CT would send the whole sub to the bottom in a heartbeat. :hmmm:

Can also confirm the values for a lot of non-submarine zones are far from stock values, in a lot of cases even more exaggerated than the ones for BRF. :lol:

SteelViking
04-15-10, 09:10 PM
I am glad to see collaboration on this, I love BRF and I really like the concept of IDMNID. Seeing that JSGME conflict was a real disappointment. Good luck with this merging strategy.:salute:

t0maz
04-16-10, 03:04 AM
I am glad to see collaboration on this, I love BRF and I really like the concept of IDMNID. Seeing that JSGME conflict was a real disappointment. Good luck with this merging strategy.:salute:

When audessy will be done with base file it should be very easy to merge that conflicting file from BRF and IDMNID by WinMerge. :up:

U can read how to deal with most conflicting mods here ->
http://www.subsim.com/radioroom/showthread.php?t=167125

audessy
04-16-10, 02:52 PM
Unfortunately not changing the zones.cfg file won't do much. Most of the work is in that file.

And yes. Those changes were intentional. Its strange that those categories are missing. But Quarters 1 and 2 I believe aren't even used in SH5 on player subs anyway.
No, getting nailed in the conning tower doesn't give you insta-death. It was for increased crew death in SH3/4. It probably isn't necessary now. But yes it was intentional and no it's not as harsh as it looks. Ammunition stores for the deck gun and AA guns were obviously held in compartments in the conning tower.

And @tomaz that file was directly taken from my Silent Hunter 5 folder and the only items modified were under the Uboat section. If there is still a difference then you and I are both confused.

As for the "hull integrity" issue. Is this only a cosmetic issue or are you really 1 machine gun bullet from death? Because in my mod Hull Integrity shouldn't matter anyway. In fact your hull should never get destroyed.

keith_uk
04-16-10, 04:33 PM
As for the "hull integrity" issue. Is this only a cosmetic issue or are you really 1 machine gun bullet from death? Because in my mod Hull Integrity shouldn't matter anyway. In fact your hull should never get destroyed.

I don't know tbh. As soon as the game is loaded though, the crew shout out about the damage.

I've gone back to my original set-up using your new damage settings, which is to add your settings that you posted in the other thread to the zone cfg file of the BRF mod.
So before BRF was enabled, i opened the BRF zone cfg file, added your settings for the players sub, clicked yes to save changes then enabled BRF with JSGME. I take it this should work?
I now have 100% hull.

Keith.

audessy
04-16-10, 04:46 PM
Yeah, that should do fine.

If they were shouting about damage something was definitely wrong.

SashaKA001
09-19-10, 09:06 AM
link dead:damn::damn::damn:

DarTMauK
09-20-10, 04:22 AM
Yep, link dead :wah:
Well i already wrote him a pm, but who knows when he'll login again.
Maybe someone esle could upload and pm me or sth :)

Abd_von_Mumit
09-20-10, 05:25 AM
Yep, link dead :wah:
Well i already wrote him a pm, but who knows when he'll login again.
Maybe someone esle could upload and pm me or sth :)

A working link, but to version 1.0 it seems:
http://www.sukhoi.ru/forum/showthread.php?p=1465455#post1465455

EDIT: Who knows which version it is. :D Readme and zip name state 1.1, while unpacked folder name says 1.0. I suppose that's better than nothing.

DarTMauK
09-20-10, 05:49 AM
A working link, but to version 1.0 it seems:
http://www.sukhoi.ru/forum/showthread.php?p=1465455#post1465455

EDIT: Who knows which version it is. :D Readme and zip name state 1.1, while unpacked folder name says 1.0. I suppose that's better than nothing.

Hehe thank you very much :DL

Your right, it doesnt really matter, at least i have it now :yeah:

again thanks


EDIT: I hope it doesnt ruin the gameplay, those values really look strange :hmmm:
Well first i have to merge it with the BRF, then one question, are the .zon files for the subs really needed? Cause i already modified them. i dont see much difference except the hp reduction below crash depth

DavyJonesFootlocker
09-20-10, 07:59 AM
Well, I tried it and when I dived to 30m with a depth of 133m at full speed my boat got damaged and we all died. There was an aircraft above but at long range and was a fighter (this was in 1939).:cry:

The General
09-20-10, 10:52 AM
If you're gonna be our go-to man for an improved damage model on the Sub, can I ask you to try and alter something? I'd like for the Chief Engineer to inform only once that there is flooding. He can also tell me once when the flooding is severe and once when the flooding is under control. As it is in Stock, he let's me know about the flooding every two seconds :-?

DavyJonesFootlocker
09-20-10, 12:17 PM
I had to take off this mod as my boat will be destroyed if I only sneeze.:stare:

raymond6751
09-20-10, 12:45 PM
Oops I tried to download and got an error, two tries.:damn:

DarTMauK
09-20-10, 01:43 PM
I had to take off this mod as my boat will be destroyed if I only sneeze.:stare:

did you activate it on a patrol? be sure to try it when your docked.
I had the problem when i activated that i was in a patrol and had 1%hp.
But the second try i did inside the dock
and i did not replace the .zon files for the ships. Dont know what they do as posted before, but these files may be the problem for some ppl. didnt have the chance yet to test if it works properly without the files.

edit: Oops I tried to download and got an error, two tries.:damn:

5 posts before AvM posted a link where its still on, it seems to be v1.1 by readme.

DavyJonesFootlocker
09-20-10, 04:40 PM
OK I'll try it docked.

DarTMauK
09-21-10, 03:38 AM
OK i found out now that for me, if i install the mod/copy the .zon files for the subs, it wont work for me. Sometimes it worked when i was docked, but after saving and loading i have only 1hp left.
So i only used the entrys from the zones.cfg. Dont know if this "Damage Model" will work now, but well its no big deal to delete it again ;)

Would be great if someone can start working on such a concept again, seems this mod isn't finished and buggy

DarTMauK
09-28-10, 06:26 PM
Please someone work on a mod concept like this again,
or at least a better and more realistic damage model would be nice :DL

or audessy come back and work on it again :)

i know its not easy, i tried myself, without any success

THE_MASK
09-28-10, 06:41 PM
Maybe something in these files to adjust ?
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a UPCGE file .

DavyJonesFootlocker
09-28-10, 06:57 PM
I had a bad experience with this mod. I went to 20m and the boat got fragged.:wah:

GPTeles
02-09-15, 07:17 PM
The link is dead!
Please fix it!

vdr1981
02-10-15, 09:02 AM
The link is dead!
Please fix it!

No wonder, after 5 years...Don't you think that this mod is a bit outdated maybe?:hmm2:

Use my R.S.D. instead...