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View Full Version : [REL] Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC


Athlonic
05-13-10, 03:38 PM
Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v1.2.0

version : 1.0
released : 13 may 2010
Language : ALL



Hi, I've made this simple little mod to fix torpedoes speeds changes when using torpedoes officer's abilities so they no longer mess with manual TDC.
Because the TDC doesn't actually take these speeds changes into account, so you may miss even with a good calculated solution.


Which file has been modded ? : data\UPCDataGE\UPCCrewData\SpecialAbilities.upc

What's modded ? :
- Torpedoman passive and active abilities does no longer modify torpedo's speed, they only gives damage bonus

Installation:
Extract the archive in "Silent Hunter 5\MODS" folder,
and then activate with JSGME
(help for JSGME utilisation here : http://www.subsim.com/radioroom/showthread.php?t=163447)

Warnings:
- it seem's you can install this mod while on patrol without problem, but I still recommand to :
* return to port
* quit the game
* install (or uninstall) mods
* relaunch the game
* reload the "back to port autosave"

Download link : http://www.subsim.com/radioroom/downloads.php?do=file&id=1849 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1849)

gimpy117
05-13-10, 03:52 PM
no wonder im always missing!!!

Mav87th
05-13-10, 04:35 PM
Did you figure out if the torpedoes travel at the correct speed without any special ability bonus, or with full special ability bonus, or with say 50% ??

Asking 'cus that would very likely be interesting for other mods where special abilitys have a saying.

Athlonic
05-13-10, 04:58 PM
Did you figure out if the torpedoes travel at the correct speed without any special ability bonus, or with full special ability bonus, or with say 50% ??

Asking 'cus that would very likely be interesting for other mods where special abilitys have a saying.

Torpedoes speeds are correct without these special abilities.

Abilities changes in stock game are as follow :

TORPEDOMAN - Passive abilitie
Ability-Increase-Torpedo-Speed

Increase speeds in % at :
Level 1 = 4
Level 2 = 8
Level 3 = 12
Level 4 = 16
Level 5 = 20

_________________________

TORPEDOMAN - Active abilitie
Ability-Active-Preheat-Torpedo

Decrease speeds in % at :
Level 1 = -10
Level 2 = -20
Level 3 = -30

All I did is putting 0 at each levels.
And as you can see, even in stock game if you have your torpedoman with his passive abilitie at level 5 and preheat the torpedo at level 2 :
it make 20 % - 20% = 0 %
So you have again the default speed.

Monte
05-14-10, 11:54 AM
Thx for this mod!:yeah:

TheBeast
05-25-10, 03:36 PM
That you for this fantastic Bug Work Around!

I have one problem. I also use the No Maral MOD that edits the same file. Do you have a version that includes the No Moral MOD?:06:

In real life, if a crew member refused to follow an order during combat because they just didn't feel like doing it at the time. If I was in a good mood, that crew member would find out they have a very cold and long swim ahead to get home. I would boot their butt right off my boat. No hesitation! If I was in a bad mood under stress, I might even shoot the bastage first and then stuff the body in a torpedo tube and launch the them from max torpedo launch depth.

Athlonic
05-25-10, 03:57 PM
Do you mean that there is still a morale problem in SH5 v1.2 ???

My crew never reach a zero morale yet so I can not tell.

You can always use your cook special soup to gain morale if needed.

:03:

kylania
05-25-10, 04:13 PM
Do you mean that there is still a morale problem in SH5 v1.2 ???

There isn't, people really don't have to be using NoMorale mods anymore, or if they are they shouldn't use this fix for the normal morale system I'd think. :DL

TheBeast
05-25-10, 07:45 PM
Do you mean that there is still a morale problem in SH5 v1.2 ???

My crew never reach a zero morale yet so I can not tell.

You can always use your cook special soup to gain morale if needed.

:03:
They did fix the bug so morale does not go away when you reload a saved game.:up:

The thing I do not like is that activating some Special Abilities requires morale and if that crew member for the Special Ability being activated doesn't have enough morale the crew member refuses to comply to the orders being given.:hmmm:

Since I can not execute my crew members for disobeying my orders, I edited your MOD and removed morale costs for Special Abilities. I hope you do not mind.:06:

I can understand a slow response time if crew morale is low but I will not accept refusing orders. Anyone that has been in the Military and has been combat knows, refusing orders from a competent authority in the face of the enemy is punishable by death on the spot. At the very minimum, there would be a summary court marshal resulting in some type of incarceration. (if you are not part of the solution, you are part of the problem)

Since Patch 1.2 I have had one crew member refuse to Supercharge Diesel Engines after I had already activated it a few times. Besides removing morale cost for that ability, I also changed that ability from OnDemand (timed) to OnOff.:D

The entire morale concept in the game really needs to be reevaluated.

Athlonic
05-26-10, 01:50 AM
Ok I understand now.

No problem to tweak "my" files as you like, I did just put 0 there and there.
:D

I see your point of view on the morale system, but if you look at this on another way maybe you would change your mind :

Specials abilities are meaned to be Specials abilities, so if your officers are in good shape and have a bunch of morale they will be able to perform their special thingy.
In v.1.1.5 manning the guns costing morale was wrong because manning the gun is a simple order, whereas be able to overcharge diesels, making super delicious soup, hearing a fishboat at 150km, ... requiring morale and motivation makes sense.
A crew member will "always" obey simple orders, but you can't ask them to perform 130% if they are not motivated enough.

That is just my point of view on the morale system.
:03:

TheBeast
05-26-10, 07:19 AM
I agree with you that some of those abilities may require something special but some of the other special abilities really are not so special. Preheat Torpedo Batteries is something, as Kapitan, I would expect to happen every time I was planning to attack. Should it take Morale? Sure but not 3 points of morale. The ability is something that, if not used, prevents the Electric Torpedo's from functioning propperly.
Super Human Abilities such as hearing that fishing boat at 150Km should be removed or adjusted to something more realistic.

milky
11-14-10, 09:44 PM
Do i need to download this MOD for 1.2 or did they fix it?

stoianm
01-27-11, 08:50 AM
Hi athlonic,

If i want to use the ''No magic skills v1.5 MCCD compatible'' and ''Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120'' what is the corect order (seems to have some conflicts)?

Thanks!

spazmo
01-30-12, 10:46 PM
Hi there. Sorry for the stupid question... I'm current using the following mods:

MightyFine Crew Mod (http://www.subsim.com/radioroom/showthread.php?t=163591&highlight=SUB_hyd_fix_SH5)
Multiple UIs for SH5 with TDC and Automation (http://www.subsim.com/radioroom/showthread.php?t=166093)
Open Horizons II (http://www.subsim.com/radioroom/showthread.php?t=189818)

With these mods, do I still need this torpedo speed fix? Does anyone know if it's included or dealt with somehow in any of the above mods?

Thanks very much in advance!

Trevally.
01-31-12, 12:39 PM
yes - you still need it - but only if you give your torp man points

pedrobas
01-31-12, 12:59 PM
What if we use "No magic skills" from avee


TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED

That means that we donīt need the : "Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC" ?

pedrobas
02-02-12, 07:09 PM
If we use "No magic skills" from avee, do we need the : "Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC" ?

Can someone answer me to this question? :hmmm:

L30P4RD
04-19-12, 03:28 AM
Thanks for this one I started playing again had a ton of points to spend and obviously made my weapon's boys better. Finally finished Total Germany and moved onto happy times to discover my torps missing way ahead of the target, were my calculations wrong :hmmm: so I try again and again and again at varying angles and distance and always the same, torp ahead of target ! I do a little surfing find this mod with explanation why, install test again and BOOM right on target.

Thank you for this simple but essential mod :yeah:

Raaf
08-18-12, 08:40 AM
Great mod!

Rameses
10-11-12, 09:44 PM
So even if i increase speed of torps in torps.sim file manual aiming TDC still wont calculate changes? .... Is there a way to bypass that if it like that? Lets say i increase speed of all torps by 5 knots & when calculating manual gonna always add +5 knots to ships speed? hmmmm? =) or some mods that fix this issue? -_-

TheBeast
10-12-12, 10:06 PM
So even if i increase speed of torps in torps.sim file manual aiming TDC still wont calculate changes? .... Is there a way to bypass that if it like that? Lets say i increase speed of all torps by 5 knots & when calculating manual gonna always add +5 knots to ships speed? hmmmm? =) or some mods that fix this issue? -_-
I think this MOD addresses Torpedo Man Special Ability that increases Torpedo Spead.
This Ability is not be added to overall torpedo speed in TDC so the fix was to adjust the speed benifit from this Ability to Zero.

Several Torpedo's have different top speed from each other and the Torpedo's tracts are being calculated correctly. So if you change a Torpedo Speed in the SIM file, it should be OK.

All I can say is, try makiing a changing and then start the game and give it a try.

Regards!
TheBeast

leehayes1997
03-21-20, 03:58 PM
Hi there! i just downloaded this mod today and right away it was working perfectly, however when i progressed into the next step of the campaign it no longer worked and my torps are now missing constantly, i had 4 unsuccessful salvos of individual launched torps. any advice on how to fix this? thanks!

Aktungbby
03-21-20, 04:06 PM
leehayes1997!:Kaleun_Salute: eight year necro notwithstanding!

leehayes1997
03-21-20, 04:21 PM
thanks! do you know why this may be happening?