View Full Version : Ships sinking mechanic
spardha
08-01-11, 10:55 AM
Hi,
Would it be possible to mod SH5 so the sinking of targets is more like SH4? Or is the game to restricted to enable this.
Have you tried the BRF mod? Theres one you can download on here called better and more realistic flotation (or something similar) that re-works the flotation dynamics of the ships so they sink more realistically in game. Just search for it in the downloads section!
spardha
08-01-11, 10:59 AM
I have Heard of BRF but was told not to use it with MO mod i use
LordNeuro"Serbia"
08-01-11, 11:10 AM
Theat is for sh4 and i dont think it will work in sh5.
spardha
08-01-11, 11:11 AM
@LordNeuro"Serbia" yeah just realised and changed my post
TheDarkWraith
08-01-11, 12:31 PM
FX_Update mod changes the damage/sinking model
Sailor Steve
08-01-11, 12:37 PM
And just a day or two ago there was a thread complaining about how unrealistic SH4's sinkings are. :rotfl2:
Hi,
Would it be possible to mod SH5 so the sinking of targets is more like SH4? Or is the game to restricted to enable this.
Trevally answered your question in another thread.
http://www.subsim.com/radioroom/showpost.php?p=1718252&postcount=512
spardha
08-02-11, 03:06 AM
@Mia
Hi the reason I asked in here is if it hadn't been modded I considering the possibility of me modding it myself :)
Trevally's Post is for you Mia as I dont have OH II
spardha
08-02-11, 04:43 AM
This has been posted to the mod section too http://www.subsim.com/radioroom/showthread.php?t=173193&page=35
But I thought id post it here for TDW to see this is me sinking what i believe to be the Ark Royal last night, it was a messy situation with a long story but I hit the Ark with 3 Torps to the bow but it still sank level until it was fully submerged.
:)
Video of Ark Sinking.
http://www.youtube.com/watch?v=gmjQws8IhQc
0rpheus
08-02-11, 05:26 AM
This has been posted to the mod section too http://www.subsim.com/radioroom/showthread.php?t=173193&page=35
But I thought id post it here for TDW to see this is me sinking what i believe to be the Ark Royal last night, it was a messy situation with a long story but I hit the Ark with 3 Torps to the bow but it still sank level until it was fully submerged.
:)
Video of Ark Sinking.
http://www.youtube.com/watch?v=gmjQws8IhQc
That vid is very similar to what I see on most of my downed vessels... wonder if this means that I've done something wrong with the FX update, or is it meant to be like that? Sure I've never seen one tip sideways or sink heavy from one end in SH5 as they do in 4, but I have seen a few break in two. Maybe TDW knows?
spardha
08-02-11, 06:04 AM
This is why I posted the vid, much easier to get the point across.
mobucks
08-02-11, 07:53 AM
EDIT: FX's Zones file was being overwritten by OHII, this is why I was not seeing any realistic sinkings. Zedi said the zones file from OHII is wrong, so i just copied FX zones into its own modfolder and enabled it last.
BARF needs to be incorperated into this seasons generation of mods. I remember BARF did work as advertised. I had used the mod for so long since it came out, i forget how uninteresting the stock sinking was untill this go around. If FX does it as well, Im not seeing it. That could be because FX is so high in my modlist.
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 5\MODS]
Carotio_IntercontinentalRadioPack
Accurate German Flags
RemoveLogoIntroTheDarkWraith
NDB,NDH OM#1 - No Dialog Indicator
Capthelms Audio Mod
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
U-Boat Ballast Tanks SFX
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
sobers silent hud
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
Manos Scopes-Core Files
Manos Scopes-patch for 8x5
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
MightyFine Less Annoying Footsteps 1.0
Church's Compass Dials Mod v2.2 - Option Three
sobers chimney smoke V2
sobers see thru wake fix
sobers smaller water drops
MadMaxs_SH5_Subdiesel
OPEN HORIZONS II
20% mines ice dolphines v2
50% reduced port ships from OH II full - Copy
OH II and Light Campaign Radio Messages v3
spardha
08-02-11, 10:07 AM
Im not running OH II though, So shouldn't the sinking be better than what im seeing?
Sailor Steve
08-02-11, 01:16 PM
@Mia
Hi the reason I asked in here is if it hadn't been modded I considering the possibility of me modding it myself :)
By all means, please go for it. People who can mod are at a premium these days. :sunny:
TheDarkWraith
08-02-11, 06:27 PM
EDIT: FX's Zones file was being overwritten by OHII, this is why I was not seeing any realistic sinkings. Zedi said the zones file from OHII is wrong, so i just copied FX zones into its own modfolder and enabled it last.
BARF needs to be incorperated into this seasons generation of mods. I remember BARF did work as advertised. I had used the mod for so long since it came out, i forget how uninteresting the stock sinking was untill this go around. If FX does it as well, Im not seeing it. That could be because FX is so high in my modlist.
FX_Update hasn't revamped the warship damage/flooding model yet
mobucks
08-02-11, 07:01 PM
to be completely truthful I winmerged the pertinent BARF values into FX's Zones.cfg.
theluckyone17
08-02-11, 07:28 PM
to be completely truthful I winmerged the pertinent BARF values into FX's Zones.cfg.
Maybe I'm confused with the procession of events :doh:, but how'd this work out for you?
to be completely truthful I winmerged the pertinent BARF values into FX's Zones.cfg.
and please share :D
mobucks
08-02-11, 08:15 PM
I dont know yet, had to reinstall the entire game, just finished installing all the mods.
I made a modfolder for it, called "MyZones"
The structure was like this:
MyZones/data/zones.cfg
So if it doesnt work, i can just stick FX's zones.cfg in there (i wouldnt use BARF zones.cfg, since FX's has new awesome TDW stuff that is designed to work with FXupdate)
The only reason I merged the values was, because I know from experience BARF works as advertised. I wanted that experience, no offense to TDW. Hell, TDWs zones file might even work better than what I'm using!
bleh, the entire reinstall/configure process really takes it out of me, so I wont test tonite, Ill get back to you tomorrow. Now to kill some insurgents in ARMA 2.
mobucks
08-02-11, 10:22 PM
Oh yeah, it worked. This test was during the tutorial mission for the first campaign. The foreground ship took a fish on it's bow, the background ship took 2 fish, one fore, one aft. It sank level because of this. Sorry it is so dark, photobucket doesnt seem to care that I adjusted the brightness.
http://i54.photobucket.com/albums/g106/mobucks_2006/SH5Img2011-08-02_231023.jpg
spardha
08-03-11, 09:07 AM
Is it worth me stripping out my mods and starting again?
Mod list re-post for convenience
Magnum_Opus_v0_0_1 + Patch 2
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement Mod
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Tutorials - All v0.2 (for TDW UI)
Critical hits 1.1 Torpedos
Trevally Automated Scripts v0.6
Critical hits v 1.2
stoianm EnvNights and blue Atlantic water for MO
Looks good mobucks.
@Spardha Mods are close to mine. Why would you want to start over?
to be completely truthful I winmerged the pertinent BARF values into FX's Zones.cfg.
I tried to do this but I kept getting a CTD when I would sink a ship. I just copied and pasted this part
************************************************** *****
;NEW SMALL MERCHANT
;************************************************* ******
[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
[NSFlotMain]
Multiplier=1.0
Flotability=40.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=Custom
Crash Depth=12
[NSFlotEmpty]
Multiplier=1.0
Flotability=70.0
HitPoints=100
Destructible=No
Armor Level=13
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=12
[NSFlotShow]
Multiplier=1.0
Flotability=25.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=12
[NSFlotUpper]
Multiplier=1.0
Flotability=10.00
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=300
CargoType=None
Crash Depth=0.5
[NSFuelBunker]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=2.5
HitPoints=150
Destructible=No
Armor Level=35
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
;************************************************* ******
;NEW ESCORT
;************************************************* ******
[NEEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=1.0
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
Crash Depth=300
[NEKeel]
Category=Keel
Multiplier=5.0
Flotability=45.0
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
[NEFlotMain]
Multiplier=1.0
Flotability=25.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=32
[NEFlotShow]
Multiplier=1.0
Flotability=10.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=32
[NEFlotUpper]
Multiplier=1.000000
Flotability=20.00
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=1
[NEFuelBunker]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
[NEFloodF]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=4
[NEFloodB]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=4
;************************************************* ******
;NEW MERCHANT
;************************************************* ******
[NKeel]
Category=Keel
Multiplier=5.0
Flotability=30.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
[NFlotMain]
Multiplier=1.0
Flotability=15.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=600
CargoType=Custom
Crash Depth=28
[NFlotEmpty]
Multiplier=1.0
Flotability=22.5
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=28
[NTFlotEmpty]
Multiplier=1.0
Flotability=9.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=28
[NCargoFuel]
Multiplier=1.0
Flotability=6.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
Critical Chance=0.05
FloodingTime=1000
CargoType=Custom
Crash Depth=28
[NCargoFuSide]
Multiplier=1.0
Flotability=0.6
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
Critical Chance=0.05
FloodingTime=1000
CargoType=Custom
Crash Depth=28
[NFlotShow]
Multiplier=1.0
Flotability=7.5
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=28
[NFlotUpper]
Multiplier=1.0
Flotability=15.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=300
CargoType=None
Crash Depth=0.5
[NEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=1.5
HitPoints=100
Destructible=No
Armor Level=14
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
Crash Depth=300
[NFuelBunker]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=2.0
HitPoints=200
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
[NFloodF]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=5
[NFloodB]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=5
;************************************************* ******
;BattleShips
;************************************************* ******
[KeelB]
Category=Keel
Multiplier=5.000000
Flotability=60.000000
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
[KeelBB]
Category=Keel
Multiplier=5.000000
Flotability=30.000000
HitPoints=120
Destructible=No
Armor Level=30
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
[BBFlotEmpty]
Multiplier=1.0
Flotability=15.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=28
[EngineRoomB]
Category=Engines Room
Multiplier=5.000000
Flotability=25.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
Crash Depth=30
[FuelBunkersB]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=5.0
Critic Flotation=0.3
Armor Level=-1
HitPoints=100
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
[BBEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=1.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
Crash Depth=30
[BBFuelBunkers]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=2.0
Critic Flotation=0.3
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
[AmmoBunker]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkers]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkerA]
Category=Aft Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkerA]
Category=Aft Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkFNels]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkANels]
Category=Aft Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=NO
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkersAbove]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 50
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkersAbove]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=80
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 50
FloodingTime=59.999996
CargoType=Ammo
[AmmoTorp]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[FlotabilityGeneric]
Multiplier=1.000000
Flotability=20.000000
HitPoints=5
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=600
CargoType=None
[FlotabilityFisher]
Multiplier=1.000000
Flotability=35.000000
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=4
[SampanFlotability]
Multiplier=1.000000
Flotability=13.000000
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.20000
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=4
[FlotabilityGenB]
Multiplier=1.0
Flotability=15.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=48
[FlotabilityShow]
Multiplier=1.000000
Flotability=7.500000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=48
[FlotabilityUpper]
Multiplier=1.000000
Flotability=5.250000
HitPoints=1
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=4
[FloodTower]
Multiplier=1.0
Flotability=52.5
HitPoints=20
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=300
CargoType=None
Crash Depth=20
[FloodfB]
Multiplier=1.000000
Flotability=20.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=10
[FloodbB]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=10
[Test]
Multiplier=1.000000
Flotability=20.000000
HitPoints=5
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=600
CargoType=None
[HangarDeck]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=1000
CargoType=None
Crash Depth=5
;************************************************* ***
;CargoShips
;************************************************* ******
[Keel]
Category=Keel
Multiplier=5.000000
Flotability=50.000000
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=40.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=1200
CargoType=None
Crash Depth=15
[FuelBunkers]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=10.000000
HitPoints=150
Destructible=No
Armor Level=40
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=800.0
CargoType=Fuel
[CargoMerchandise]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=590.999996
CargoType=None
[Cargo1]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=590.999996
CargoType=None
[Cargo2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=590.999996
CargoType=None
[CargoTest]
Multiplier=1.000000
Flotability=100.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=590.999996
CargoType=None
[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=700
CargoType=None
[CargoLST]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=590.999996
CargoType=None
[Floodf]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=5
[Floodb]
Multiplier=1.000000
Flotability=40.000000
HitPoints=50
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=450.999996
CargoType=None
Crash Depth=5
[CargoFuel]
Multiplier=1.000000
Flotability=15.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=1000
CargoType=Custom
[ExtCargoFuel]
Multiplier=1.0
Flotability=0.0
HitPoints=50
Destructible=YES
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=100
CargoType=Fuel
Ok I got it. I had a typo in the cfg causing CTD. All I did was take the code below from BARF and overwrite code in FX. Heres some screens shots
Front Torp Hit
http://www14.picfront.org/picture/H3v8nwThC/thb/1.jpg (http://www.picfront.org/d/8iEq)http://www14.picfront.org/picture/akdU9Ade/thb/2.jpg (http://www.picfront.org/d/8iEp)http://www14.picfront.org/picture/0Zf4NA1nx/thb/3.jpg (http://www.picfront.org/d/8iEo)http://www14.picfront.org/picture/6cgglKr7own/thb/4.jpg (http://www.picfront.org/d/8iEn)http://www14.picfront.org/picture/1l4nCx17B/thb/5.jpg (http://www.picfront.org/d/8iEm)http://www14.picfront.org/picture/panUUZCTkX/thb/6.jpg (http://www.picfront.org/d/8iEl)
Rear Torp Hit
http://www15.picfront.org/picture/9Q9mObBtV6/thb/f1.jpg (http://www.picfront.org/d/8iEs)http://www15.picfront.org/picture/VVfvnm1R/thb/f2.jpg (http://www.picfront.org/d/8iEr)http://www3.picfront.org/picture/rC0tMfgg5/thb/f4.jpg (http://www.picfront.org/d/8iEt)
Here is the file. Install using JSGME. Install after FX_update and OHII. Compatible with FX_0_0_19. Install at your own risk.
[/URL][URL="http://www.mediafire.com/file/ngbjpzzennlx9sy/Real_Sink_1.0.rar"]Real Sink 1.0 (http://www.mediafire.com/?mznntt2imygkv7s)
Lurhker
08-03-11, 01:20 PM
Thank you ! :up:
So this is a merge between FX and BARF zones.cfg? Is anyone using this version with OH2 and can confirm that is working ok?
Magic1111
08-03-11, 02:08 PM
Ok I got it. I had a typo in the cfg causing CTD. All I did was take the code below from BARF and overwrite code in FX. Heres some screens shots
Front Torp Hit
http://www14.picfront.org/picture/H3v8nwThC/thb/1.jpg (http://www.picfront.org/d/8iEq)http://www14.picfront.org/picture/akdU9Ade/thb/2.jpg (http://www.picfront.org/d/8iEp)http://www14.picfront.org/picture/0Zf4NA1nx/thb/3.jpg (http://www.picfront.org/d/8iEo)http://www14.picfront.org/picture/6cgglKr7own/thb/4.jpg (http://www.picfront.org/d/8iEn)http://www14.picfront.org/picture/1l4nCx17B/thb/5.jpg (http://www.picfront.org/d/8iEm)http://www14.picfront.org/picture/panUUZCTkX/thb/6.jpg (http://www.picfront.org/d/8iEl)
Rear Torp Hit
http://www15.picfront.org/picture/9Q9mObBtV6/thb/f1.jpg (http://www.picfront.org/d/8iEs)http://www15.picfront.org/picture/VVfvnm1R/thb/f2.jpg (http://www.picfront.org/d/8iEr)http://www3.picfront.org/picture/rC0tMfgg5/thb/f4.jpg (http://www.picfront.org/d/8iEt)
Here is the file. Install using JSGME. Install after FX_update. Only for FX_Update_0_0_16_2. Install at your own risk.
Real_Sink_0_0_16_2 (http://www.mediafire.com/?mznntt2imygkv7s)
Hi Mia !
I´m interested for the MOD, but can you please clarify what the MOD concret does ? What is the difference between zones.cfg from FX_MOD and yours ? :hmmm:
Thanks and best regards,
Magic:salute:
spardha
08-03-11, 02:59 PM
@Mia
Im not getting the same results in the sinking. But now you've released the zone mod I'll try that before doing anything else.
Hi Mia !
I´m interested for the MOD, but can you please clarify what the MOD concret does ? What is the difference between zones.cfg from FX_MOD and yours ? :hmmm:
Thanks and best regards,
Magic:salute:
This mod changes the way ships flood and sink. It must be installed with the FX Mod and after it. Its taking the BARF mod and makes it work with the FX mod. If you dont run the FX mod you can just use the BARF mod. This is the samething as BARF, as I just used his settings for the zone.cfg.
@Zedi, I used this with OHII light and has worked fine so far. I looked at the zone.cfg from OHII and this should work but will have to be installed after OHII. Seems the OHII zone.cfg has some the FX zone stuff but not all. If you install this after OHII. OHII will now have all the FX and BARF stuff now. If guys were installing OHII after FX it seems some effects would not of been working. This will fix that
@Zedi, I used this with OHII light and has worked fine so far. I looked at the zone.cfg from OHII and this should work but will have to be installed after OHII. Seems the OHII zone.cfg has some the FX zone stuff but not all. If you install this after OHII. OHII will now have all the FX and BARF stuff now. If guys were installing OHII after FX it seems some effects would not of been working. This will fix that
Hi, mia389. If I'm not mistaken this mod is not necessary if u use OHII-light.
The problem of not realistic sinking described is mostly concerning the New Ship Pack-units from OHII-full, if it is installed after FX Update. So your mod should be applied in this way FX+OHII full+mod from MIA?
As far as I know TDW is almost finished FX Update v.0.0.19, and v.0.0.18 is already in use by some modders. May be this last versions of FX (which are not released already) are compatible with New Ship Pack v.1.1 and OHII-full and fixes the described item of sinking mechanics , who knows...
I just tested with OHII and it does work.
Hi, mia389. If I'm not mistaken this mod is not necessary if u use OHII-light. This changes the FX sinking and flooding to more like BARFs. This does work on the new units in OHII as well, as they use the same file as stock ships
This mod changes the way ships flood and sink. It must be installed with the FX Mod and after it. Its taking the BARF mod and makes it work with the FX mod. If you dont run the FX mod you can just use the BARF mod. This is the samething as BARF, as I just used his settings for the zone.cfg.
@Zedi, I used this with OHII light and has worked fine so far. I looked at the zone.cfg from OHII and this should work but will have to be installed after OHII. Seems the OHII zone.cfg has some the FX zone stuff but not all. If you install this after OHII. OHII will now have all the FX and BARF stuff now. If guys were installing OHII after FX it seems some effects would not of been working. This will fix that
zones.cfg we have in OH2 was provided by TDW and even if I asked him many times about the compatibility with other mods, he never answered on this one. When I had a close look at that file I realized that is mostly a stock version file and is missing a lot of changes from FX nor BARF. Is why I recommended to be removed/replaced by those who play OH2.
Now.. there is a delicate problem here. When I realized that the cfg file in OH2 is wrong my first though was to merge zones.cfg from BARF and FX. But there are 2 problems:
1. permission from the 2 moders
2. how can I be sure that just by merging 2 files will not cause another problems and which value is best to keep when they are conflicting each other?
So you guys have answers for these problems? Because I truly wish we have a merged file that will gather the best setting from booth mod and then I could use it in the final release of OH2. But the 2 issues need an answer first.
BigBANGtheory
08-04-11, 03:05 AM
So you guys have answers for these problems? Because I truly wish we have a merged file that will gather the best setting from booth mod and then I could use it in the final release of OH2. But the 2 issues need an answer first.
How about playing OH2 only within TDWs yet to be released update to Magnus Opus so that these correct settings are in theory merged correctly?
Then use MO effectively as a patch i.e. a base from which all players run and mod from by default.
SH5 is getting to a point now where you need to be a modder to use the latest mods.
btw nice work on OH2 :salute:
Magic1111
08-04-11, 04:13 AM
This mod changes the way ships flood and sink. It must be installed with the FX Mod and after it. Its taking the BARF mod and makes it work with the FX mod. If you dont run the FX mod you can just use the BARF mod. This is the samething as BARF, as I just used his settings for the zone.cfg.
Hi !
Thx for reply ! :up:
Okay, understand now. ;)
I use latest release version of TDW´s FX_MOD, and when I enable your zones.cfg at last in MOD-Soup, I´ve then another way that ships flood and sink, but the FX_Effects are the same from TDW´s MOD, correct ? :hmmm:
Best regards,
Magic:salute:
How about playing OH2 only within TDWs yet to be released update to Magnus Opus so that these correct settings are in theory merged correctly?
Then use MO effectively as a patch i.e. a base from which all players run and mod from by default.
SH5 is getting to a point now where you need to be a modder to use the latest mods.
btw nice work on OH2 :salute:
The solution for the final release of OH2 is to completely remove zones.cfg and let the players choose their cfg from a mod that fits better their needs. But I was hoping that we can make a merged file that will have the best settings from booth mods. But you are right, hopefully MO2 will have a merged version of zones.cfg.
You need to be a moder to use the latest mods .. heh, funny as it sound but tend to be true. Compatibility is already a big problem...
Hi !
Thx for reply ! :up:
Okay, understand now. ;)
I use latest release version of TDW´s FX_MOD, and when I enable your zones.cfg at last in MOD-Soup, I´ve then another way that ships flood and sink, but the FX_Effects are the same from TDW´s MOD, correct ? :hmmm:
Best regards,
Magic:salute:
Yes!
The solution for the final release of OH2 is to completely remove zones.cfg and let the players choose their cfg from a mod that fits better their needs. But I was hoping that we can make a merged file that will have the best settings from booth mods. But you are right, hopefully MO2 will have a merged version of zones.cfg.
You need to be a moder to use the latest mods .. heh, funny as it sound but tend to be true. Compatibility is already a big problem...
I agree with ya Zedi. I would just take the zones.cfg out of OHII. Maybe someday TDW will add the BRF content to MO and FX. As of now I will have to change the file everytime he comes out with a new version of FX. Which I know he already has but just has not released. Unless the new version would not change the zone.cfg. I tihnk this is why TDW has made MO, so lots of mods would be compatiable and all into one.
I think the only problem you will have if you take out the zone.cfg from OHII you will have problems with mines unless the user is running FX
...
I think the only problem you will have if you take out the zone.cfg from OHII you will have problems with mines unless the user is running FX
Word.
Just tested this merged zones.cfg you made here and so far is excellent. No bouncing ships, also flotation and sinking is just perfect. Hopefully will be part of MO2.
mobucks
08-04-11, 12:23 PM
Did anyone bother to use the stock FXupdate zones.cfg? Without merging values from BARF? TDW did state that he did his "own" changes of sinking mechanics to zones.cfg for FX, so the merging of barf into his may not be necessary, whatwithall the confusion it is causing. The changes I made and Mia posted might be completely redundant.
If that is the case, people with issues with the sinking mechanics either:
A: had a faulty zones.cfg from OHII, which was overwriting the FXupdates file
OR
B: were not using FX_Update
anyone care to test?
Yes Mobucks I have been using FX. There is a big difference between FX and what I have below. This is why I went searching for something. I didn't want to loose FX though. Thats why I made this.
@Zedi, I made a single player mission and tested this with the imported ships to OH and everything worked fine like I expected.
Trevally.
08-04-11, 12:41 PM
@Zedi, I made a single player mission and tested this with the imported ships to OH and everything worked fine like I expected.
A point to note about making single missions when you have OH II full installed.
OH II changes the unit number in the game. i.e. Coastal ships from 102 to 104.
So if you make a single mission with OH II installed and you use a coastal ship - it will work fine.
If you then un-install OH II - your single mission will fail to load the coastal ship.:salute:
Magic1111
08-04-11, 01:38 PM
Yes!
Wonderful, thx for reply ! :up:
mobucks
08-04-11, 02:35 PM
[QUOTE=mia389;1720612]Yes Mobucks I have been using FX. There is a big difference between FX and what I have below. QUOTE]
Well then this BARF/FX merge should become the subsim standard for use in the community. With all that is going on here lately, we need to do some serious in-house clean-up of files that are used across multiple mods, to make things easier for the modding novice.
A point to note about making single missions when you have OH II full installed.
OH II changes the unit number in the game. i.e. Coastal ships from 102 to 104.
So if you make a single mission with OH II installed and you use a coastal ship - it will work fine.
If you then un-install OH II - your single mission will fail to load the coastal ship.:salute:
Yeah, I kind of figured I would get instant CTD if I tried to run the mission without OHII installed. It was just a test though so I have already deleted the mission.
Trevally.
08-04-11, 03:06 PM
Yeah, I kind of figured I would get instant CTD if I tried to run the mission without OHII installed. It was just a test though so I have already deleted the mission.
You wont get a CTD - its just that the ship will not load into your mission:up:
Small remark: If u use this file u should apply 'remove flare' after it (if needing the last one to save FPS and to avoid game-freezes when torpedo is blowing up):DL. Or u can modify this item in the file manually before enabling it via JSGME
Small remark: If u use this file u should apply 'remove flare' after it (if needing the last one to save FPS and to avoid game-freezes when torpedo is blowing up):DL. Or u can modify this item in the file manually before enabling it via JSGME
I was thinking of commenting it out. I do get the small freezes when flare is launched. This is from the FX thread on the lines to comment out.
http://www.subsim.com/radioroom/showpost.php?p=1717737&postcount=747
spardha
08-05-11, 06:18 AM
I have installed Mia's zones.cfg mod and thought I'd share my results :DL
Found 4 Destroyers on a patrol
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225402.jpg
Hit the back one first
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225405.jpg
Second hit abit later than i thought but still got a good result
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225450.jpg
First Destroyer broke the bow !!
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225535.jpg
And the 2nd Destroyer sank from the rear :D
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225820.jpg
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225721.jpg
So Im instantly getting better results from the editted zones mod
Thanks
Magic1111
08-05-11, 02:49 PM
I have installed Mia's zones.cfg mod and thought I'd share my results :DL
Found 4 Destroyers on a patrol
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225402.jpg
Hit the back one first
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225405.jpg
Second hit abit later than i thought but still got a good result
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225450.jpg
First Destroyer broke the bow !!
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225535.jpg
And the 2nd Destroyer sank from the rear :D
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225820.jpg
http://i684.photobucket.com/albums/vv201/spardha/SH5Img2011-08-04_225721.jpg
So Im instantly getting better results from the editted zones mod
Thanks
Nice shots:up:, thanks for share ! :yep:
Best regards,
Magic
Spardha has more balls than me. I would of let the destroyers pass lol
Magic1111
08-05-11, 03:00 PM
I would of let the destroyers pass lol
:haha::har::haha:
spardha
08-06-11, 06:00 PM
Hehe thanks...
I was quite far away so had almost cleared the area before the other 2 destroyers had start to charge :D :yeah:
Magic1111
08-07-11, 08:06 AM
Ok I got it. I had a typo in the cfg causing CTD. All I did was take the code below from BARF and overwrite code in FX. Heres some screens shots
Front Torp Hit
http://www14.picfront.org/picture/H3v8nwThC/thb/1.jpg (http://www.picfront.org/d/8iEq)http://www14.picfront.org/picture/akdU9Ade/thb/2.jpg (http://www.picfront.org/d/8iEp)http://www14.picfront.org/picture/0Zf4NA1nx/thb/3.jpg (http://www.picfront.org/d/8iEo)http://www14.picfront.org/picture/6cgglKr7own/thb/4.jpg (http://www.picfront.org/d/8iEn)http://www14.picfront.org/picture/1l4nCx17B/thb/5.jpg (http://www.picfront.org/d/8iEm)http://www14.picfront.org/picture/panUUZCTkX/thb/6.jpg (http://www.picfront.org/d/8iEl)
Rear Torp Hit
http://www15.picfront.org/picture/9Q9mObBtV6/thb/f1.jpg (http://www.picfront.org/d/8iEs)http://www15.picfront.org/picture/VVfvnm1R/thb/f2.jpg (http://www.picfront.org/d/8iEr)http://www3.picfront.org/picture/rC0tMfgg5/thb/f4.jpg (http://www.picfront.org/d/8iEt)
Here is the file. Install using JSGME. Install after FX_update. Only for FX_Update_0_0_16_2. Install at your own risk.
Real_Sink_0_0_16_2 (http://www.mediafire.com/?mznntt2imygkv7s)
Hi Mia !
New Version from FX_MOD is out, do we need a new version from Zones.cfg from your MOD ?
Best regards,
Magic
TheDarkWraith
08-07-11, 09:47 AM
Hi Mia !
New Version from FX_MOD is out, do we need a new version from Zones.cfg from your MOD ?
Best regards,
Magic
I made no changes in Zones.cfg in FX_Update v0.0.18 so you should be ok :up:
Great! I am just downloading the new UIs and FX now. I was thinking I was going to have to update this mod. Thanks TDW for the fast reply. So order for install will be. MO/IRAI/FX/UI/RealSink. Thats if you running the above mods.
TheDarkWraith
08-07-11, 12:15 PM
So order for install will be. MO/IRAI/FX/UI/RealSink. Thats if you running the above mods.
Looks correct to me :up: Should be a new experience to the game with the snorkel and some new FX in the CR when damaged :DL
Magic1111
08-07-11, 01:57 PM
I made no changes in Zones.cfg in FX_Update v0.0.18 so you should be ok :up:
Thx, good to know ! :yeah:
Looks correct to me :up: Should be a new experience to the game with the snorkel and some new FX in the CR when damaged :DL
Heh, I hope I never see it lol. I have only been DCed once so far and lasted for 6 hours, included 6 escorts. I really don't want that to happen again. Im only in 1941 i think. I did run into land once and flooded my control room. I thought that was really neat!
I added some screenshots (http://www.subsim.com/radioroom/showpost.php?p=1724652&postcount=896)to the screen shot forum. You can see "Real Sink" at work. I plan on making some tweaks to it in the future. I think it still can be improved on.
Magic1111
08-10-11, 02:35 AM
I added some screenshots (http://www.subsim.com/radioroom/showpost.php?p=1724652&postcount=896)to the screen shot forum. You can see "Real Sink" at work. I plan on making some tweaks to it in the future. I think it still can be improved on.
Hi Mia !
Pictures looks very nice ! :yeah:
But is it not better, when you open a new own Thread for the "Real Sink" MOD ? Then you can write the Thread-Title "[REL] Real Sink MOD" or similar and post each new Download Link always on first post of the Thread. It´s easier to find ! ;)
Best regards,
Magic:salute:
Yes, I will do that for next version.
Magic1111
08-10-11, 11:09 AM
Yes, I will do that for next version.
:up:
Hi. I'm using both FX and Real_Sink latest versions. I'm quite happy with how the ships go down, however I've yet to see a ship list anything over a few degrees, nor see them turn upside down. Is this a possibility with any of these mods, or are they planned features to be implemented in the future? I kinda miss seeing capsized ships bobbing around a bit before sinking :)
I have not yet figured out how to make the flooding make them capsize.
Trevally.
08-12-11, 12:31 PM
I have not yet figured out how to make the flooding make them capsize.
If you are using the new FX mod, try making a single mission with a large top heavy ship (BB etc) and the fire a torp or two at it with the torp set as shallow as it will go.
The flooding ship may then turn over. I have tried this some time ago and it worked:up:
Dieselglock
08-16-11, 08:55 PM
Hello,
Thank you for this mod. Can this be installed while on patrol?
Dieselglock
08-16-11, 11:23 PM
Thank you
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