View Full Version : What setting file?
Hi,
Could someone tell me in wich file and mod (IRAI?) i can set back my torpedos damage accuracy please?
Hitted a medium heavy boat with 2 torpedos, and after a slow down and few flames he kept on going like if nothing happened! :wah: while an other (liberty ship) hitted in same convoy by only one torpedo just stopped and sank...
In RL, noway a boat even a big one could keep on going with 2 torpedos holes!
I agree time for sinking can vary by far, but no merchant can escape with 2 torpedos hit.
Furthermore, i never saw a boat hitted sinking right after hit. Though it happened in RL, and it wasn't very rare!
IRAI is nice, but need some adjustment IMO :yep:
EDIT:
one more thing: merchants can hit your sub from 6Km?? What kind of armament they have?
They are deadly accurate like destroyers!!
One hit from 6Km and sub hull integrity decreased to 51%?? Isn't it a bit too much?
I suspect TDW working for Tommies! haha
Could someone tell me in wich file and mod (IRAI?) i can set back my torpedos damage accuracy please?
IRAI doesn't affect torpedo damage. You are probably looking for one of the following mods:
one ship one torp (http://www.subsim.com/radioroom/downloads.php?do=file&id=3451) by fromhell
Critical hits for torpedos (http://www.subsim.com/radioroom/showthread.php?p=1302669#post1302669) by Darkreaver1980 (working dowload link toward the end of the thread)
one more thing: merchants can hit your sub from 6Km?? What kind of armament they have?
They are deadly accurate like destroyers!!
One hit from 6Km and sub hull integrity decreased to 51%?? Isn't it a bit too much?
Gun's accuracy and shell damage will be dealed with by Historical Guns Specs :up:
I suspect TDW working for Tommies! haha
That's sure: his english doesn't seem to have any kraut accent :03: :D
IRAI doesn't affect torpedo damage. You are probably looking for one of the following mods:
one ship one torp (http://www.subsim.com/radioroom/downloads.php?do=file&id=3451) by fromhell
Critical hits for torpedos (http://www.subsim.com/radioroom/showthread.php?p=1302669#post1302669) by Darkreaver1980 (working dowload link toward the end of the thread)
First, i'm sorry for the tone of my request, but that drove me mad this afternoon :/\\!!
Hours and hours for nothing (or so little) and cherry on the cake, my sub took very bad damage from merchant guns 6Km away!
I'm also using Reworked Morale and Abilities, and even asking torpedo man for heating torpedo doesn't made any change...2 torpedos, and boat gone :o
I'm not sure i am looking for 'One Ship One torpedo' mod either:hmmm:
Don't want to cheat, and i'm aware some boats need more than one torpedo to definitely sink, if we are in a hurry...but with 2 torp hits, no merchant could run away!
Maybe i should consider the 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating.
But is it really compatible with latest IRAI, FX Update, and RM&A?
volodya61
02-08-13, 06:30 AM
..my sub took very bad damage from merchant guns 6Km away!
Sounds like a glitch.. :hmmm: maybe it was mine? did you looked at the minefield map?
..i am looking for 'One Ship One torpedo'.... 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating...
These mods are cheats :timeout: :haha:
Try to enable Collateral Damage and Zone AP damage when Zone damaged in the patcher..
Also find the mod - Alternate Sinking Mechanism.. I use it and I had to reduce the damage of stock torpedoes..
First, i'm sorry for the tone of my request, but that drove me mad this afternoon :/\\!!
Your tone was as polite as usual :)
I'm also using Reworked Morale and Abilities, and even asking torpedo man for heating torpedo doesn't made any change...2 torpedos, and boat gone :o
I don't know what torpedo heating actually does in RM&A. You should ask Rongel on it. For sure, I know that he removed the torpedo speed ability, for the reason that you surely know.
I'm not sure i am looking for 'One Ship One torpedo' mod either:hmmm:
Don't want to cheat, and i'm aware some boats need more than one torpedo to definitely sink, if we are in a hurry...
Maybe i should consider the 'Critical Hits for Torpedos' mod as it seems interesting, and not cheating.
But is it really compatible with latest IRAI, FX Update, and RM&A?
I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".
It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.
but with 2 torp hits, no merchant could run away!
You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop :yep:
I don't know what torpedo heating actually does in RM&A. You should ask Rongel on it. For sure, I know that he removed the torpedo speed ability, for the reason that you surely know.
It boosts the damage, first level +10%, second +20% and third +30%. So it's quite subtle change at first levels.
It boosts the damage, first level +10%, second +20% and third +30%. So it's quite subtle change at first levels.
Ah ok Rongel...that's why. I had only first level activated :D
I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".
It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.
Thanks for that Gap, i'll give it a try soon :up:
You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop
Yes, of course i believe it...but don't you think a medium boat with 2 torp holes (not same place) should keep its inertia (as you said) but also in the meantime SINK quite fast? :hmmm:
On other hand, the Liberty ship i also hitted with only one torp, stopped and sank pretty fast...so i don't understand what happened:06:
Sounds like a glitch.. maybe it was mine? did you looked at the minefield map?
Yeah, a glitch :D But no mines far off the coast (at least 300Km)
Try to enable Collateral Damage and Zone AP damage when Zone damaged in the patcher..
Also find the mod - Alternate Sinking Mechanism.. I use it and I had to reduce the damage of stock torpedoes..
I'll have a look :up:
I have activated Critical Hits by Torpedos V1.1, but still useless :hmmm:
Made a test in my career, hitting a small merchant with one torp, and 6 hours later he was still navigating 5 knots and all in flames! :o:o
Definitely a problem here.
I'm considering changing IRAI version (have the latest) or even running without...
I have activated Critical Hits by Torpedos V1.1, but still useless :hmmm:
Made a test in my career, hitting a small merchant with one torp, and 6 hours later he was still navigating 5 knots and all in flames! :o:o
Definitely a problem here.
I'm considering changing IRAI version (have the latest) or even running without...
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help:up:
You can also try BRF (Better and realistic floatation) mod
Yeah, a glitch :D But no mines far off the coast (at least 300Km)
That's 100% a glitch:yep: I had the same one - sudden severe damages of the boat near the british merchants that were not even armed:hmmm:
- I know what you mean. Try 'Critical Hits for Torpedos'. Personally I haven't ever tested it, but from its readme it doesn't seem a "cheat mod".
It should only affect min and max torpedo effects, in their respective zon files, and it should be compatible with any version of the mods you have mentioned.
- You should consider ship's momentum. Even if her engines were suddenly blown, a medium ship sailing at normal speed would drift for several km before coming to a full stop :yep:
:
- I'm agree its not a cheat, but realistic one:yeah: Using it with pleasure:up:
- Depending upon damages, Gap. If, f.e. the hull is gone to 2 pieces after explosion, she is not going to pass too far:haha
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help:up:
Thanks for the tip Vlad, i'll try :up:
I'm considering changing IRAI version (have the latest) or even running without...
Disabe IRAI at your own risk: by doing it you would give up a lot of important features and you woudn't solve your issue anyway... :yep:
Try to deactivate "AI Crew Damage Control" patch in TDW's Generic Patcher. That should help:up:
YESS, Vlad is right! :up:
I should have noticed that you were using the Damage Control patch. This mod is sort of experimental and has been reported that when using it ships refuse to sink even if heavily damaged.
You can also try BRF (Better and realistic floatation) mod
I see from your mod list that you are currently using Fx Update. I cannot remember whether BARF is compatible with the latter. Probably not. Inform yourself before enabling it ;)
Yeah, thanks again Gap :)
I don't want to deactivate my IRAI. Was upset when was saying that! :haha:
I've deactivated "AI Crew Damage Control" patch in TDW's Generic Patcher, and it seems better! :up:
I see from your mod list that you are currently using Fx Update. I cannot remember whether BARF is compatible with the latter. Probably not. Inform yourself before enabling it
Yeah, BARF isn't compatible with FX, of what Volod said in this thread...
A shame because BARF looks nice :yep:
Yeah, thanks again Gap :)
I don't want to deactivate my IRAI. Was upset when was saying that! :haha:
Yes, I just wanted to make sure that you didn't address all of your rage against an inculpable mod :O: :haha:
I've deactivated "AI Crew Damage Control" patch in TDW's Generic Patcher, and it seems better! :up:
Good :yeah:
Vlad deserved a medal!
Yeah, BARF isn't compatible with FX, of what Volod said in this thread...
A shame because BARF looks nice :yep:
I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released :hmm2:
Trevally.
02-10-13, 04:50 AM
I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released :hmm2:
Yes - it was just a merge of the two zone files.:yep:
FX has had an update since then but a merge is easy
Merge (http://winmerge.org/)
Yes - it was just a merge of the two zone files.:yep:
FX has had an update since then but a merge is easy
Merge (http://winmerge.org/)
:up:
Do you mean Zones.cfg?
volodya61
02-10-13, 05:44 AM
..of what Volod said in this thread...
Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks
Do you mean Zones.cfg?
:yep:
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism (http://www.subsim.com/radioroom/showthread.php?t=193825) by Bilge Rat..
Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks
Sorry for hurting you :oops:
Didn't meant to.
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism (http://www.subsim.com/radioroom/showthread.php?t=193825) by Bilge Rat..
Good to know... Sér Vladimir :O: :up:
volodya61
02-10-13, 07:30 AM
Sorry for hurting you :oops:
Didn't meant to.
it's not hurting me.. it's OK.. Volod is just a meaningless set of sounds
Good to know... Sér Vladimir :O: :up:
Don Gabriele :salute:
:O:
I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released :hmm2:
You're right Gap! And there was also a small mod 'Real Sink' by MIA - really the FX zone's.cfg file, but changed according to BARF parameters:yep::salute:.
Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks
Volodya, Vova = Vladimir, Vlad = Vladislav:timeout:. Two different names by the way. Sorry for:spammm::oops:
volodya61
02-10-13, 03:58 PM
I prefer for my name those short forms that I pointed, please.. I don't like Vova :03:
Thank you :haha:
:O:
You're right Gap! And there was also a small mod 'Real Sink' by MIA - really the FX zone's.cfg file, but changed according to BARF parameters:yep::salute:.
Real sink? :o :hmm2:
http://omion.dyndns.org/images/png/sinkemacs-000901.png
Real sink? :o :hmm2:
Yes, in this thread http://www.subsim.com/radioroom/showthread.php?t=186253
I've been using the 'One Ship One Torpedo' and the 'Critical Hits for Torpedos' mods and they don't always do what their names imply, and I don't think they're 'cheats'. I've shot at freighters and still need 2 or 3 torpedos to sink them. Tho most small Coastal boats will go down with one torpedo.
'Critical Hits' I believe implies that if you hit a ship in a critical spot it takes only one torpedo to sink it. Take for instance a Capitol ship such as a Battleship or an Aircraft Carrier. I've sunk a Battleship with 2 torpedos, only because I believe I had hit an ammo magazine. Other times I've had to sink them using 3 and 4 torpedos. Same for an Aircraft Carrier. Hit a critical spot and they're toast. Remember in SH5 you aim and hold that spot on a ship and that's where your torpedo hits.... good or bad. In stock SH3 you were locked on and it hit where the 'lock' was. IIRC there was a mod that let you aim.
'One Ship One Torpedo' has to be for a critical spots too or the size of the ship.
I have both installed, but Critical Hits does overwrite One Torpedo.
Maybe I'm missing things by not using IRAI. But so far this time around all seems fine with the way my SH5 is working. My thought....If it ain't broke, why fix it? ;) LOL
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism (http://www.subsim.com/radioroom/showthread.php?t=193825) by Bilge Rat..
Woohooo!! Thanks for this link Volodya :yeah:
I just activated it to the end of my list, and run a test in my current career against a small merchant ----> it does EXACTLY what i was looking for, and is compatible with latest FX-IRAI-OHII etc :up:
One torpedo and the small merchant sunk in 5 minutes...with a huge hole in the bow.
Without this mod, the small merchant would have sit there for hours very slowly sinking.
I'm still convinced those kind of small boats (around 1600 tons) would have sunk very quickly after a torp hit :yep:
I have yet to test against bigger boats! Can't wait!
I just hope all boats are not sinking right away with only one torp! :haha:
(in this case, i will reactivate AI crew in the TDW patcher)
Maybe I'm missing things by not using IRAI
That's for sure! You are missing A LOT!
EDIT1:
Made a test vs a Hog Island boat (around 4600 tons) and after one torp hit right in the hull's middle, he sank after around 20 minutes...not that bad imo.
Waiting for bigger ones.
EDIT2:
An other Hog Island encounter: one torp and 2 hours later still alive but hull almosr submerged...had to achieve him.
So seems kind of random and i love the way it can sink either fast or slow now.
Only thing after activating this mod, is they loose speed very fast and always all stop at first hit...
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