View Full Version : SH5 questions
Coenraad
03-17-13, 01:49 PM
Hey all,
I just purchased SH5 yesterday and i was starting to wonder about sinking ships.
I come from SH3 (i didn't like SH4 much) and the first thing that i noticed is that the ships seem to have firebreathing dragons inside them. Big jets of flames spew out when i hit it with gunfire. Also they all first go fully ablaze before sinking just horizontaly. I sunk 19 ships now and not even a single one capsized or even broke in two.
So have i just been unlucky or does the sinking in SH5 work so much different?
If this is normal, could anyone point me to some mods(if there are any) that allow breakup and sink ships without first setting them on fire like some weird fuel soaked ship?
Yours,
Coenraad
Targor Avelany
03-17-13, 01:52 PM
stock SH5 damage/sinking model is one of the worst models I've seen around. Without mods, SH5 is really a very very bad game, unfortunately.
With the Critical Hits mod they do break in two. :D But... you have to aim and hit the critical sweet spot. ;)
Old Style Explosions + AST_SH5_v2 :up:
Coenraad
03-17-13, 11:53 PM
Thank you for your replies. Do you perhaps have a link to those downloads?
I tried to search for them but i could not find them?
AST_SH5_v2: http://www.mediafire.com/?554h0pa7qwq0h7a
Old Style Explosions is no longer avalaible on Subsim :-?
Coenraad
03-18-13, 02:27 AM
Thanks! Will try them after i come home from work.
RustySubmarine
03-18-13, 06:35 AM
Hey Coenrad, you need to add the 1.2 patch to SH5 before adding any mods and I suggest you read all the information about SH5 before you start. There are such a wide variety of mods for this sim and installing the best of the mods is not as easy as it was with SH3. Sobers Mega Mod is the one you really need to download. Although not exactly a Super Mod on its own, it is a collection of the best mods available, to make SH5 play at its best.
BigWalleye
03-18-13, 07:24 AM
Sober has a mod list, a list of download sites (current! Thank you, sober!), and I believe a bundle of mods all zipped together in one download file. IMAO, it's a good place to start. He has made good selections among equivalent mods and the piecemeal approach allows the user to remove or substitute for any mods he doesn't want.
Schleichfahrt v1.0 is an alternative semi-supermod. It's a more conventional approach, one set of game files that you install with JSGME. Actually 2 sets, because it doesn't include a UI. You have to roll in your own UI of choice. (Current most popular choices - I think - are TDW's New UIs v7.2.0, Magui v3.01, and UI-Boat v4.14.) It comes in two parts. One goes before the UI mod anfd the other after. It's good work, but you have to take the whole package. Or overwrite it.
Coenraad
03-18-13, 10:19 AM
Thanks once again for the help and tips.
I forgot to mention that SH5 is patched to 1.2
I tried that FX mod by Thedarkwriath but it gave some smoke bug and when the flares are shot up the game freezes for a few seconds...
Does anyone know if the Floatation mod is compatible with AST_SH5_V2 and the Critical hits mod?
Criticle Hits for Torpedos is about 2/3rds of the way down the page.
http://www.subsim.com/radioroom/downloads.php?do=cat&id=81&sort=date&page=2
Coenraad
03-19-13, 09:47 AM
Allright, got it to work. Used the FX_Update and that AST_SH5_V2 mod, and i think that mod removes the flares from the FX update. SInce i had no flares on the 3 ships i sunk last night.
Should i try to activate Critical hits With it or might that cause bugs since the AST mod allready alters sinking mechanics?
Dogfish40
03-19-13, 10:02 AM
AST_SH5_v2: http://www.mediafire.com/?554h0pa7qwq0h7a
Old Style Explosions is no longer avalaible on Subsim :-?
That's truly a shame, that is one mod that should be forever tacked on to the D/L pages. It replaces/rounds out that synthetic fireplace log effect.
Should i try to activate Critical hits With it or might that cause bugs since the AST mod allready alters sinking mechanics?
You could try it seeing it will be the last one in you mod install. If they don't work together remove either one. Or try them one at a time and see which one you like best. ;)
volodya61
03-19-13, 02:09 PM
Should i try to activate Critical hits With it or might that cause bugs since the AST mod allready alters sinking mechanics?
Don't enable Critical Hits.. these mods are not compatible.. AST is enough :yep:
Coenraad
03-21-13, 03:16 PM
I have them enabled both and it seems to work halfways atleast. I did blow up a large tanker with just 2 torps. But i have not had any breakups yet. But that might be due to the fact that i only have sunk 3 ships with torps.
The flares did show up again though, but it Works okey now with only short freezes that don't trouble me that much. Having lots of fun, i just recieved the type VIIB and am on the German Blockade mission now :)
Dogfish40
03-25-13, 10:35 AM
I have them enabled both and it seems to work halfways atleast. I did blow up a large tanker with just 2 torps. But i have not had any breakups yet. But that might be due to the fact that i only have sunk 3 ships with torps.
The flares did show up again though, but it Works okey now with only short freezes that don't trouble me that much. Having lots of fun, i just recieved the type VIIB and am on the German Blockade mission now :)
Hi Coenraad,
I thought I would mention this; I use 'Old Style Explosions' along with a mod called 'One ship,One torpedo 1.00a'. There are two different versions of "One ship..."
'One ship,One torpedo 1.00' makes just one torpedo truly devastating.
'One ship,One torpedo 1.00a' lessens the effect a bit, so you'll need more than one torpedo for larger ships (7000tons or more).
Along with TDW's FX mod, I have found the torpedo explosions to be very satisfying and more realistic.
Anyway, I thought I would throw that out there.
Gute Jagd. :salute:
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