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gouldjg
11-08-05, 09:38 AM
Hollywood Advanced Readme

Hi Folks

Get it here but please read through the readme


http://rapidshare.de/files/7350596/Hollywood_Advanced_RUB_IUB_Version.rar.html

For all those interested

I have now added the special effects version.

If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes.

Special effects version

http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l

Hollywood Fix for IIA torpedo room

http://rapidshare.de/files/7435567/Medals_and_renown.cfg.html

Just open your SH3 Commander folder and then CFG and replace the existing file with this one. You may want to save a copy of the file and restore it once you change uboat.

So remember that it has to do with the 10 crew slots being shared by 2 different compartments.

I would strongly reccomend putting it back to

other version after you upgrade to bigger boats.

Hope this helps.


Well I think it is time to release the first version in the New Hollywood advanced series.

Can I take this opportunity to thank all Modders who have been involved in this Mods creation both past and present including CCIP and the RUB team and the creator of Airpower mod etc etc.

I would like to especially like thank Jungmann for his past and continuing work on all aspects of the damage modelling and his never ending advice and good tips.


Finally, I would like to thank all Modders and beta testers for their continuing devotion to a great game. Without the testers, I know all my mods would have been failures for they help by giving feedback on important points and keep me in line as I tend to wonder.



This version is only for those who use either RUB or IUB and use Sh3 Commander you can also use HT on top of these mods. I just feel that not many people play with Vanilla game but I am open-minded on the subject. It is that RUB and IUB have changed weapon values that are best suited to the current setting I have done.

You say

“Hollywood is a stupid name for a Damage Mod & Multiple Crew Mod”

I say

“Well yes it is somewhat stupid but do not let it fool you as you will find out. The whole purpose of calling it Hollywood was the fact that it aims to give players more Immersion and Intense moments both while doing a career and when getting attacked. I think of it as a Hollywood version of the U-boat wars and the fact that each player will have a different experience than the next, a bit like your own storybook.

You say

“What is it all about then?”

I say

This mod has made changes to the Sub Damage model, which aims to give players a completely new experience when being attacked. It awards good management and evasive manoeuvres but punishes those who just dally to hit the repair buttons. Sometimes during an attack, you will find that you have to juggle men around from compartment to compartment just to get the bet repair squad in to control that flooding.

Remember that the men in all compartments except the crew quarters will fix their own but at times will also need the assistance from the repair crew.

The repair crew are the only ones who can repair the Rest Quarter’s compartments so always set this as a priority when you get heavy flooding.

Sometimes you will find that you have to add better-qualified men or less fatigued men to get the best results. It all adds to the immersion factor as it all depends on the state of your men and there qualifications.

Sometimes you will find flooding so minor that you will not want to come out of silent running until the DD has passed and is out of contact, then you whip out of silent and get those problems fixed ASAP.

You will notice the ability to sustain some more damage without actually crushing immediately, this gives the rare but possible chances of coming out of a dive due to flooding. It is all quite complicated but I guarantee it is better than the stock model or any previous Hollywood mods and will only get better.

This Mod now uses SH3 commander to let the player chooses which fatigue model to go with his new damage model so I have created a file that can be placed in Sh3 commander to offer more crew models..

I will explain each here

I have added a file in this mod that should be placed into your Sh3 commander folder in the relevant place. This file lets you choose one of the following fatigue models.

The key here is that should you wish to use the new damage mod, it is recommended to pick a fatigue model with Holl at the end as this changes the qualifications effects of crew members.

You Say

There are some new Crew Models in SH3 Commander, what are they all about then?

I say

Well everyone has different taste concerning how the crew should be managed and behave. This games original crew model has some limitations but due to recent discoveries, it has been possible to add new crew models based on real-time yet can be used when in high time compression. I am just trying to give players more choice.

I added a few of these, the latest being the Living crew model.

The rules are similar for all versions so I will give an overview of the critical points to each.

Living Crew

This model lets you set your own crew times for up to 16-20 hours depending on rank qualifications etc. After 16-18 hour, you will find the men are shattered and need rest. This model lets you put the men to rest but they will need up to 8-9 hours to recover from full fatigue. Now should you wish to be historic and change crew in e.g. every 8 hours you obviously will require less rest and sustain a more controlled crew status.

As with the other real-time crew mods, you should avoid the combat/repair stations until battle and always remember not to leave them on duty when not needed.

The none operating engine room can be used for excess crew and depending on what version you use, they will either not fatigue or fatigue very slowly to represent light duties. E.g. the living crew will fatigue at a much slower rate in the none operating engine room. In the 8-hour and 24-hour versions, they will not fatigue at all.

Another thing to mention about the Living crew compared to the other versions is the fact that men last longer in combat positions than the other two versions but never the less they will still be affected by combat readiness and weather.

It may all take a little getting used to but once you do, you will see the benefit like me.

An important note on these crew models is as follow.

Players must select a 3drender time that they wish this to continue. Look below for examples.

Problem

1. I like to play all the time in real-time but want to time compress to every crew change over because I plot the times on nav map.

Solution is as follows

Set your 3d render to 1024 or whatever the highest time you use and then note that you will fatigue right the way whether or not in time compression.

Problem

2. I like to play real-time but do not want to have to do all the micromanagement when leaving port and travelling to patrol points.

Solution is as follows

Set your 3d render to say 512 so that should you want to hyperspeed to enemy waters, anything over 512 will pause the fatigue model. When you are then in enemy waters you can travel 512 and under and still be fatigued.

Other questions

You say

Why is the RUB crew model not catered for by Hollywood Advanced?

I say

The RUB model is an ever-declining model with no chance of recovery. It relies on qualifications and represents long-term effects.

The RUB model will always have a varying crew level simply by the way it is set, so in its case, your men will be better at repairs early in the journey but after some weeks when stress takes effect, they will become shabby and hence the player will have a varying degree of repair handling automatically built into the model.

It is also not my place to change another person’s creation and if I did, and people were not happy, they would start moaning at Beery for something not related to him. So, overall, if you use the RUB crew model with Hollywood advanced, please direct problems to me before bashing his ear. Thanks.

I have set this up to my liking but should players feel that they want simple changes i.e. stronger or weaker compartments, equipment or crew etc, please contact me and I will see if anything what can be done.

People should understand that me and other people have spent 100,s of hours working out what is best and we as normal people will make mistakes. If you spot an error or simply want to make a recommendation, again please contact me via the thread this is posted in.

I am tired now so will wrap up for now until questions/comments come rolling in.

Have a great game all

Jason

p.s. please post if you wish a special effects version like the older Hollywood mods included where crew go flying from planes and ships.

kiwi_2005
11-08-05, 10:07 AM
Fantastic, another mod just what i needed. :up:

Let the downloading Begin!

The Avon Lady
11-08-05, 10:16 AM
I don't even play SH3 anymore. Who has time, downloading all these great mods! :-j

I'll have to look into this one some more. I can't tell whether it will lead to more or less crew babysitting. :hmm:

gouldjg
11-08-05, 10:54 AM
I don't even play SH3 anymore. Who has time, downloading all these great mods! :-j

I'll have to look into this one some more. I can't tell whether it will lead to more or less crew babysitting. :hmm:

You choose whether or not to crew babysit though I have to say it is good.

All you need to do is set the 3drender to any number that you want fatigue to stop draining at. This can now be done in SH3 commander

e.g. 3Drender = If set at 512 so anything above 512 time compression will pause the fatigue effect and anything on or below will continue fatigue.

Ask me if you are stuck on the 3d render issue and I will explain clearer.

I have also added Hollywood compatible non fatigue models and stock game fatigue models for those who prefer them. Sh3 commander files within the mod will ensure you have a choice of at least 10 different crew models.

To be honest the choice is yours as to what crew model to use. They all behave in different ways but the main thing is that the repair compartment has been decreased in efficiency so repairs will be harder no matter what model you use.

HEMISENT
11-08-05, 12:12 PM
Jason, I was just replying on another thread about the latest SH3 Commander + RUB 1.45 releasing all in the same night. Now with this at the same time it really is like Christmas in November.

Thanks to you and all the rest of the modders out there.

gouldjg
11-08-05, 01:05 PM
NP
Hemisent

Remember that over the next few days except for tonight, I will be writing up tutorials on how each player can tweak his own settings.

You may notice some changes on this but it is jsut playing safe on the first release. As more and more people use it, I will start to push the boundries further.

If you have any urgent probs or questions or change requests just leave in the appropriate threads and I will seek to solve the issues within the games limitations as we understand them today.

p.s. I am looking at replacing some pressure failure sounds as we are now experiencing the for longer time we should exploit a few new sound effect INHO.

kiwi_2005
11-09-05, 01:42 AM
Ok i am only intertested in the hollywood aspects of the mod, not the crew fatigue.

gouldjg
11-09-05, 04:06 AM
Ok i am only intertested in the hollywood aspects of the mod, not the crew fatigue.

When Installed you are given 10 fatigue models to choose from via SH3 commander however you are given multiple choices as to which one takes your fancy.

These have been tweaked to complimant the damage and repair times.

I have

Stock game Holl = stock fatigue model but with lowered qual effect

Stock game = everything standard

No fatigue Holl =No fatigue but lowered crew qual

No fatigue = Evrythig standard

RUB = has its own type of variation

Rub 1x Again has its own type of variation

8hr Holl = Lowered qualifications

8hr = Evrythig standard

24Hr Holl = Lowered qualifications

24Hr = Evrythig standard

Living Crew Holl = Lowered qualifications

Living Crew = Evrythig standard

The models with Holl on the end all have lowered qualification effects but you do not have to use them an can stick to vannilla models etc without Holl at the end.

Its the compartment changes and Hull inegrity that gives much of the effects along with a matching Zones.cfg.

I hope this was easy to understand as I have to rush to work.

P_Funk
11-09-05, 04:07 AM
I am definately interested in the fatigue stuff but I also want the visual effects. I've been grappling for a while with fatigue models. I have found a nice visual balance for SH3 with mods but not a fatigue model that suits me.

Question. I'm currently running IUB and I'm asking if using this mod would counter-act the Hollywood mod already incorporated into IUB (the one which makes the dudes go flying)?

If so I'd like to have a mod which accomplishes both the eye-candy and fatigue goals.

Thanks alot. You are an answer to exactly what I've been needing.

EDIT. In response to your last replay (I was typing mine as you posted yours) which do I use if I want to change shifts every 8 hours for my crew and use your modified crew fatigue? What exactly is different about 8hrs and 8hrs Holl?

EDIT. A further note to that is that I don't know what 3d Render refers to. In SH3 Commander I can see alot of ajustable things for time compression but none of them is called 3D Render.

gouldjg
11-09-05, 05:32 AM
I am definately interested in the fatigue stuff but I also want the visual effects. I've been grappling for a while with fatigue models. I have found a nice visual balance for SH3 with mods but not a fatigue model that suits me.

Question. I'm currently running IUB and I'm asking if using this mod would counter-act the Hollywood mod already incorporated into IUB (the one which makes the dudes go flying)?

If so I'd like to have a mod which accomplishes both the eye-candy and fatigue goals.

Thanks alot. You are an answer to exactly what I've been needing.

EDIT. In response to your last replay (I was typing mine as you posted yours) which do I use if I want to change shifts every 8 hours for my crew and use your modified crew fatigue? What exactly is different about 8hrs and 8hrs Holl?

EDIT. A further note to that is that I don't know what 3d Render refers to. In SH3 Commander I can see alot of ajustable things for time compression but none of them is called 3D Render.

A1

The fatigue model with Holl on are just for this version of Hollywood mod. Those without are for any version of the game. Basically they just lower qualification effects so that repairs take some time longer.

A2

The 3drender shows as WHEN IN 3D VIEWS under the time compression settings in sh3 commander. In your documents folder there is a sh3 directory. In this directory, you will find a file called Main.cfg. When you open this up and scroll down it is shown as 3drender = 32. That needs to be at whatever setting you want fatigue to continue to. SO if I was hardcore gamer, I would set it to 1024 so fatigue allways hits me. If on the other hand, I want to get out of freindly waters without having to plot each crew change over, I would set it at 512 so that when I go at 1024, the fatigue model is in pause mode.

Sorry for the confusion as I usually just edit it myself to this number but the sh3 commander now has the ability to do it for you.

A3

I will be doing a verion of this with the restored special effects that makes the crew go flying. It just going to take me a day to get it up and running. I should have it done soon, within a day or 2 at the latest.



I prefer the Living crew model as it allows the player to set his own shifts and has longer rest requirements so long as they are within 24 hours. I could either force them to do a 16 hour shift and then they will need 8 hrs sleep. They can however go on duty for 4 hours and only need a couple of hours sleep. Lots of vribles included to give player more variety.

I think it is more flexible and I aim to get it better and better till one day its tottally different type of model alltogether.

P_Funk
11-09-05, 05:53 AM
Bravo my friend. You are truly a credit to your kind (the modding kind of course :up: ). Reading about this mod gave me an adrenaline rush which I haven't felt since the first time I played SH3 fresh from the box.

Thanks for all the help. This excellent mod looks to make SH3 as close to complete as I want. I like the Living fatigue mod. I always just wanted a mod that would drain my crew as if they were just normal people. This is superb. I would keep talking but I need to play. :|\

ps. hope that flashy explosive version comes out soon.

gouldjg
11-09-05, 06:09 AM
Bravo my friend. You are truly a credit to your kind (the modding kind of course :up: ). Reading about this mod gave me an adrenaline rush which I haven't felt since the first time I played SH3 fresh from the box.

Thanks for all the help. This excellent mod looks to make SH3 as close to complete as I want. I like the Living fatigue mod. I always just wanted a mod that would drain my crew as if they were just normal people. This is superb. I would keep talking but I need to play. :|\

ps. hope that flashy explosive version comes out soon.


I will get it out by tomoz, Thats a promise

And just a slight teaser for the future of crew Fatigue models.

Sh3 commander allows a number of models to be added to the game yet it has only been the first 3 weeks since new capabilities had been made.

Tests are now being established by a number of modders to exploit all sorts of different angles to crew management in sh3.

I would be keep my eye on anything of late that mentions fatigue as it is surely a new and exciting area that can be exploited.

The best thing about this is the fact that you will always have some form of randomness in efficiency and that efficiency decreaes effect repairs.

Lots of varibles but it is time to sit back and let the maths guys work out what is best.

KaleunPeter
11-09-05, 07:49 AM
Well, been lurking on this forum since April, so might as well post something. :-)

This mod is truly excellent. I've played one patrol with the beta version I got last weekend, and another with the release version. The new fatigue system works really well. I tried your 8hrs shift before (your fatigue-only mod from two weeks ago or so), but found that to be too much micromanagement for my taste.

16 hours shifts with real-time management (1024 3d-renderer) is challenging but still bearable. I like to keep some balance between realism and fun. The 8hrs realtime was a bit too annoying, especially with a green crew. Got the Diesel-undermanned message just too often with that. With LivingCrew-Holl it was ok.

Now after two patrols the crew isn't absolutely green anymore, and admittedly I compensated a little by granting more than one qualification for one patrol with SH3-Commander.

Anyways. I've started playing this game in April, but deinstalled it after a month because I didn't find it so great. Too many bugs and flaws. However, after installing Rub, SH3-Commander, some minor tweaks and now the new Hollywood the game turned from mediocre into really good. Hats off to all you modders.

gouldjg
11-09-05, 12:44 PM
For all those interested

I have now added the special effects version.

If you have previous Hollywood Advanced version you just need to copy the zones.cfg to where it goes.

http://rapidshare.de/files/7402522/Hollywood_Advanced_special_effects_Version.rar.htm l

P_Funk
11-09-05, 07:17 PM
Much thanks. :up:

Nedlam
11-09-05, 07:36 PM
I'm trying out the Living crew Holl fatigue and have a question.

Does it affect loading torpedoes?

I have one Torpedoman (Senior Warrant Officer) and usually with him and 5 or 6 other sailors I could load a torpedo.

However, I loaded that forward torpedo area up with EVERY Warrant officer I had plus sailors and an officer and they will not load the dang torpedo. All of them are pretty much all at full endurance (some 100% the lowest 90%). I can barely get that green bar to move up!?!??!

It's my first mission using Living Crew Holl and it wasn't a problem before i tried this fatigue model. So far it's been a great. But the torpedo thing is a problem.

I might be missing something? Auto loading is checked. I even unchecked it and tried to manually do it... nothing

Any suggestions?

UPDATE: It's not the fatigue model. It's the damage model or probably the zone file. I realized after the original post that I installed the new damage model too.

I just switched back to the RuB fatigue and went in and fired some torpedoes and my men can't reload them. This is just as i enter the game still in the sub pen. With a full compliment of non-coms plus two first class seamen and an officer trying to load the torpedo.

One more thing. I tried that U505 mission and I can load torpedoes?!?!?!

Anyone else having this problem?

Hartmann
11-09-05, 09:54 PM
It happens in the sub pen or in every mission ??


I don´understand well :88)

If not try a stock mission or a training, are good mission for experiments, no enemies, clear waters, ships to sink ....

Nedlam
11-10-05, 06:55 AM
It first happened during a patrol in my IIA December 1939.

So I started the game over, changed back to the RuB fatigue model and created a new carreer in a a IIA. I jumped into the game and immediately fired torpedoes because I figured that is about the freshest my crew is going to be. They where unable to reload. The green bar over the torpedo room barely moved no matter who (or how many) sailors I put in the compartment.

I loaded a single mission (the U-505 one) and was able to reload torpedoes.

I have not tried it in the practice missions yet.

gouldjg
11-10-05, 08:19 AM
I will look into it for you today,

It should not be that hard to pin point.

BRB with Solution

gouldjg
11-10-05, 08:35 AM
It first happened during a patrol in my IIA December 1939.

So I started the game over, changed back to the RuB fatigue model and created a new carreer in a a IIA. I jumped into the game and immediately fired torpedoes because I figured that is about the freshest my crew is going to be. They where unable to reload. The green bar over the torpedo room barely moved no matter who (or how many) sailors I put in the compartment.

I loaded a single mission (the U-505 one) and was able to reload torpedoes.

I have not tried it in the practice missions yet.

I have found the fault and will post a fix later.

Apparently the IIA torpedo room shares the same settings as the repair station as both have 10 sailor places.

When a penalty was set on the repair station it automatically cascades to the IIA forward torpedo room.

Now to be honest the repair penalty is good but nothing super at this early war stage and thus this can be lowered back to a level where as the torp room will not be penalised. The living crew model allready has variation much as the men will never be a 100% fitness level

After you upgrade your boat, you can then reinstate the repair penalty because all other uboats do not have 10 sailor slots (I WILL JUST DOUBLE CHECK EACH ONE TO BE SURE)

I will post the fix file in 30 min as I have to get back to work on urgent JOB.

In the mean time you could just open up the SH3 commander directory and look where I posted the settings in .

CFG

medals and renown

Scroll down and you will find the offending line as below

NumberOfCrew5=10
Interval1_5=35
Interval2_5=35
Interval3_5=35


You just change it to look like this

NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7

I will post file later to fix it.

Sorry for stress caused and thanks for noticing it :up: :up:

Nedlam
11-10-05, 08:40 AM
No worries. Glad I could be of some service. Wow, does this mean I'm kinda a Beta Tester, sorta, kinda :)

I'm probably one of the very few people out there that still sail around in that little IIA. Oh sure you have those flashier VII's and stuff. Ooooooooh there nice and roomy, lots of torpedoes and better equipment. Yeah, well, so! My IIA is, ummm, a smaller target! So there!!!

Man I can't wait til 1941.
Man I can't wait til 1941.
Man I can't wait til 1941.
Man I can't wait til 1941.
Man I can't wait til 1941.

:)

Better check the IID as well I suppose. It's justa IIA with a bigger gas tank.

gouldjg
11-10-05, 08:46 AM
Hollywood Fix for IIA torpedo room

http://rapidshare.de/files/7435567/Medals_and_renown.cfg.html

Just open your SH3 Commander folder and then CFG and replace the existing file with this one. You may want to save a copy of the file and restore it once you change uboat.

So remember that it has to do with the 10 crew slots being shared by 2 different compartments.

I would strongly reccomend putting it back to

other version after you upgrade to bigger boats.

Hope this helps.

Redwine
11-10-05, 10:16 AM
At first.... many , many thanks for job and effort !!! :up:

Here my questions :

1]

Remember that the men in all compartments except the crew quarters will fix their own but at times will also need the assistance from the repair crew.

The repair crew are the only ones who can repair the Rest Quarter’s compartments so always set this as a priority when you get heavy flooding.

Can this behavior be modified ? I want the crew into the rest quarters works to repair the ship as any other crew.

2]

You will notice the ability to sustain some more damage without actually crushing immediately, this gives the rare but possible chances of coming out of a dive due to flooding. It is all quite complicated but I guarantee it is better than the stock model or any previous Hollywood mods and will only get better.


Sorry my bad english but i cant understand this part, but looks intersting, can you explain for me with another words please ?


3]
Can i modify the fatigue settings without ruins the mod ?
I hate the fatigue management, i dont like to be a nurse of my crew. Can i eliminate fatigue completely with no damage for the mod behavior ?


4]
I do not use RUB/IUB or any similar masive mod........ can i use the mod with good behavior ?

gouldjg
11-10-05, 10:43 AM
Hi Redwine

1. No, I have been unable to locate anything that enable the crew within the rest quarters to fix anything in those quarters.

The rest quarters have no operational basis in the game except for resting and healing.

2. In other words, I have changed the Zon files for the Hull integrity to be higher and now I should not really start breaking up at 70 meters after one bad run. I have however set flooding to behave differently and thus you will occasionally go into a slow dive due to flooding. I had this last night and the only thing that saved me was the quick thinking about hitting the emergency reverse thus slowing my decent.

3. In the mod I edited most fatigue models to be able to be used i.e. no fatigue models etc. They all have Holl after their name meaning they can be used with this Damage model.

4.You could use it but I have not changed values to accommodate the stock game values thus the results would be not good.

An example is the DC radius in stock game is much more powerful than RUB radius and therefore you will receive too much damage with this mod.

This mod has also had to accommodate other values in other weapons that are different to the stock game so behavior will be dodgy.

I would recommend against it for now and probably use an earlier Hollywood mod i.e. 2.3 version for vanilla game and then just install the submarine files from this mod to give you the extra Hull integrity.

Sorry about this but there is so much testing going on at the moment I m stuck for time to deal with vanilla game.

The good news is that there is news of a new model being released soon by Der Teddy (check subsim main page). This model is much more scientific than mine and I expect it has a lot to offer from what the readme describes.

Nedlam
11-10-05, 10:56 AM
How well will that Tonnage mod fit in with your New Hollywood Damage Mod?

I'm guessing you only mess with the Sub damage or is that tied in with other ships damage.

Also, will some of your fatigue mods have to be adjusted to work with the ones they are talking about?

Man, with all these new mods it's almost like a completely different game!

gouldjg
11-10-05, 11:18 AM
I think but am not positive of the following.

The tonnage mod will be a great Mod, thats for sure.

They have some amazing things as far as the ship sinking is concerned and if this proceeds, I will no longer need to work on ships for some time.

They have a more scientific crew model though I supect it can be incorporated in 24 hrs as they say. So we will not be losing the chance to have shifts etc.

Their mod will have more variations in the crew fatigue for two reasons.

1. Der teddy and his team do jobs down to the minute detail and are very very mature and detailed about it. They will provide a quality product thats for sure.

I have to be honest here and state that allthough my crew models have changed the game to such a extent that I now can play a campaign at ease and immersed, I am very intrigued and excited by the new Tonnage MOD prospects.

No matter what model comes out now. We can allways tweak zones cfg for damage to fit any crew model. Mix this with Jungmanns discovery on Hull inegrity and we will get very satisfying games.

There will come a day when each person can customise his damage to his liking.

So my best advice is to use Hollywood till other better stuff is released (i.e. tonnage mod). Rest assured that I am not leaving it. I am just making room for better developments.

I do not want the Hollywood mods to block these in any way as they have had twice as much work and thought put into them than what I did with Hollywood.

Consider my mod as a appetiser and the Tonnage mod as the main course done by pro's.

Redwine
11-10-05, 01:07 PM
Thanks Gouldjg for response.

I posted before but i can see my response now :hmm: , here another time :

Any way the fact i am not using any masive mod, do not means i am using ..... how do you call in english ? "vanilla" game.

I am using my own depth charges, with max damage continuous up to 4.5m (default), max blast radius up to 15m (tweeked), fall speeds 3m/s (default) and depth precision 25m (tweeked).

I am skeezing my brain attempting to obtain a good night visibility now, and testing another mods, too much mods at same time.

When finish, i will attempt to use yours, i like too much HollyWood mod from its early times.

Many thanks for effort, best regards, Red

gouldjg
11-10-05, 01:24 PM
Well Red

If you are using the usual games DC of 15 I suspect this will cover your DC experiences.

Can I suggest having a quick look at what other wepon differences you may have tweaked i.e. shells etc.

I have included a tweaked Hedgehog file as with the new hull, they needed upping in strengh.

If these pretty much follow the same lines as RUB, then I see little problems for you in using this mod.

Bye the way, If you have simple hex editor, you can always open up the sub zon files and change sub armour and hit points yourself.

They are located at the bottom of each file.

If you study current and previous znes.cfg changes in each hollywood mod both past and present, you will also see patterns that can be tweaked to your preferences.

Remeber though that most of the Hollywood ZOnes.cfg have adapted for airpower mod so ensure to check your plane settings if you do not use this one.

This does however require a lot of testing.

There are a million and 1 ways to get your combination.

Redwine
11-10-05, 10:01 PM
Mmmh...i am not user of Air Power mod, neither.

Many thanks for help !! :up: :up:

sk065
01-09-06, 01:52 PM
Just to clarify, is this part of RUB 1.45 already? Is see it listed in the readme. I

Tikigod
02-08-06, 02:56 AM
Just to clarify, is this part of RUB 1.45 already? Is see it listed in the readme.

He stated above its to go on top of the RUB 1.45 because it adds an extended time to factor of repair. The standard RUB version of hollywood has repairs that are almost within the hour. So adding this on top of RUB 1.45 will make it more realistic by making repair times longer by making them last days instead of just a few hours. But, all the toned down effects that are included in RUB are still the same as from what I have read.

Tikigod
02-08-06, 02:59 AM
My question is is this mod the same as the Diehard Mod Jungman is working on in this post? I see he is credited for his findings on the damage modeling....but, is this mod the completed version of his DieHard Mod? he seems to have disappeared before releasing his completed version of Diehard beta.

http://www.subsim.com/phpBB/viewtopic.php?t=44158&highlight=hollywood

Also is the fix included with the top link? or do we have to download the fix after downloading the first link. The second link is broken.

Also is this mod compatible with Harbour_Traffic_147_for _RuB_145? there are a few zone files that HT installed but I think its ok to be overwritten....

Rubini
02-08-06, 09:03 AM
The zones.cfg on the HT mod only modify a bit the Big bombers (aircraft). You can replace it, the modifications are barely noticeable.

Rubini.