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nvdrifter
08-02-06, 12:50 AM
**Released** Drifter's Realism Mod v1.0 (previously Longer Repair Times v1.2)- This mod is compatible with Grey Wolves v1.1 and vanilla (unmodded) SH3.


The goal of this mod is to make SH3 much more realistic, challenging, and dangerous.

Main features of this mod-

a) Much longer U-boat repair times than vanilla SH3-

This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 100 hours or more to repair. Also expect to abort more often back to base after taking heavy damage, just like it was in real life.


b) Less crew compartment deaths, and increased chance of crew deaths on top deck-

This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion.


c) Removed the cheat message saying 'We may have been detected.'-

This is an obvious cheat that had to be removed for realism reasons.


d) Much slower compartment flooding times-

This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With DRM, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. But to balance this out, I have moderately increased the floatability of all compartments, which increases the weight of the water inside the boat. This will drag your boat down sooner than before. So realize that there is a good chance that you will die from being crushed at exreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.



I am very excited about this mod and have put a lot of time and effort into it. Many hours of playtesting and tweaking, trying to get the right balance. I hope everyone enjoys this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully you will experience your own Das Boot moments, too. ;)

**UPDATE** **NEW VERSION! 1.01a available now**

Download here:

http://rapidshare.de/files/28042866/Drifter_s_Realism_Mod_v1.01a.zip.html

Gizzmoe
08-02-06, 02:08 AM
:up:

Mirror:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.0.zip

enaceo
08-02-06, 02:49 AM
This sounds really good.I have been waiting for something like this for a long time,especially that thing when a compartment was filled you were dead.No excitement of being pulled down to extreeme depths ,praying that you could get rid of the water before the hull is crushed because most of the time you would be dead before you reached huge depths.Also,I'm really glad it works with the major-mods.Just waiting for that link now:).

nvdrifter
08-02-06, 06:47 AM
This sounds really good.I have been waiting for something like this for a long time,especially that thing when a compartment was filled you were dead.No excitement of being pulled down to extreeme depths ,praying that you could get rid of the water before the hull is crushed because most of the time you would be dead before you reached huge depths.Also,I'm really glad it works with the major-mods.Just waiting for that link now:).

The first time I played this completed (not playtesting) version of DRM, I actually felt scared when being depth charged. :D I was running for my life, but couldn't escape because of the damage. Then my boat sank to the bottom (near northern France) because my batteries were fried and my propellers were heavily damaged. I thought I could wait it out on the bottom and repair, but the damage was too much and the flooding was too heavy. I blew ballast and surfaced- surrendering.

enaceo
08-02-06, 08:23 AM
Yey- we can download now!
Do you need to start a new career for this to work or just starting a new patrol will work?Thanks!

Magua
08-02-06, 08:35 AM
Sounds like a winner Drifter! Good Work!

nvdrifter
08-02-06, 09:27 AM
Yey- we can download now!
Do you need to start a new career for this to work or just starting a new patrol will work?Thanks!

I would try it with a new patrol. That should work.

nvdrifter
08-02-06, 09:30 AM
Sounds like a winner Drifter! Good Work!
Thanks. Though I am still a little bit concerned about the floatability changes I made. Thinking about lowering those numbers again and slowing flooding times even more in the next release.

But OMG, SH3 is really hard now when using this mod. I am now a very cautious captain! :lol:

cobalt
08-02-06, 10:02 AM
does the watch crew efficiency still suffer in this mod, or has that b een adressed?

nvdrifter
08-02-06, 10:08 AM
does the watch crew efficiency still suffer in this mod, or has that b een adressed?

The watch crew efficiency never suffered in LRT, and it doesn't suffer in DRM, either. That is why the sensors.cfg file is included with all versions.

**Visual uses crew efficiency=false**

nvdrifter
08-02-06, 10:13 AM
Here is a pic of the damage I sustained after being bombed by an unseen aircraft while running at snorkel depth during a GW 1944 campaign mission using DRM v1.0. It sounded like at least 2 bombs struck my boat. The flooding and damage were too much for my boat and I eventually had to abandon ship. :oops: (all repair times shown below were using a full damage control team)


http://img313.imageshack.us/img313/859/sh3img28200622470640te7.png (http://imageshack.us)

mr chris
08-02-06, 11:42 AM
Sounds and looks fantasic can't wait to try it out.
keep up the great work Drifter.:arrgh!:

Salvadoreno
08-02-06, 12:52 PM
How does this effect NYGM 2.0 with all its changes to compartments, crew efficiencies, inability to use damage control team for everything, and the "hummingbird"? Is this fully compatible with NYGM? Doesnt change or tweak anything? This sounds like an amazing mod and id love to dl it. But WaW prevents me from downloading things that may have negative effects.
Awesome work tho NVDRIFTER! Looks liek you spend a lotta work and playtesting! Have you contacted Teddy bar and asks how it works with it?

mr chris
08-02-06, 01:01 PM
nvdrifter please could you tell me where to place the two files in the recomemded optional tweaks part of the mod. As the readme for each file will not open for some strange reason.
Happy hunting:arrgh!:

enaceo
08-02-06, 01:38 PM
Here's the readme with the steampipe sound
This file replaces the loud (and extrmemely annoying) default broken steam pipe sound with a quieter, more soothing sound. ;)

To install, just place this file into C:\Program Files\Ubisoft\SilentHunterIII\data\Sound

Tweak created by Nvdrifter

And for the other one :

This optional file removes the repeating and totally annoying 'We have flooding' voice from the chief officer. The chief officer will still show his back and forth movement animation sometimes, but there will be no repeating flood report voice now.

**Make a backup of Message_CH.cfg file first!**


To install, just place Message_CH.cfg file into:

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg


Tweak created by Nvdrifter

**Special thanks to Bigboywooly who posted this idea fix on the Subsim forum**

And i'm also interested ,if you could tell us,the full changes made to NYGM or GW when using this.I haven't been able to fully use the mod just yet since i'm in the middle of a patrol and i don't want to bust it.

bigboywooly
08-02-06, 01:47 PM
:oops: oh my :oops:

Great stuff Nv :up:
Cant wait for current patrol to end now to install this

^SG^
08-02-06, 01:53 PM
I have a question. It seems that at least for some equipment repair times are a bit strange. E.g. my limited understanding of batteries arrays construction suggest that if some cells are damaged they can not be repaired, just some new connections could be made to utilize undamaged ones. Definitely it should not take 100-120 hours. Is it possible to tweak time/some coeffs for each existing type of equipment?

enaceo
08-02-06, 02:01 PM
Indeed i was thinking about the same thing ,but in the confined tube-like space of the sub i doubt that it would be a fast job and i don't even think that re-wiring could be done there,to sacrifice much-needed power.I'll ask my grandfather about this,since i have found out that he actually worked as a mechanic for the germans in the war.When i asked him some time ago he said he worked on aircraft,but maybe he knows something about U-boats:D

mr chris
08-02-06, 02:07 PM
Here's the readme with the steampipe sound
This file replaces the loud (and extrmemely annoying) default broken steam pipe sound with a quieter, more soothing sound. ;)

To install, just place this file into C:\Program Files\Ubisoft\SilentHunterIII\data\Sound

Tweak created by Nvdrifter

And for the other one :

This optional file removes the repeating and totally annoying 'We have flooding' voice from the chief officer. The chief officer will still show his back and forth movement animation sometimes, but there will be no repeating flood report voice now.

**Make a backup of Message_CH.cfg file first!**


To install, just place Message_CH.cfg file into:

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg


Tweak created by Nvdrifter

**Special thanks to Bigboywooly who posted this idea fix on the Subsim forum**

And i'm also interested ,if you could tell us,the full changes made to NYGM or GW when using this.I haven't been able to fully use the mod just yet since i'm in the middle of a patrol and i don't want to bust it.

Thanks very much for your help enaceo, very much apecatied.:up:
Happy hunting:arrgh!:

StalkingPanther
08-02-06, 02:14 PM
Hi nvdrifter,

a great mod, thanks a lot! Using it with GW 1.1a.

Two tips from my first experience:

1. The mod seems unrealistically hard to me now (compared to the last LRT version). I lost great amouts of hull integrity for small incidents, e.g. about 40-50% for a single (or pair) DC hit in one case or 65% for a few gun hits (just in the short time before crash dive) in another try. This makes it unrealisticly difficult to survive after being hit just slightly once or twice (crush depth decreases rapidly and so on). Also the repair times seem unrealistically long, full losses of systems (non-repairable) occur too fast in my opinion. No room left for ''Das Boot"-Stories - you will just die in most cases after taking damage once!
I'm normally a fan of 'hardcore-realism', but this now just eliminates the chance to experience what real-world sub drivers experienced in history - the exciting challenge to get out alive even after taking a serious amount of damage.
I'd be very happy if you release a new version which is more balanced!

2. Please place the non-optional core files in the correct subfolders in your zip file ('JSGME-compatible' version), this would save a lot of work to modders.

Kind Regards
StalkingPanther

Myxale
08-02-06, 03:02 PM
First off: Kudos to your new baby drifter!:up:
But i gotta say it's little to hard, and i gotta line up with panther (welcome here) on that regard!:hmm:

And why the renaming! LRT was quite a dashing name!;)

But new mod is too final. What i mean You (more like "I") hardly have a decend chance to made it out of a heavy DC punding!:doh: To fast the batteries are fried or to fast one essential machine is broken for good!

Maybe i suck a being a good Kaleun! I better stich to ver. 1.1!:hmm:

enaceo
08-02-06, 03:44 PM
Here's the readme with the steampipe sound
This file replaces the loud (and extrmemely annoying) default broken steam pipe sound with a quieter, more soothing sound. ;)

To install, just place this file into C:\Program Files\Ubisoft\SilentHunterIII\data\Sound

Tweak created by Nvdrifter

And for the other one :

This optional file removes the repeating and totally annoying 'We have flooding' voice from the chief officer. The chief officer will still show his back and forth movement animation sometimes, but there will be no repeating flood report voice now.

**Make a backup of Message_CH.cfg file first!**


To install, just place Message_CH.cfg file into:

C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg


Tweak created by Nvdrifter

**Special thanks to Bigboywooly who posted this idea fix on the Subsim forum**

And i'm also interested ,if you could tell us,the full changes made to NYGM or GW when using this.I haven't been able to fully use the mod just yet since i'm in the middle of a patrol and i don't want to bust it.
Thanks very much for your help enaceo, very much apecatied.:up:
Happy hunting:arrgh!:

No problems mate!Just helping a fellow Klauen:)
And now on-topic.I also agree...in some cases the damage seems kind of "over-realistic" if you will.But i got sick of the imediate repairs in the old sh.Never had the excitement of going down twards crush depth while the crew was repairing too often...and also when a DC would hit you dead-on ,the only thing blown-up would be the coning-tower,and your radio/sonar crew would die,sometimes even people in the bow/stern quarters.Looking forward to a 1.3 version,with a bit more balanced damage,but not too much.And also,you should put the files in the format that will work with the mod enabler.Thanks for a gr8 mod:up:

nvdrifter
08-02-06, 08:12 PM
Thanks for the feedback, everyone. :up: I may have gone a little bit overboard on the equipment damage. :-? But I am still happy with the really long repair times, though. I feel this is totally realistic by having to abort back to base after taking very heavy, unrepairable (too long) damage. But what I will probably do is increase the armor ratings of all equipment again so they can withstand much more pounding before taking damage. I also plan on decreasing the compartment floatability numbers back down again, so the boat won't start sinking quite so soon after flooding starts. I can't really decrease repair times individually for batteries, because all repair times are connected. But I could decrease battery hitpoints so they would be destroyed quicker (which might be more realistic). Maybe I'll change the name back to LRT. Does everyone like the old name better?

Look for another updated version soon.

kapitanfred
08-02-06, 11:09 PM
Excellent stuff but it would well be worth making it a JSGME file for each compatible mod versions for easy installing.

nvdrifter
08-02-06, 11:23 PM
Excellent stuff but it would well be worth making it a JSGME file for each compatible mod versions for easy installing.

Will do. :yep:

enaceo
08-03-06, 02:43 AM
The name doesn't count as long as the mods does it's job:up:
Glad to hear about the "more hitpoints" thing .Also,you said you will reduce the floatability-will you reduce it to the "original" values ?
Can't wait for the "patch" .Good work on the mod.

Stiebler
08-03-06, 04:05 AM
Note to all users of NYGM:

This mod is compatible with NYGM 2.0 only in the sense that it overwrites several key NYGM components, such as the 'Anti-humming-bird' (inability to hover underwater at 0 kts).

The NYGM team is unable to endorse either the 'Realism Mod' or the 'Longer Repair Times Mod'. Apologies to all concerned.

Stiebler.

NYGM Tonnage War Mod - Leading Edge Realism (http://www.subsim.com/phpBB/viewtopic.php?t=49428)

Salvadoreno
08-03-06, 04:08 AM
Thankls Steibler. So it only disables the anti-hummingbird mod.. hmm thats not TOO bad. After my WaW campaign ill definately try this out. NVDRIFTER has done a great job. Maybe someday ::sigh:: all will be peaceful in the mod world and these will be implemented in NYGM fully compatible.

Stiebler
08-03-06, 04:12 AM
So it only disables the anti-hummingbird mod.. hmm thats not TOO bad.

It also breaks the NYGM Damage Control Mod.

Stiebler.

nvdrifter
08-03-06, 04:37 AM
Note to all users of NYGM:

This mod is compatible with NYGM 2.0 only in the sense that it overwrites several key NYGM components, such as the 'Anti-humming-bird' (inability to hover underwater at 0 kts).

The NYGM team is unable to endorse either the 'Realism Mod' or the 'Longer Repair Times Mod'. Apologies to all concerned.

Stiebler.

NYGM Tonnage War Mod - Leading Edge Realism (http://www.subsim.com/phpBB/viewtopic.php?t=49428)

'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame YOU. :nope: The warning is in the included readme files. And I don't really care if you endorse my mods or not.

mountainmanUK
08-03-06, 04:59 AM
Please, please, please....

Can we stop bickering about the apparent "two sides"??

We are ALL addicts to the SAME simulation....SH3.
OK, so there are a couple of different Major-Mods, which (currently) cannot be run simultaneously.

Some like one, some prefer the other.......NO PROBLEM.

Some make Mods for one, some for the other.......NO PROBLEM

Everyone should be, and IS, allowed to use whichever they prefer....NO PROBLEM

If anyone wished to use BOTH, do a multiple install of SH3.....NO PROBLEM

The talented people who design and build Mods for EITHER side are doing what they want, for their OWN preferred "Major-Mod", and benefitting ALL users of SH3 by doing so..........NO PROBLEM

So..................can everyone please stop all the back-biting and bitching about each others work, and let us all go back to enjoying SH3, in whatever form we individually choose?

(Speaking for myself, I have THREE SH3 installations, on TWO different computers. One, which I use for my WaW Career, uses NYGM TW 2, plus a few extra Merchants. One has a GW install, which I use for my non-WaW personas (also great for Screenshots etc.), The other I have as a "vanilla" 1.4 install, in which I try out any new Mods, one at a time, to decide whether they are useful to me personally. I have great respect for both the GW Team, and the NYGM Team, and also the "independent" modders......all go together to try their best ti improve on what is a superb Simulation.)

There is absolutely no need for anyone to criticise the work of anyone else, unless false claims are made. If everyone were honest, the world would be a much nicer place to be!!!

Sorry for going on about this, but I have seen far too many great Web Communities "go under" due to this kind of in-fighting, and I'm sure that NONE of us want that to happen to the SH3 Community.



Regards

sergbuto
08-03-06, 07:07 AM
I totally agree. It seems the NYGM team has a 'We are better than everyone else attitude', and personally I am getting tired of it. I just wanna make this game better without all the BS from some (unamed) people on this board. I am not in any competition with anyone. My modding projects are just purely entertainment for me, and not some sort of selfish, egotistical power-trip.

Actually, seeing "Leading Edge Realism" makes me smile every time.

Myxale
08-03-06, 07:24 AM
I'm really thankful that drifter bothers with all the "other Mod" versions of his cool mod.:up:

Please lets be civil and keep the community as a whole! We all have already been there!:88)

enaceo
08-03-06, 07:31 AM
Why are you guys fighting all of a sudden?I'm sure nvdrifter spent a long time trying to make the mod compatible with all 3 "versions" of the game ,and we should respect that.Also,NYGM spent a long time making their own super-mod ,and we should respect that too.We shouldn't be flaming eachother,like someone else said,like "My mod's better that yours you suck" or things like that.Everyone spent a lot of time making their mod/supermod/whatever to add to this community we are ALL part of.Instead of flaming eachother,working togheter to solve these "problems" with the mods is the better thing to do.

nvdrifter
08-03-06, 07:52 AM
I have finished a beta version of Drifter's Realism Mod (1.01a). Here are some of the changes I made-

-decreased equipment repair times back down to shorter times.

-decreased compartment floatability numbers (u-boat won't be dragged down by flooding so soon now).

-slightly slowed compartment flooding times even more.

-changed compartments to have their own armor ratings, and no longer dependent on hull integrity.

-greatly increased all u-boat hull hitpoints.

-greatly increased hull crush speed to compensate for increased hull hitpoints.

-slightly increased chance of crew deaths on top deck.

I have focused on trying lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). So now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth).

**Please note- This version will not turn your u-boat into an indestructible tank. Internal and external u-boat equipment will still be damaged normally.**


This is a beta version, so anyone who is interested in testing it, please download here:

*LINK REMOVED*

***NYGM is no longer supported by me, due to the NYGM team's continual complaining about the changes I have made to make my mod compatible with NYGM. And therefore, the download link has been removed. The Grey Wolves team still has my full support when developing my mods.***

The Grey Wolves and vanilla SH3 versions of DRM v1.01a can still be downloaded here:

http://rapidshare.de/files/28042866/Drifter_s_Realism_Mod_v1.01a.zip.html

nvdrifter
08-03-06, 08:22 AM
Hmm. Maybe in the next regular version release, I will rename it back to Longer Repair Times again. Because by seriously reducing the signifigance of the hull integrity, it's not a super realistic mod (except for the repair times and other things). I guess my goal with this mod is just to make more intense, drawn out, nail-biting experiences.... like in the movie 'Das Boot'! :lol:

Gizzmoe
08-03-06, 08:39 AM
1.01a also available here:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.01a.zip

Onkel Neal
08-03-06, 08:51 AM
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame You. The warning is in the included readme files. And I don't really care if you endorse my mods or not.

I think the key here is: if your mod "disables" a feature of NYGM, GW, RUB, or any other mod, you should not say it is "compatible" with that mod. That may cause some to think your mod allows all the functions of the other mods mentioned and adds your new functions. If a mod overwrites or disables another mod, it is not "compatible". Does that make sense?

Doesn't mean your mod is not great, I'm sure it is. But I'm suggesting not declaring it as "compatible" unless you are sure. If you have tested it and can demonstrate that all aspects of NYGM, GW, (or whatever mod you are saying it is compatible with) work as before, then it is compatible.

Onkel Neal
08-03-06, 08:52 AM
Why are you guys fighting all of a sudden?I'm sure nvdrifter spent a long time trying to make the mod compatible with all 3 "versions" of the game ,and we should respect that.Also,NYGM spent a long time making their own super-mod ,and we should respect that too.We shouldn't be flaming eachother,like someone else said,like "My mod's better that yours you suck" or things like that.Everyone spent a lot of time making their mod/supermod/whatever to add to this community we are ALL part of.Instead of flaming eachother,working togheter to solve these "problems" with the mods is the better thing to do.

Well said :up:

nvdrifter
08-03-06, 09:34 AM
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame You. The warning is in the included readme files. And I don't really care if you endorse my mods or not.
I think the key here is: if your mod "disables" a feature of NYGM, GW, RUB, or any other mod, you should not say it is "compatible" with that mod. That may cause some to think your mod allows all the functions of the other mods mentioned and adds your new functions. If a mod overwrites or disables another mod, it is not "compatible". Does that make sense?

Doesn't mean your mod is not great, I'm sure it is. But I'm suggesting not declaring it as "compatible" unless you are sure. If you have tested it and can demonstrate that all aspects of NYGM, GW, (or whatever mod you are saying it is compatible with) work as before, then it is compatible.

I guess the warnings in the readme files aren't good enough? And to call it compatible, it can't change anything in the other mods? And I never said that my mod allows all functions of the other mods. It is clearly stated in the readme files that my mod disables or changes some features in NYGM and GW.

Let's see, what other word can I use besides compatible. I know... the NYGM Disabler Mod. :p

nvdrifter
08-03-06, 09:57 AM
This whole thing is just becoming petty and ridiculous. I was trying to make my mod compatble with NYGM and GW as a service to the players who use these two mods. But I have decided to stop all support of my mods to be compatible with NYGM, due to the NYGM team's continual whining. I apologize to all NYGM users, but it just isn't worth the trouble anymore. I DO want to say thank you to the Grey Wolves team for their patience and understanding regarding my mod disabling some of their features. I will continue to happily support the Grey Wolves team when making my mods. I also want to say thank you to everyone else here who have posted their opinions, ideas, and encouragement regarding my mods. :up:

I have removed the other download link for DRM v1.01a that contained the NYGM version.
The new link (without the NYGM version of DRM) can be downloaded here:

http://rapidshare.de/files/28042866/Drifter_s_Realism_Mod_v1.01a.zip.html

kapitanfred
08-03-06, 10:00 AM
I'd say no matter what mod one wishes to use, it will always change or should I say overwrite some aspect of a different mod in some ways.

People, this is what's happening. Everyone in the modding world of SH3 believes that things can be improved one way or another to bring realism to this fantastic sim so that all have a choice in which direction one wishes to go to make it as enjoyable as possible. Having said that, no matter what is changed, there will always be someone that will disagree, de-grade, find faults whatsoever because it doesn't suit their type of game play.

So let me give you a bit of advise. DON'T bother trying out mods if you think it's going to upset your type of game play. These guys do an incredible job and believe there is more to it than what the stock game provided originally.

I take my hat off to all that are willing to have a go at making this sim better.:up:

Keep up the great work nvdrifter and anyone else who has the nerve to have a go.

I look forward to the next version of the Realism mod.

jaxa
08-03-06, 10:02 AM
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame You. The warning is in the included readme files. And I don't really care if you endorse my mods or not.
I think the key here is: if your mod "disables" a feature of NYGM, GW, RUB, or any other mod, you should not say it is "compatible" with that mod. That may cause some to think your mod allows all the functions of the other mods mentioned and adds your new functions. If a mod overwrites or disables another mod, it is not "compatible". Does that make sense?

Doesn't mean your mod is not great, I'm sure it is. But I'm suggesting not declaring it as "compatible" unless you are sure. If you have tested it and can demonstrate that all aspects of NYGM, GW, (or whatever mod you are saying it is compatible with) work as before, then it is compatible.

I guess the warnings in the readme files aren't good enough? And to call it compatible, it can't change anything in the other mods? And I never said that my mod allows all functions of the other mods. It is clearly stated in the readme files that my mod disables or changes some features in NYGM and GW.

Let's see, what other word can I use besides compatible. I know... the NYGM Disabler Mod. :p

Well said, nvdrifter :D
I must say your mod is second of my "must have" mods (first is GW :cool:). I'm agree with users that last version is really hardcore and should be slightly modified (version 1.01 looks better and will be good balance between realism and fun).

Keep good work, mate. :up:

jaxa
08-03-06, 10:04 AM
This whole thing is just becoming petty and ridiculous. I was trying to make my mod compatble with NYGM and GW as a service to the players who use these two mods. But I have decided to stop all support of my mods to be compatible with NYGM, due to their continual whining. I apologize to all NYGM users, but it just isn't worth the trouble anymore. I DO want to say thank you to the Grey Wolves team for their patience and understanding regarding my mod disabling some of their features. I will continue to happily support the Grey Wolves team when making my mods. I have removed the other download link for DRM v1.01a that contained the NYGM version. The new link (without the NYGM version of DRM) can be downloaded here:

http://rapidshare.de/files/28042866/Drifter_s_Realism_Mod_v1.01a.zip.html

It's still beta version, isn't it?

nvdrifter
08-03-06, 10:14 AM
I'd say no matter what mod one wishes to use, it will always change or should I say overwrite some aspect of a different mod in some ways.

People, this is what's happening. Everyone in the modding world of SH3 believes that things can be improved one way or another to bring realism to this fantastic sim so that all have a choice in which direction one wishes to go to make it as enjoyable as possible. Having said that, no matter what is changed, there will always be someone that will disagree, de-grade, find faults whatsoever because it doesn't suit their type of game play.

So let me give you a bit of advise. DON'T bother trying out mods if you think it's going to upset your type of game play. These guys do an incredible job and believe there is more to it than what the stock game provided originally.

I take my hat off to all that are willing to have a go at making this sim better.:up:

Keep up the great work nvdrifter and anyone else who has the nerve to have a go.

I look forward to the next version of the Realism mod.

Thanks for the support. :up: I really don't know what's happening on this board. SH3 is just a game. I wish some people here would lighten up a little bit.

Onkel Neal
08-03-06, 10:21 AM
Lol, no, your readme warnings are good, but to keep the confusion level to a minimum, we have to make sure the end user knows exactly what he's getting. It will save you a lot of work later on, too.

thanks for your help:yep:
Neal

nvdrifter
08-03-06, 10:25 AM
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame You. The warning is in the included readme files. And I don't really care if you endorse my mods or not.
I think the key here is: if your mod "disables" a feature of NYGM, GW, RUB, or any other mod, you should not say it is "compatible" with that mod. That may cause some to think your mod allows all the functions of the other mods mentioned and adds your new functions. If a mod overwrites or disables another mod, it is not "compatible". Does that make sense?

Doesn't mean your mod is not great, I'm sure it is. But I'm suggesting not declaring it as "compatible" unless you are sure. If you have tested it and can demonstrate that all aspects of NYGM, GW, (or whatever mod you are saying it is compatible with) work as before, then it is compatible.

I guess the warnings in the readme files aren't good enough? And to call it compatible, it can't change anything in the other mods? And I never said that my mod allows all functions of the other mods. It is clearly stated in the readme files that my mod disables or changes some features in NYGM and GW.

Let's see, what other word can I use besides compatible. I know... the NYGM Disabler Mod. :p

Well said, nvdrifter :D
I must say your mod is second of my "must have" mods (first is GW :cool:). I'm agree with users that last version is really hardcore and should be slightly modified (version 1.01 looks better and will be good balance between realism and fun).

Keep good work, mate. :up:

Yeah, it's still beta. But I think it's a big improvement over the last version. You are right, v1.0 was too hardcore.. hehe. :D

Onkel Neal
08-03-06, 10:25 AM
Hmmm...looks like you changed your post so my response to it no longer makes sense :-?

nvdrifter
08-03-06, 10:28 AM
Hmmm...looks like you changed your post so my response to it no longer makes sense :-?

I did change it a little bit (earlier) to make it clearer regarding the readme files.

kapitanfred
08-03-06, 10:31 AM
Thanks for the support. :up: I really don't know what's happening on this board. SH3 is just a game. I wish some people here would lighten up a little bit.

Don't worry about the minority. They probably have nothing else to do:lol: Keep up the great work :up:

nvdrifter
08-03-06, 10:36 AM
Thanks for the support. :up: I really don't know what's happening on this board. SH3 is just a game. I wish some people here would lighten up a little bit.

Don't worry about the minority. They probably have nothing else to do:lol: Keep up the great work :up:

It's only a game, isn't it? :o Thanks for the support. ;)

U-Bones
08-03-06, 10:44 AM
I consider removing NYGM Damage Control a fix.

Not allowing them to control damage = leading edge realism ?

mr chris
08-03-06, 11:17 AM
nvdrifter, Have just played my first patrol with GW after installing your mod. Just wanted to say what a great job you have done:up: Was going along when all of a sudden a destroyer pops up out of the fog. Crash dived and got worked over. Took over an hour and a half to sort out the control room in real time. Much better than it all being sorted out in just a few minutes.
Keep up the good work:rock:

vodkaphile
08-03-06, 11:46 AM
Drifter -

You shouldn't be upset with NYGM for not supporting your mod. It disables some of the features in their mod.

Your mod sounds interesting to me and I'd like to try it out but as I play wolves at war I can't have any changes that would change those core aspects.

I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged?

I think that seems realistic to me how else are you going to fix props, etc while at 100m?

I also like the idea of the non-hummingbird effect, subs in general would lose depth by not moving unless at great depths in which they'd begin to lose it due to bilge pumps not able to keep up with the water the boat takes on. I do see the restrictions of the game that cannot be overcome though and would rather sink than float at 0 kts.

Those who say you sink going 1kt do not know how to manually set speed I guess because I click between 1 and 2kts my speed stays at 1kt and my rpms increase to 1500 and I do not sink but cannot climb. This is working as intended.

Anyway, I appreciate your work drifter and think you should work with the NYGM team to make it fully compatible with their mod rather than removing the things you dislike about it. Your mod has great potential but just as you have worked hard on your mod the NYGM guys have worked hard on theirs and most likely do not want it changed.

Also the people who have taken the time to learn the NYGM probably don't want to take the time to learn a new mod.

If you really want to please everyone try making only an increased repair time mod for NYGM. Get with them on it talk to them maybe it can be included in the next release of NYGM and you given credit for it. You have to accept though that someone will always dislike a mod someone makes but I think it looks really cool.

enaceo
08-03-06, 02:14 PM
vodkaphile (http://www.subsim.com/radioroom/member.php?u=214783) couldn't have said it better.I am very sad that you have decided not to work with the NYGM from now on,but please,consider what Vodkaphile said and maybe work with the NYGM so that on the next release your mod will be integrated with NYGM and you will receive credit and a lot of thanks.But that decision is up to you.Please consider it.Again,congratulations on a great mod ,I am sad that i will not be able to enjoy any further releases of it with NYGM (unless of course you reconsider working with the NYGM team).

U-Bones
08-03-06, 03:25 PM
I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged? Just for the record, NYGM Damage Control appears to place external components out of the crews reach, by moving them from the associated internal compartment to an external compartment, which can not be manned, and thus repaired, while submerged. All for naught, the internal compartment crew still repairs the component while submerged, you just don't get any feedback until it has been completed. AND the actual damage control team is not allowed to help. IMO it is useless as far as realism OR playability goes. Edit: No idea why I can't format this ???

nvdrifter
08-03-06, 07:15 PM
I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged? Just for the record, NYGM Damage Control appears to place external components out of the crews reach, by moving them from the associated internal compartment to an external compartment, which can not be manned, and thus repaired, while submerged. All for naught, the internal compartment crew still repairs the component while submerged, you just don't get any feedback until it has been completed. AND the actual damage control team is not allowed to help. IMO it is useless as far as realism OR playability goes. Edit: No idea why I can't format this ???

I think one reason they implemented this to try and make longer repair times in the first place (before my mod was released), but I'm not sure. Anyways, thanks for the great feedback U-Bones. :D

nvdrifter
08-03-06, 07:16 PM
nvdrifter, Have just played my first patrol with GW after installing your mod. Just wanted to say what a great job you have done:up: Was going along when all of a sudden a destroyer pops up out of the fog. Crash dived and got worked over. Took over an hour and a half to sort out the control room in real time. Much better than it all being sorted out in just a few minutes.
Keep up the good work:rock:

It's good to hear you are enjoying the new version. I admit the last version was just too hard. Hopefully, this version balances out playability and realism.

Pants
08-04-06, 04:26 AM
nvdrifter...outstanding work again mate kudos:up:

nvdrifter
08-04-06, 04:30 AM
nvdrifter...outstanding work again mate kudos:up:

Thanks. Do you have any nail-biting stories to share? :lol:

Pants
08-04-06, 04:33 AM
Apart from being sick of constant attacks from flowers..repair, attack,repair, attack Grr LOL :rock: great mod mate..great mod, loving it :smug:

nvdrifter
08-04-06, 04:38 AM
Apart from being sick of constant attacks from flowers..repair, attack,repair, attack Grr LOL :rock: great mod mate..great mod, loving it :smug:
I'll post my next 'intense' DRM GW campaign mission soon. :cool:

Deimos01
08-04-06, 05:04 PM
Drifter,
Been following this thread for a bit. I must say that this mod intrigues me. Just kinda waiting till it all gets sorted out before I DL it. From what I have seen so far it looks fantastic tho and I hope you dont get discouraged and give it up.

I understand your feelings towards the NYGM team. Its too bad that there has to be so much devisivness in what is one of the best online communities I know. My suggestion.... see about becomming a part of the GW team whilst they work on the new release. Might be theres some room in there for your very good ideas.

BTW, Im not trying to dig on the NYGM team in any way shape or form. You guys have done a fantastic job too.

nvdrifter
08-04-06, 08:12 PM
Drifter,
Been following this thread for a bit. I must say that this mod intrigues me. Just kinda waiting till it all gets sorted out before I DL it. From what I have seen so far it looks fantastic tho and I hope you dont get discouraged and give it up.

I understand your feelings towards the NYGM team. Its too bad that there has to be so much devisivness in what is one of the best online communities I know. My suggestion.... see about becomming a part of the GW team whilst they work on the new release. Might be theres some room in there for your very good ideas.

BTW, Im not trying to dig on the NYGM team in any way shape or form. You guys have done a fantastic job too.

I agree. NYGM team has done some awesome work with their mods. But I just don't like their attitude towards other modders.

enaceo
08-05-06, 01:28 AM
Hello again!I have just downloaded GW (I want to have both NYGM and GW so I can enjoy both great mods) and I have also downloaded your fine mod for the GW Supermod.But,after I instal it (using JSGME) when I start the game,I can't see the "green efficency bar" in the crew menu (you know-the one above each compartment).Should this be happening?Or maybe I'm doing something wrong?

LaikaFatBum
08-05-06, 03:27 AM
Here is a pic of the damage I sustained after being bombed by an unseen aircraft while running at snorkel depth during a GW 1944 campaign mission using DRM v1.0. It sounded like at least 2 bombs struck my boat. The flooding and damage were too much for my boat and I eventually had to abandon ship. :oops: (all repair times shown below were using a full damage control team)


http://img313.imageshack.us/img313/859/sh3img28200622470640te7.png (http://imageshack.us)
cool. is the flooding taking hundreds hours to?

mr chris
08-05-06, 05:35 AM
Hello again!I have just downloaded GW (I want to have both NYGM and GW so I can enjoy both great mods) and I have also downloaded your fine mod for the GW Supermod.But,after I instal it (using JSGME) when I start the game,I can't see the "green efficency bar" in the crew menu (you know-the one above each compartment).Should this be happening?Or maybe I'm doing something wrong?

enaceo the green bar to show how full a compartment is taken away with this mod.
Your not doing anything wrong at all mate.:ping:

enaceo
08-05-06, 06:28 AM
Oh cool so it's not a problem!Thanks for the info.

Edit:Might have found a ,well,sort-of-abug here .If you go into a patrol,save,enable or disable the mod,then reload the career but load the save where you are in base,before actually starting the patrol,you will have no crew in the managment screen!Pretty weird stuff !So be sure your patrol has not started yet before loading/reloading this mod.

nvdrifter
08-05-06, 10:38 AM
Oh cool so it's not a problem!Thanks for the info.

Edit:Might have found a ,well,sort-of-abug here .If you go into a patrol,save,enable or disable the mod,then reload the career but load the save where you are in base,before actually starting the patrol,you will have no crew in the managment screen!Pretty weird stuff !So be sure your patrol has not started yet before loading/reloading this mod.

I haven't yet experienced what you are describing, but thanks for the warning!

nvdrifter
08-05-06, 10:44 AM
Here is a pic of the damage I sustained after being bombed by an unseen aircraft while running at snorkel depth during a GW 1944 campaign mission using DRM v1.0. It sounded like at least 2 bombs struck my boat. The flooding and damage were too much for my boat and I eventually had to abandon ship. :oops: (all repair times shown below were using a full damage control team)


http://img313.imageshack.us/img313/859/sh3img28200622470640te7.png (http://imageshack.us) cool. is the flooding taking hundreds hours to?

That pic was taken from DRM v1.0. The flooding times have actually been slightly lengthened in v1.01a, while the repair times have shortened to about 30% of before (now around 25 or 30 hours repair time for heavily damaged equipment). Any more damage than that and the equipment will probably be destroyed.

nvdrifter
08-05-06, 11:52 AM
I am currently working on another version of DRM. One improvement I am working on is to slightly change the names of some compartments on the repair screen to make them more clear. Also, I am changing damaged equipment that shows as 'not working' to a more accurate 'heavy dmg', because the 'not working' equipment actually still works in the game.

**OMG, my avatar is now one of the Village People. YMCA, anyone?** :rotfl:

nvdrifter
08-05-06, 12:13 PM
Alright, who's screwing with my avatar? :doh:

enaceo
08-05-06, 12:46 PM
Alright, who's screwing with my avatar? :doh:
You're complaining?My avatar looks like a toy:D

The Noob
08-05-06, 03:02 PM
**OMG, my avatar is now one of the Village People. YMCA, anyone?** :rotfl:
Sure. Hitler Version!

http://www.youtube.com/watch?v=fghUKDi2lfc

:rotfl:

And if i'm already Posting Off Topic Links..

http://www.youtube.com/watch?v=gwVnC1fq6KE&search=born%20to%20be%20alive

http://www.youtube.com/watch?v=T-EvgEq9VQ8&search=der%20kleine%20hitler

THE_MASK
08-05-06, 07:33 PM
Very clever video but i dont find adolf hitler funny .

AlanSmithee
08-28-06, 12:33 PM
Any plans on building a GWX compatible version (once GWX is released, that is)?

The Munster
08-28-06, 05:02 PM
Drifter,
Been following this thread for a bit. I must say that this mod intrigues me. Just kinda waiting till it all gets sorted out before I DL it. From what I have seen so far it looks fantastic tho and I hope you dont get discouraged and give it up.

I understand your feelings towards the NYGM team. Its too bad that there has to be so much devisivness in what is one of the best online communities I know. My suggestion.... see about becomming a part of the GW team whilst they work on the new release. Might be theres some room in there for your very good ideas.

BTW, Im not trying to dig on the NYGM team in any way shape or form. You guys have done a fantastic job too.

(For what it's worth), Totally agree with this statement !

anzacmick
08-29-06, 02:42 AM
great mod....great effort too....I love it....shoulda been in the game from the start:rock:

Stary Wuj
08-29-06, 05:34 AM
"c) Removed the cheat message saying 'We may have been detected.'-
This is an obvious cheat that had to be removed for realism reasons......."

Wow, how You do it, it is 100% working ?

Great mod, still waiting for more balanced (non beta) version :-)
BTW - zones.cfg file is (I think) overwrited by Your mod ?

Best Regards and Thank You!

Stary Wuj

The General
08-29-06, 10:38 AM
Drifter,

You're a genius! I always thought the damage model needed improving, and you've done a wonderful job. I hope they include it in GWX. What are you working on next?

By the way, when loading my campaign for the first time after installing your mod, I had a war update on that notepad (loading screen) that usually just says patrol grid such & such for 24 hours. This is the first time I've seen that, is that something to do with your mod or the GW mod or is it just a one off?

mr chris
08-29-06, 10:45 AM
Drifter,

You're a genius! I always thought the damage model needed improving, and you've done a wonderful job. I hope they include it in GWX. What are you working on next?

By the way, when loading my campaign for the first time after installing your mod, I had a war update on that notepad (loading screen) that usually just says patrol grid such & such for 24 hours. This is the first time I've seen that, is that something to do with your mod or the GW mod or is it just a one off?

General are you using SH3 Commander? I belive that when you load Via SH3 Commander you will have a war update for the current month you are in, on the notepad on the loading screen.
Hope this helps:up: