View Full Version : **Released** Drifter's Realism Mod v1.02
nvdrifter
09-09-06, 11:43 AM
**Released** Drifter's Realism Mod v1.02 (compatible with Grey Wolves v1.1 or vanilla SH3).
**This mod unavoidably changes a few key features in Grey Wolves v1.1. Please use DRM v1.02 at your own risk**
The goal of this mod is to make SH3 more realistic, challenging, and dangerous.
Main features of this mod include:
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 24 hours (or more) to repair. Also expect to abort more often back to base from heavy damage, just like it was in real life.
b) Less crew compartment deaths, and greatly 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. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding.
e) Less instant death (game over) screens from 0% Hull Integrity-
I am trying to 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). 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). Internal and external u-boat equipment will still be damaged normally.
f) Deadlier air attacks-
I always felt that air attacks in SH3 were never deadly enough. Therefore, all aircraft bombs and air depth charges are now much more powerful, also with a slightly larger blast radius. This will make air attacks more deadly (as they should be). I am basing this on much historical research that I have done.
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Playing SH3 with this mod installed is hard. Really hard, but more realistic. Much harder than the vanilla version or even the Grey Wolves version of SH3. But if you want a taste of realism... the extreme dangers of what it was really like to try and survive as a U-boat captain in WW2, then I challenge you to try playing SH3 with this mod installed. Just remember this- by the end of world war two, 28,000 of the 39,000 men in the German U-boat force disappeared beneath the waves... never to return.
I am excited about this mod and have put a lot of time into it. Hours and hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy 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 too will experience your own Das Boot moments. ;)
Changes in Drifter's Realism Mod v1.02-
-changed compartment names (on the repair screen) to sound more logical while being repaired. Added the word 'room' to most compartment names, so now there will be less confusion as to what is damaged or being repaired. Also changed the words 'Not Working' to a more correct 'Heavy Dmg', meaning heavy damage. I made this change because the equipment that was listed as 'Not Working' actually still worked.
-compartments will now withstand more damage before flooding starts.
-greatly increased compartment hit points.
-greatly decreased compartment armor ratings.
-greatly increased chance of death for crew members on topside (for realism reasons). If you try to fight it out with an enemy warship or aircraft on the surface, there is a good chance that your crew on topside will be killed. You have been warned. :)
-greatly lengthened compartment flood times (to balance out the other compartment changes).
-slightly decreased weight of water in flooded compartments. It will now take slightly longer to get dragged down by flooding.
-greatly increased depth charge shock waves (for realism reasons). Depth charge damage was unchanged.
-most u-boat equipment is slightly tougher now.
-u-boat rudders are now much stronger (for playability reasons).
-slowed the crush speeds (when passing crush depth) somewhat. You will now have a little more time before your hull completely collapses. (for playability reasons).
-greatly increased battery hitpoints (they were being destroyed too soon).
-dive planes are now more vulnerable.
-increased the blast damage of all aircraft bombs and air depth charges by 50%. Also slightly increased the blast radius of all aircraft bombs and air depth charges. Air attacks will now be much deadlier now. (for realism reasons).
-Doubled naval mine blast damage. (for realism).
Download here:
http://rapidshare.de/files/32519056/Drifter_s_Realism_Mod_v1.02.zip.html
Gizzmoe
09-09-06, 11:46 AM
:up:
Mirror:
http://home.arcor.de/gizzmoe/files/Drifter_s_Realism_Mod_v1.02.zip
Update to v1.02a:
http://home.arcor.de/gizzmoe/files/DRM_v1.02a_update.zip
Yey!
Thanks for another great mod!
Loved 1.01 , sure will love this one .
nvdrifter
09-09-06, 12:13 PM
Yey!
Thanks for another great mod!
Loved 1.01 , sure will love this one .
Thanks! I am always trying to find the right balance, but with the focus on more difficulty and realism. I hope some people here like this version. This version is my favorite so far. I am really happy with the results.
Yey!
Thanks for another great mod!
Loved 1.01 , sure will love this one .
Thanks! I am always trying to find the right balance, but with the focus on more difficulty and realism. I hope some people here like this version. This version is my favorite so far. I am really happy with the results.
Thanks a lot, nvdrifter. I hope you will make Drifter's Realism Mod for GWX, after release of GWX.
Game should be more interesting, but harder. I must try it.
BTW, which version is your favourite: 1.01 or 1.02?
nvdrifter
09-09-06, 01:19 PM
Yey!
Thanks for another great mod!
Loved 1.01 , sure will love this one .
Thanks! I am always trying to find the right balance, but with the focus on more difficulty and realism. I hope some people here like this version. This version is my favorite so far. I am really happy with the results.
Thanks a lot, nvdrifter. I hope you will make Drifter's Realism Mod for GWX, after release of GWX.
Game should be more interesting, but harder. I must try it.
BTW, which version is your favourite: 1.01 or 1.02?
1.02 is by far my favorite. I fixed a lot of problems that were bothering me in v1.01a. I just hope some people don't complain about v1.02 being too hard. But I like to think that harder and more realistic gameplay is also more challenging and rewarding. I hope others agree.
Since installing GW, I notice that the realism screen is not operating. Realism is stuck at 0. Is that the way the sim is designed while using GW or do i need to do some further work to get it running? I installed manually over a clean SHIII install and V1.4 update.
shegeek72
09-09-06, 03:22 PM
Can it be installed while in campaign? I tried v1.01a while in campaign and as soon as I loaded a save my H.I. went down to 2% (glass from gauges was popping and lights flashing) and some of my crew had exclamations that didn't before. Or were these bugs that v1.02 fixes?
Also, are the green efficiency bars still missing in the new version? I'd like to have them. Thx.
--
http://users4.ev1.net/%7Etaragem/sh3_u100.jpg
Notewire
09-09-06, 07:02 PM
Drifter - thanks for a great mod!!!
I have been having some problems getting it to work, I am sure that are on my end . . .
When I put in SH3 Commander - say - roll it back and re launch it - it seems to overwrite my Basic.cfg - is there any way to get around this so that my damage still works? I did some testing by surfacing in the Bismark mission, to take some damage, and it was all repaired in the dreaded one minute!!!
Let me know if you have worked around this before. Thanks for the awesome Mod!!!
nvdrifter
09-09-06, 10:08 PM
Drifter - thanks for a great mod!!!
I have been having some problems getting it to work, I am sure that are on my end . . .
When I put in SH3 Commander - say - roll it back and re launch it - it seems to overwrite my Basic.cfg - is there any way to get around this so that my damage still works? I did some testing by surfacing in the Bismark mission, to take some damage, and it was all repaired in the dreaded one minute!!!
Let me know if you have worked around this before. Thanks for the awesome Mod!!!
Yes, there is a work around. You will need to copy and paste (replace) these lines into your basic.cfg file:
[DAMAGE]
OpenComp=10
PartiallyOpenComp=0.005
EnclosedComp=0.002
[COMPARTMENT]
NumberOfCrew0=15
Interval1_0=.0001
Interval2_0=9.6
Interval3_0=10869.7
NumberOfCrew1=6
Interval1_1=.0001
Interval2_1=54.1
Interval3_1=10858.5
NumberOfCrew2=9
Interval1_2=.0006
Interval2_2=6
Interval3_2=10862.1
NumberOfCrew3=12
Interval1_3=.0001
Interval2_3=7.8
Interval3_3=10876
NumberOfCrew4=8
Interval1_4=.0001
Interval2_4=5.3
Interval3_4=10861
NumberOfCrew5=10
Interval1_5=.0001
Interval2_5=6.5
Interval3_5=10863.7
NumberOfCrew6=7
Interval1_6=.0007
Interval2_6=44.7
Interval3_6=10859.7
NumberOfCrew7=5
Interval1_7=.0007
Interval2_7=3.5
Interval3_7=10877.3
NumberOfCrew8=3
Interval1_8=.0006
Interval2_8=2.3
Interval3_8=10874.65
NumberOfCrew9=4
Interval1_9=.0002
Interval2_9=22.9
Interval3_9=10856.1
NumberOfCrew10=14
Interval1_10=.0005
Interval2_10=8.2
Interval3_10=10864.3
NumberOfCrew11=2
Interval1_11=.0001
Interval2_11=.7
Interval3_11=10854.1
NumberOfCrew12=1
Interval1_12=0.0005
Interval2_12=0.7
Interval3_12=10851.1
Also, set each crewmembers hitpoints to 150 like this:
Hp=150
I hope this solves your problem.
nvdrifter
09-09-06, 10:14 PM
Can it be installed while in campaign? I tried v1.01a while in campaign and as soon as I loaded a save my H.I. went down to 2% (glass from gauges was popping and lights flashing) and some of my crew had exclamations that didn't before. Or were these bugs that v1.02 fixes?
Also, are the green efficiency bars still missing in the new version? I'd like to have them. Thx.
--
http://users4.ev1.net/%7Etaragem/sh3_u100.jpg
What you are describing might be because you had saved your game underwater and then installed this mod and then tried to continue that mission. It is best if you install DRM while still in base. This should solve the problem. Also be sure to uninstall any previous versions of DRM or LRT first.
As far as the effeciency bars missing, there is nothing I can do to put them back in the game and still have longer repair times. The longer repair times are created by greatly decreasing compartment efficiency numbers.
nvdrifter
09-09-06, 10:19 PM
Everyone else having problems getting DRM v1.02 to work, please uninstall any previous versions of DRM or LRT first. Then install v1.02. Don't try to resume an in-game campaign mission after installing DRM. This might mess up your mission. Wait until you dock back at base, then install DRM.
Also make sure that if you are using the JGSME mod installer, please install DRM last... over everything else. If you are still having problems, then install each file manually (click 'yes' to overwrite each file when prompted). This will work. :p
Everyone else having problems getting DRM v1.02 to work, please uninstall any previous versions of DRM or LRT first. Then install v1.02. Don't try to resume an in-game campaign mission after installing DRM. This might mess up your mission. Wait until you dock back at base, then install DRM.
Also make sure that if you are using the JGSME mod installer, please install DRM last... over everything else. If you are still having problems, then install each file manually (click 'yes' to overwrite each file when prompted). This will work. :p
nvdrifter, is DRM 1.02 fully compatible with SH3Commander 2.6? I've read Notewire's post and I don't know it. I install DRM over GW 1.1a and launch game by SH3Commander 2.6 (rollback before install DRM of course). Should I do something else?
nvdrifter
09-10-06, 02:07 AM
Everyone else having problems getting DRM v1.02 to work, please uninstall any previous versions of DRM or LRT first. Then install v1.02. Don't try to resume an in-game campaign mission after installing DRM. This might mess up your mission. Wait until you dock back at base, then install DRM.
Also make sure that if you are using the JGSME mod installer, please install DRM last... over everything else. If you are still having problems, then install each file manually (click 'yes' to overwrite each file when prompted). This will work. :p
nvdrifter, is DRM 1.02 fully compatible with SH3Commander 2.6? I've read Notewire's post and I don't know it. I install DRM over GW 1.1a and launch game by SH3Commander 2.6 (rollback before install DRM of course). Should I do something else?
Every time you make changes through SH3 Commander, I think there is a chance that the basic.cfg file will be completely overwritten (happened to me several times when running SH3 Commander and DRM together). So, whenever making gameplay changes through SH3 Commander options, it's aways good to go in and copy and paste (replace) the section I listed above in the basic.cfg (if you are having problems). You should have to do this only once, at least until you make more gameplay changes again through SH3 Commander options later.
Hell drifter! THis new one will get me and my Boot killed!:damn:
Right now testing and suffering!:rock:
Kudos mate!
Thanks for reply, nvdrifter.
I don't know, if I think correctly, but should I do this procedure, if I install DRM after SH3Commander changes? I understood that I must do it before any SH3Commander changes in options. Am I right or not?
nvdrifter
09-10-06, 04:51 AM
Thanks for reply, nvdrifter.
I don't know, if I think correctly, but should I do this procedure, if I install DRM after SH3Commander changes? I understood that I must do it before any SH3Commander changes in options. Am I right or not?
Jaxa, even if you install DRM after SH3 Commander, I think that Commander will overwrite files if you make any gameplay changes with it (but I'm not postive). I would make the manual copy and paste changes in basic.cfg after making any changes in SH3 Commander. That will probably fix any problems.
VonHelsching
09-10-06, 07:14 AM
NV,
Your contribution to the community is greatly appreciated. I can understand how many hours of testing, loaging, tweaking and re-loading it took for this mod. Keep on modding!
Von
nvdrifter
09-10-06, 10:26 AM
This is a quick update... DRM v1.02a. This is not a full version release! You need to leave DRM v1.02 installed.
This update includes:
-crew hitpoints lowered back down to previous normals. Crew on top deck were absorbing too much damage.
-made flak guns tougher. They were being destroyed too soon.
-included new ai sensor settings based partly on ideas from both Grey Wolves and NYGM. The ai retains much of the settings from GW in the sim.cfg, but the sensitivity settings for enemy ai escorts' hydrophones has been greatly increased, based partly on ideas from NYGM's excellent ai sonar and hydrophones sensors. The escorts will now also use active sonar more. The enemy ai escorts will now detect you much easier, and cruising along on a low speed of silent running will not necessarily mean your boot is invisibile anymore. Running at 1 or 2 knots while silent running might prevent you from being detected by escort hydrophones. It is still possible to escape escorts, but it will be much, much harder now. Go silent, go deep and keep turning. The escorts will eventually run out of depth charges. If 3 or more escorts are hunting you, there is a good chance you won't escape alive. But of course, this was often the reality of a world war two u-boot captain and his crew. ;)
To install, just run JGSM and install this update last, over the already installed DRM v1.02. DO NOT uninstall DRM v1.02.
A vanilla SH3 version of this update will be included in the next release of DRM.
Thank you to the Grey Wolves and NYGM teams for the inspiration and ideas for making this mod possible .
http://rapidshare.de/files/32627299/DRM_v1.02a_update.zip.html
nvdrifter
09-10-06, 10:27 AM
NV,
Your contribution to the community is greatly appreciated. I can understand how many hours of testing, loaging, tweaking and re-loading it took for this mod. Keep on modding!
Von
Thanks. :lol: I really hate that long loading screen, each time to do playtesting. :doh:
Gizzmoe
09-10-06, 10:30 AM
Update also available here:
http://home.arcor.de/gizzmoe/files/DRM_v1.02a_update.zip
The General
09-10-06, 10:58 AM
Just wanted to take a moment to thank Drifter for his sterling work. Cheers mate! You've made things alot more realistic, that's for sure.
nvdrifter
09-10-06, 11:39 AM
Just wanted to take a moment to thank Drifter for his sterling work. Cheers mate! You've made things alot more realistic, that's for sure.
I am glad you are enjoying this mod. From all of the U-boot books I have read, I think this mod is slowly getting closer to experiencing the extreme difficulties, challenges, and consequences a real U-boot captain had to face. But there were also the rewards of beating the odds of death. And we all know the odds were heavily against the u-boots. DRM really isn't for the casual gamer, that's for sure. And of course, this is just one of many great mods out there. :rock:
So glad the escorts are tougher now.
I just hated it with vanilla and GW how you could pass by any escort by going silent/
Nygm fixed this already ,and now you also made a "semi-fix"
Thanks again!
It is weird,but we are extremely happy when the modders find new ways to kill us...
Just wanted to take a moment to thank Drifter for his sterling work. Cheers mate! You've made things alot more realistic, that's for sure.
I am glad you are enjoying this mod. From all of the U-boot books I have read, I think this mod is slowly getting closer to experiencing the extreme difficulties, challenges, and consequences a real U-boot captain had to face. But there were also the rewards of beating the odds of death. And we all know the odds were heavily against the u-boots. DRM really isn't for the casual gamer, that's for sure. And of course, this is just one of many great mods out there. :rock:
Nothing to add - thanks a lot :up:
Notewire
09-10-06, 01:07 PM
Hey Drifter, you were right, changing the things in the SH3 Commander did overwrite my Basic.cfg, so after the changes, I did a recopy of your basic.cfg etc.
You may want to change you installation instructions just a hair. You recommend the excellent changes in SH3, changing proximity to land and detection time compressions - if the reader makes those changes after installing your mod - it gets overwritte. If he does it first, it should work out fine. At least, I think that is how it goes.
Also, could just make your suggested changes in the Basic.cfg, that would fixer as well.
Thanks for all the hard work!!!
Yarre Notewire
Deimos01
09-10-06, 03:06 PM
Great! I just spent about 2 hours yesterday getting the old version to work. -long story and all my fault:oops:
Glad to see an update though. I will be looking forward to installing this one. Yer doing some good stuff there Drifter.:up:
zzsteven
09-10-06, 04:49 PM
Before making any changes to basic.cfg you must rollback Commander. I exit Commander after doing so. Then open basic.cfg, make changes, save/exit, and open Commander. This ensure Commander will back up basic.cfg with the latest changes and use that file when it launches. Commander changes just a few lines of code in basic.cfg and when tweaks are done properly they "stick".
The easiest way to make sure your tweaks work with Commander is to write them directly into the appropiate Commander file.
Program Files/SH3Commander/Cfg/Static settings.cfg
Copy/paste at the end
;[DAMAGE]
DAMAGE|OpenComp=10
DAMAGE|PartiallyOpenComp=0.005
DAMAGE|EnclosedComp=0.002
;[COMPARTMENT]
COMPARTMENT|NumberOfCrew0=15
COMPARTMENT|Interval1_0=.0001
COMPARTMENT|Interval2_0=9.6
COMPARTMENT|Interval3_0=10869.7
COMPARTMENT|NumberOfCrew1=6
COMPARTMENT|Interval1_1=.0001
COMPARTMENT|Interval2_1=54.1
COMPARTMENT|Interval3_1=10858.5
COMPARTMENT|NumberOfCrew2=9
COMPARTMENT|Interval1_2=.0006
COMPARTMENT|Interval2_2=6
COMPARTMENT|Interval3_2=10862.1
COMPARTMENT|NumberOfCrew3=12
COMPARTMENT|Interval1_3=.0001
COMPARTMENT|Interval2_3=7.8
COMPARTMENT|Interval3_3=10876
COMPARTMENT|NumberOfCrew4=8
COMPARTMENT|Interval1_4=.0001
COMPARTMENT|Interval2_4=5.3
COMPARTMENT|Interval3_4=10861
COMPARTMENT|NumberOfCrew5=10
COMPARTMENT|Interval1_5=.0001
COMPARTMENT|Interval2_5=6.5
COMPARTMENT|Interval3_5=10863.7
COMPARTMENT|NumberOfCrew6=7
COMPARTMENT|Interval1_6=.0007
COMPARTMENT|Interval2_6=44.7
COMPARTMENT|Interval3_6=10859.7
COMPARTMENT|NumberOfCrew7=5
COMPARTMENT|Interval1_7=.0007
COMPARTMENT|Interval2_7=3.5
COMPARTMENT|Interval3_7=10877.3
COMPARTMENT|NumberOfCrew8=3
COMPARTMENT|Interval1_8=.0006
COMPARTMENT|Interval2_8=2.3
COMPARTMENT|Interval3_8=10874.65
COMPARTMENT|NumberOfCrew9=4
COMPARTMENT|Interval1_9=.0002
COMPARTMENT|Interval2_9=22.9
COMPARTMENT|Interval3_9=10856.1
COMPARTMENT|NumberOfCrew10=14
COMPARTMENT|Interval1_10=.0005
COMPARTMENT|Interval2_10=8.2
COMPARTMENT|Interval3_10=10864.3
COMPARTMENT|NumberOfCrew11=2
COMPARTMENT|Interval1_11=.0001
COMPARTMENT|Interval2_11=.7
COMPARTMENT|Interval3_11=10854.1
COMPARTMENT|NumberOfCrew12=1
COMPARTMENT|Interval1_12=0.0005
COMPARTMENT|Interval2_12=0.7
COMPARTMENT|Interval3_12=10851.1
Didn't do the crew hit points as I haven't seen what Drifter changed them to in 1.02a.
This will ensure that your changes to basic.cfg will allways be used when launching through Commander.
zz
nvdrifter
09-10-06, 08:52 PM
Before making any changes to basic.cfg you must rollback Commander. I exit Commander after doing so. Then open basic.cfg, make changes, save/exit, and open Commander. This ensure Commander will back up basic.cfg with the latest changes and use that file when it launches. Commander changes just a few lines of code in basic.cfg and when tweaks are done properly they "stick".
The easiest way to make sure your tweaks work with Commander is to write them directly into the appropiate Commander file.
Program Files/SH3Commander/Cfg/Static settings.cfg
Copy/paste at the end
;[DAMAGE]
DAMAGE|OpenComp=10
DAMAGE|PartiallyOpenComp=0.005
DAMAGE|EnclosedComp=0.002
;[COMPARTMENT]
COMPARTMENT|NumberOfCrew0=15
COMPARTMENT|Interval1_0=.0001
COMPARTMENT|Interval2_0=9.6
COMPARTMENT|Interval3_0=10869.7
COMPARTMENT|NumberOfCrew1=6
COMPARTMENT|Interval1_1=.0001
COMPARTMENT|Interval2_1=54.1
COMPARTMENT|Interval3_1=10858.5
COMPARTMENT|NumberOfCrew2=9
COMPARTMENT|Interval1_2=.0006
COMPARTMENT|Interval2_2=6
COMPARTMENT|Interval3_2=10862.1
COMPARTMENT|NumberOfCrew3=12
COMPARTMENT|Interval1_3=.0001
COMPARTMENT|Interval2_3=7.8
COMPARTMENT|Interval3_3=10876
COMPARTMENT|NumberOfCrew4=8
COMPARTMENT|Interval1_4=.0001
COMPARTMENT|Interval2_4=5.3
COMPARTMENT|Interval3_4=10861
COMPARTMENT|NumberOfCrew5=10
COMPARTMENT|Interval1_5=.0001
COMPARTMENT|Interval2_5=6.5
COMPARTMENT|Interval3_5=10863.7
COMPARTMENT|NumberOfCrew6=7
COMPARTMENT|Interval1_6=.0007
COMPARTMENT|Interval2_6=44.7
COMPARTMENT|Interval3_6=10859.7
COMPARTMENT|NumberOfCrew7=5
COMPARTMENT|Interval1_7=.0007
COMPARTMENT|Interval2_7=3.5
COMPARTMENT|Interval3_7=10877.3
COMPARTMENT|NumberOfCrew8=3
COMPARTMENT|Interval1_8=.0006
COMPARTMENT|Interval2_8=2.3
COMPARTMENT|Interval3_8=10874.65
COMPARTMENT|NumberOfCrew9=4
COMPARTMENT|Interval1_9=.0002
COMPARTMENT|Interval2_9=22.9
COMPARTMENT|Interval3_9=10856.1
COMPARTMENT|NumberOfCrew10=14
COMPARTMENT|Interval1_10=.0005
COMPARTMENT|Interval2_10=8.2
COMPARTMENT|Interval3_10=10864.3
COMPARTMENT|NumberOfCrew11=2
COMPARTMENT|Interval1_11=.0001
COMPARTMENT|Interval2_11=.7
COMPARTMENT|Interval3_11=10854.1
COMPARTMENT|NumberOfCrew12=1
COMPARTMENT|Interval1_12=0.0005
COMPARTMENT|Interval2_12=0.7
COMPARTMENT|Interval3_12=10851.1
Didn't do the crew hit points as I haven't seen what Drifter changed them to in 1.02a.
This will ensure that your changes to basic.cfg will allways be used when launching through Commander.
zz
Thanks for that great tip, zzsteven. I was always confused about how SH3 Commander worked. But now this clears things up a lot. :up:
nvdrifter
09-10-06, 09:20 PM
For anyone having difficulties playing the now tougher DRM mod, here are some tips I have learned from playing:
Surface escort evasion-
As soon as you detect an escort, dive immediately, rig for silent running, and lower your speed to 1 knot. If the escort goes on by, then you obviously weren't visually detected. If the escort did spot you visually or by radar, he will probably start pinging for you. Go deep, keep turning, and keep changing depth. If there are 3 or more escorts hunting you, you will have a really hard time escaping, but not impossible. If you start incurring u-boat damage, you will be in real trouble because you might eventually have a hard time maintaining the same slow speed and depth. And this will make it really easy for the escorts to detect you. Just keep turning and changing depth, and hopefully they will eventually run out of depth charges or you will be able to escape their ASDIC range. Weather also plays a big role in the detection capabilites of enemy escorts. In rougher seas, escorts will have a somewhat harder time detecting you. In smoother seas, be extra careful. And of course, whenever you start detecting radar signals, crash dive immediately. While crash diving, if you do detect a surface escort with your hydrophones, enable silent running and reduce speed to 1 knot. Change course and go deep. Since you were detected with radar, there is a good chance the escort will find you with ASDIC. Go silent and go deep. Try to get as much distance between you and the surface escort as you can.
Convoy attacks-
When attacking convoys earlier in the war, it is still possible to do surface night attacks because most escorts won't be equipped with surface radar. But as the war progresses, you will encounter radar equipped escorts and planes more and more. Trying to get ahead of the convoy and waiting quietly to intercept is usually the best and safest way to attack.
Dealing with aircaft-
If you were detected first and if it's just one bird, I would recommend either fighting it out on the surface or crash diving and turning. Just remember that crew on topside are much more vulnerable now, and also bombs cause much more damage. If it's two or more aircraft, you should crash dive immediately, turning as you dive. Either way, if you start detecting radar signals, dive immediately, and change course. If you don't detect any surface contact through hydrophones, it's obviously an aircraft equipped with radar. Remain at flank speed while crash diving, also changing course at the same time.
Running on the surface-
If you are playing during 1942-1945, don't run on the surface. The only exception to this is when making surface repairs or transferring torpedoes. Besides that, don't do it. Radar equipped enemy aircraft and surface escorts are just too dangerous now at this point in the war. Use your snorkel. Remember too that later in the war, enemy radar can detect your snorkel at great distances. From 1944-1945, it would be safest (and realistic) to run submerged on batteries only, only using your snorkel for fresh air and to recharge batteries. I know this is a pain in the butt, but it was something real U-boat captains had to do later on in the war (and they didn't have time compression!). Doing this will give you a much better chance for survival.
Above all else, remember this-
Repair times are much longer and more realistic now in DRM. AI escort hydrophone detection capabilites are also much more sensitive now.Think before you act. Plan ahead. Survey your situation and understand the risks before acting. Small mistakes can now get you killed really quick. The best thing you can do when playing SH3 with DRM is this- don't get detected and don't get damaged. Seriously. Long gone are the days of 1 or 2 minute instant repair times. Avoid taking damage at all costs if you can. Taking damage in DRM will mess up your day... badly. :p
This is just a quick survival guide I wrote based on my experiences playing SH3 with DRM and GW installed. There are much better SH3 survival guides than this available. NYGM has written an excellent survival guide.
nvdrifter
09-11-06, 05:27 AM
Patrol report. June 12, 1944.
We were running at snorkel depth to recharge our batteries off the southeast coast of Iceland when we were detected by an enemy surface escort. We dove deep, running silently and slow. We tried to evade, but it was too late. We were continuously pounded by depth charges for nearly an hour. No matter how we tried, we couldn't evade his ASDIC. We prayed and prayed that our enemy above would run out of depth charges, but unfortunately that never happened. Both persiscopes destroyed. All electronics destroyed, including our hydrophones. We were blind as a bat. Much of our equipment was heavily damaged. Batteries were down to 10 percent. Then the flooding started. Slowly were were being dragged down into the dark depths. The damage was too heavy to repair at sea. We decided there was nothing else we could do but to blow ballast, surface, and surrender while we still had time. Upon surfacing, our gallant crew jumped overboard into the icy sea, but not before our chief engineer blew the scuttling charges, and our beloved boot slowly submerged beneath the waves for the last time. While being rescued by the persistent destroyer who sunk our boot, we lost 4 crewmembers in the freezing sea. We are now POW's on our way back to England. But I guess we are fortunate to have survived at all. This was only our second patrol, with no ships sunk.
I hate it when I get killed by my own mod. :p
Edit: Resolved
Hi
The mod seems like a fantastic concept.
One odd thing though - when I install it, I no longer hear my orders being repeated, ships being sighted or any other such voices (the background voices that appear with SW1.1 can be heard as can all other background sounds.
I've checked that it isn't any option i've accidently selected, and i've done a clean install.
After going through the settings, I remembered I'd tweaked some gameplay settings in SHIII Commander. Turns out that if you adjust the sound effects option down to 1x from 2x - you lose the ability to hear your crews voices
Klt_KUrtz
09-13-06, 08:20 PM
Jeez, this is just like being in a real U-Boat!
Not that I have been in one but the mod reminds me of the movie Das Boot and that was very real to me!
Thanks again Drifter brilliant!:up:
KUrtz.
ViperU48
09-14-06, 12:58 AM
This certainly is an excellent mod! I'm having alot of fun with it!
However, I have a vanilla SH3 install (dont even have SH3 Commander), and i noticed the modded aspects work fine for the VIIC, but the IXD2 Uboat does not have the same damage repair time, but rather is much like the vanilla SH3 settings. Has this mod been modelled for the Type IXD2 Uboat?
For anyone having difficulties playing the now tougher DRM mod, here are some tips I have learned from playing:
Surface escort evasion-
As soon as you detect an escort, dive immediately, rig for silent running, and lower your speed to 1 knot. If the escort goes on by, then you obviously weren't visually detected. If the escort did spot you visually or by radar, he will probably start pinging for you. Go deep, keep turning, and keep changing depth. If there are 3 or more escorts hunting you, you will have a really hard time escaping, but not impossible. If you start incurring u-boat damage, you will be in real trouble because you might eventually have a hard time maintaining the same slow speed and depth. And this will make it really easy for the escorts to detect you. Just keep turning and changing depth, and hopefully they will eventually run out of depth charges or you will be able to escape their ASDIC range. Weather also plays a big role in the detection capabilites of enemy escorts. In rougher seas, escorts will have a somewhat harder time detecting you. In smoother seas, be extra careful. And of course, whenever you start detecting radar signals, crash dive immediately. While crash diving, if you do detect a surface escort with your hydrophones, enable silent running and reduce speed to 1 knot. Change course and go deep. Since you were detected with radar, there is a good chance the escort will find you with ASDIC. Go silent and go deep. Try to get as much distance between you and the surface escort as you can.
Convoy attacks-
When attacking convoys earlier in the war, it is still possible to do surface night attacks because most escorts won't be equipped with surface radar. But as the war progresses, you will encounter radar equipped escorts and planes more and more. Trying to get ahead of the convoy and waiting quietly to intercept is usually the best and safest way to attack.
Dealing with aircaft-
If you were detected first and if it's just one bird, I would recommend either fighting it out on the surface or crash diving and turning. Just remember that crew on topside are much more vulnerable now, and also bombs cause much more damage. If it's two or more aircraft, you should crash dive immediately, turning as you dive. Either way, if you start detecting radar signals, dive immediately, and change course. If you don't detect any surface contact through hydrophones, it's obviously an aircraft equipped with radar. Remain at flank speed while crash diving, also changing course at the same time.
Running on the surface-
If you are playing during 1942-1945, don't run on the surface. The only exception to this is when making surface repairs or transferring torpedoes. Besides that, don't do it. Radar equipped enemy aircraft and surface escorts are just too dangerous now at this point in the war. Use your snorkel. Remember too that later in the war, enemy radar can detect your snorkel at great distances. From 1944-1945, it would be safest (and realistic) to run submerged on batteries only, only using your snorkel for fresh air and to recharge batteries. I know this is a pain in the butt, but it was something real U-boat captains had to do later on in the war (and they didn't have time compression!). Doing this will give you a much better chance for survival.
Above all else, remember this-
Repair times are much longer and more realistic now in DRM. AI escort hydrophone detection capabilites are also much more sensitive now.Think before you act. Plan ahead. Survey your situation and understand the risks before acting. Small mistakes can now get you killed really quick. The best thing you can do when playing SH3 with DRM is this- don't get detected and don't get damaged. Seriously. Long gone are the days of 1 or 2 minute instant repair times. Avoid taking damage at all costs if you can. Taking damage in DRM will mess up your day... badly. :p
This is just a quick survival guide I wrote based on my experiences playing SH3 with DRM and GW installed. There are much better SH3 survival guides than this available. NYGM has written an excellent survival guide.
nvdrifter, you should add this text to the readme file of your mod.
nvdrifter
09-14-06, 10:11 AM
This certainly is an excellent mod! I'm having alot of fun with it!
However, I have a vanilla SH3 install (dont even have SH3 Commander), and i noticed the modded aspects work fine for the VIIC, but the IXD2 Uboat does not have the same damage repair time, but rather is much like the vanilla SH3 settings. Has this mod been modelled for the Type IXD2 Uboat?
ViperU48,
As far as I know, the basic.cfg file changes made in DRM v1.02a should affect all U-boats, because the compartment efficiency ratings were changed to make the repair times longer. I really don't know why the repair would be short for the IXD2 boat.
ViperU48
09-14-06, 02:00 PM
I suspect that some of these minor bugs have something to do with the fact that I dont use SH3 Commander. I'll test further.
Tikigod
10-26-06, 03:32 PM
What is difference between Drifter's Realism Mod v1.02 and Drifter's Realism Mod v1.02a? Which one is the latest release? the two packs look identical and the readme files only say one is 1.02a and the other is 1.02 with no changes listed.
kylania
10-26-06, 03:51 PM
What is difference between Drifter's Realism Mod v1.02 and Drifter's Realism Mod v1.02a? Which one is the latest release? the two packs look identical and the readme files only say one is 1.02a and the other is 1.02 with no changes listed.
It's a needed update for 1.02. The explantion is on the first page (http://www.subsim.com/radioroom/showpost.php?p=306805&postcount=20) of this post.
This is a quick update... DRM v1.02a. This is not a full version release! You need to leave DRM v1.02 installed.
This update includes:
-crew hitpoints lowered back down to previous normals. Crew on top deck were absorbing too much damage.
-made flak guns tougher. They were being destroyed too soon.
-included new ai sensor settings based partly on ideas from both Grey Wolves and NYGM.
Samwolf
10-26-06, 09:38 PM
When I apply this mod and then launch a career mission SH3 locks up about half way through the load screen. Works fine if I disable the mod.
I'm using GW1.1a, SH3 commander and the 16KM atmosphere mod, I noticed that DRM v1.02a overwrites the sensors.cfg file, could the 16KM Mod be in conflict?
Anyone else using the 16KM Atmosphere mod with this?
kylania
10-26-06, 11:16 PM
Are you using the 16km mod that's included with GW 1.1a or a seperate version of it?
WhiteW0lf
10-27-06, 12:40 AM
Drifter,
This is exactly what I have been looking for I cannot believe I did not see this over a month ago, I will be downloading this once I get home from work today. Thanks for all your hard work m8 :up:
Tikigod
10-27-06, 02:48 AM
Before making any changes to basic.cfg you must rollback Commander. I exit Commander after doing so. Then open basic.cfg, make changes, save/exit, and open Commander. This ensure Commander will back up basic.cfg with the latest changes and use that file when it launches. Commander changes just a few lines of code in basic.cfg and when tweaks are done properly they "stick".
The easiest way to make sure your tweaks work with Commander is to write them directly into the appropiate Commander file.
Program Files/SH3Commander/Cfg/Static settings.cfg
Copy/paste at the end
;[DAMAGE]
DAMAGE|OpenComp=10
DAMAGE|PartiallyOpenComp=0.005
DAMAGE|EnclosedComp=0.002
;[COMPARTMENT]
COMPARTMENT|NumberOfCrew0=15
COMPARTMENT|Interval1_0=.0001
COMPARTMENT|Interval2_0=9.6
COMPARTMENT|Interval3_0=10869.7
COMPARTMENT|NumberOfCrew1=6
COMPARTMENT|Interval1_1=.0001
COMPARTMENT|Interval2_1=54.1
COMPARTMENT|Interval3_1=10858.5
COMPARTMENT|NumberOfCrew2=9
COMPARTMENT|Interval1_2=.0006
COMPARTMENT|Interval2_2=6
COMPARTMENT|Interval3_2=10862.1
COMPARTMENT|NumberOfCrew3=12
COMPARTMENT|Interval1_3=.0001
COMPARTMENT|Interval2_3=7.8
COMPARTMENT|Interval3_3=10876
COMPARTMENT|NumberOfCrew4=8
COMPARTMENT|Interval1_4=.0001
COMPARTMENT|Interval2_4=5.3
COMPARTMENT|Interval3_4=10861
COMPARTMENT|NumberOfCrew5=10
COMPARTMENT|Interval1_5=.0001
COMPARTMENT|Interval2_5=6.5
COMPARTMENT|Interval3_5=10863.7
COMPARTMENT|NumberOfCrew6=7
COMPARTMENT|Interval1_6=.0007
COMPARTMENT|Interval2_6=44.7
COMPARTMENT|Interval3_6=10859.7
COMPARTMENT|NumberOfCrew7=5
COMPARTMENT|Interval1_7=.0007
COMPARTMENT|Interval2_7=3.5
COMPARTMENT|Interval3_7=10877.3
COMPARTMENT|NumberOfCrew8=3
COMPARTMENT|Interval1_8=.0006
COMPARTMENT|Interval2_8=2.3
COMPARTMENT|Interval3_8=10874.65
COMPARTMENT|NumberOfCrew9=4
COMPARTMENT|Interval1_9=.0002
COMPARTMENT|Interval2_9=22.9
COMPARTMENT|Interval3_9=10856.1
COMPARTMENT|NumberOfCrew10=14
COMPARTMENT|Interval1_10=.0005
COMPARTMENT|Interval2_10=8.2
COMPARTMENT|Interval3_10=10864.3
COMPARTMENT|NumberOfCrew11=2
COMPARTMENT|Interval1_11=.0001
COMPARTMENT|Interval2_11=.7
COMPARTMENT|Interval3_11=10854.1
COMPARTMENT|NumberOfCrew12=1
COMPARTMENT|Interval1_12=0.0005
COMPARTMENT|Interval2_12=0.7
COMPARTMENT|Interval3_12=10851.1
Didn't do the crew hit points as I haven't seen what Drifter changed them to in 1.02a.
This will ensure that your changes to basic.cfg will allways be used when launching through Commander.
zz
can someone post the updated version of this sh3 commander file for 1.02a?
Samwolf
10-27-06, 06:11 AM
Are you using the 16km mod that's included with GW 1.1a or a seperate version of it?
Thanks, I think I have the separate version. Let me try the included version and see if that makes a difference.
Samwolf
10-27-06, 07:26 AM
Are you using the 16km mod that's included with GW 1.1a or a seperate version of it?
Thanks, I think I have the separate version. Let me try the included version and see if that makes a difference.
No Luck.:cry:
I even tried not using the 16KM Atmosphere mod and it still locks up about halfway through the load screen.
Just to test it I tried loading the game without using SH3 Commander and it did load. I'm going to look at what SH3 commannder is doing that conflicts with DRM. I've never had any problems with SH3 Commander before so it may be something I added to the random files.
I have TikiGod's 50 pinups loaded in the random folder and use SH3 Weather so I'll look there first.
I reset my random folders back to "stock" SH3 Commander but no luck.
What fatigue model are people using? I'm using GW 8 hr and also let SH3 Commander launch Sh3 Weather.
WhiteW0lf
10-27-06, 10:23 AM
I have the same problem locks up halfway through load screen, I am using GW and SH3 Commander, I tried without SH3 Commander and same thing, damn I was looking so forward to using this today. :damn:
Samwolf
10-27-06, 10:42 AM
I have the same problem locks up halfway through load screen, I am using GW and SH3 Commander, I tried without SH3 Commander and same thing, damn I was looking so forward to using this today. :damn:
I found that going into the SH3 options.cfg file in SH3 Commander and deleting this block of code fixes the loading problem
[CRUSH DEPTH] ;THIS BLOCK CAN BE DELETED IF UNWANTED
;Randomises/sets crush depth for each sub type
;<SUBTYPE>=<folder/file name>|<.zon offset>|<default crush depth in metres>
;Upper and Lower provides the randomisation range
;Written to each sub's .zon file
Upper=1
Lower=0.9
IIA=NSS_Uboat2A|x2688|175
IID=NSS_Uboat2D|x2688|200
IXB=NSS_Uboat9b|x2CA2|275
IXC=NSS_Uboat9c|x3066|275
IXC/40=NSS_Uboat9c|x3066|275
IXD2=NSS_Uboat9d2|x2CA2|275
VIIB=NSS_Uboat7b|x1A86|250
VIIC=NSS_Uboat7c|x1A86|300
VIIC/41=NSS_Uboat7c|x1A86|350
VIIC/42=NSS_Uboat7c|x1A86|450
XXI=NSS_Uboat21|x35A8|350
Don't know why this conflicts with DRM, I like the idea of randomised crush depths but unless someone knows how to get this to work with DRM I'll live without it for now.
WhiteW0lf
10-27-06, 11:38 AM
Damn, i deleted SH3 commander and it still stuck halfway through load and then I reinstalled GW over existing GW and then all the mods including this DRM mod and it loads fine now, do you think I can reinstall SH3 Commander now and all will be fine? Thanks for that info by the way SamWolf I guess i should have read the entire thread and seen that before I deleted sh*t :damn:
WhiteW0lf
10-27-06, 12:03 PM
I must say the one thing I dont like as of rite now is the hull integrity showing, can you remove this? I know its not a factor now with all compartments having own integrity but I prefer not to see this and go on instincts. I am just leaving port so have not had a chance to see this mod in action will put more later.
Samwolf
10-27-06, 12:45 PM
Damn, i deleted SH3 commander and it still stuck halfway through load and then I reinstalled GW over existing GW and then all the mods including this DRM mod and it loads fine now, do you think I can reinstall SH3 Commander now and all will be fine? Thanks for that info by the way SamWolf I guess i should have read the entire thread and seen that before I deleted sh*t :damn:
You should be able to reinstall Sh3 Commander, just remove that block of code after installing. That seems to be what is causing the conflict. Turn off the "Hull Integrity" using Sh3 Commander.
WhiteW0lf
10-28-06, 12:53 AM
One thing I noticed and did not see in the readme is that it no longer shows the green proficiency bars above each compartment, I like this since I it takes away more arcade aspects of the game.
WhiteW0lf
10-28-06, 09:39 AM
Samwolf I cannot find those files where are they located in SH3 commander?
Samwolf
10-28-06, 11:00 AM
Samwolf I cannot find those files where are they located in SH3 commander?
Program Files/Sh3 Commander/cfg/SH3 Options.cfg. It should be toward the bottom of the file
Tikigod
10-28-06, 02:39 PM
What is the difference between using the greywolves version and the unmodded game version? I'm running Rub 1.45 with latest version of harbor traffic and a bunch of other graphic mods....so its not necessarily an unmodded game version or grey wolves.....which version for drifters should I be using? the game hangs at 50% loading and I have to kill sh3 process to back out...I'm running sh3 commander with the added cfg posted above in sh3 commander.
zzsteven
10-28-06, 02:39 PM
;[DAMAGE]
DAMAGE|OpenComp=10
DAMAGE|PartiallyOpenComp=0.005
DAMAGE|EnclosedComp=0.002
;Crew hit point changes
CREW_0|Hp=25
CREW_1|Hp=25
CREW_2|Hp=25
CREW_3|Hp=25
CREW_4|Hp=25
CREW_5|Hp=25
CREW_6|Hp=25
CREW_7|Hp=25
CREW_8|Hp=25
;[COMPARTMENT]
COMPARTMENT|NumberOfCrew0=15
COMPARTMENT|Interval1_0=.0001
COMPARTMENT|Interval2_0=9.6
COMPARTMENT|Interval3_0=10869.7
COMPARTMENT|NumberOfCrew1=6
COMPARTMENT|Interval1_1=.0001
COMPARTMENT|Interval2_1=54.1
COMPARTMENT|Interval3_1=10858.5
COMPARTMENT|NumberOfCrew2=9
COMPARTMENT|Interval1_2=.0006
COMPARTMENT|Interval2_2=6
COMPARTMENT|Interval3_2=10862.1
COMPARTMENT|NumberOfCrew3=12
COMPARTMENT|Interval1_3=.0001
COMPARTMENT|Interval2_3=7.8
COMPARTMENT|Interval3_3=10876
COMPARTMENT|NumberOfCrew4=8
COMPARTMENT|Interval1_4=.0001
COMPARTMENT|Interval2_4=5.3
COMPARTMENT|Interval3_4=10861
COMPARTMENT|NumberOfCrew5=10
COMPARTMENT|Interval1_5=.0001
COMPARTMENT|Interval2_5=6.5
COMPARTMENT|Interval3_5=10863.7
COMPARTMENT|NumberOfCrew6=7
COMPARTMENT|Interval1_6=.0007
COMPARTMENT|Interval2_6=44.7
COMPARTMENT|Interval3_6=10859.7
COMPARTMENT|NumberOfCrew7=5
COMPARTMENT|Interval1_7=.0007
COMPARTMENT|Interval2_7=3.5
COMPARTMENT|Interval3_7=10877.3
COMPARTMENT|NumberOfCrew8=3
COMPARTMENT|Interval1_8=.0006
COMPARTMENT|Interval2_8=2.3
COMPARTMENT|Interval3_8=10874.65
COMPARTMENT|NumberOfCrew9=4
COMPARTMENT|Interval1_9=.0002
COMPARTMENT|Interval2_9=22.9
COMPARTMENT|Interval3_9=10856.1
COMPARTMENT|NumberOfCrew10=14
COMPARTMENT|Interval1_10=.0005
COMPARTMENT|Interval2_10=8.2
COMPARTMENT|Interval3_10=10864.3
COMPARTMENT|NumberOfCrew11=2
COMPARTMENT|Interval1_11=.0001
COMPARTMENT|Interval2_11=.7
COMPARTMENT|Interval3_11=10854.1
COMPARTMENT|NumberOfCrew12=1
COMPARTMENT|Interval1_12=0.0005
COMPARTMENT|Interval2_12=0.7
COMPARTMENT|Interval3_12=10851.1
@Dogikit :)
The only basic.cfg files he changed from 1.02>1.02a were the crew hit points. I just added them in to make it easier for copy/paste.
zz
Tikigod
10-28-06, 02:48 PM
cool, thanks nevetszz.
(http://www.subsim.com/radioroom/member.php?u=209980)
zzsteven
10-28-06, 03:59 PM
What is the difference between using the greywolves version and the unmodded game version? I'm running Rub 1.45 with latest version of harbor traffic and a bunch of other graphic mods....so its not necessarily an unmodded game version or grey wolves.....which version for drifters should I be using? the game hangs at 50% loading and I have to kill sh3 process to back out...I'm running sh3 commander with the added cfg posted above in sh3 commander.
Welllll if you insist on running RUB, you should probably down load the vanilla version then open each file in WinMerge and compare it to the appropriate file in RUB. Make changes manually.
I'd reccomend d/l GW or NYGM. Both are excellent upgrades using RUB as a base.
zz
Tikigod
10-28-06, 06:15 PM
I got it to work...the vanilla works for me.....I was having the 50% error with the sh3 commander...as described in the above posts.......I disabled all the crush depths as samwolf suggested...and now the mod loads perfect....without getting stuck at 50%....thanks samwolf....
I did grey wolves but, its too much on frames and it adds alot of stuff I don't want...as does NYGM.....I use alot of the NYGM stuff already like crew management etc...and I am happy with keeping it modular....
I'm going to try to install the unified campaign next to get more docked ships in enemy ports....I just want that, the added canals, other theatres populated with traffic, and lit merchant ships.....and i'll be happy...
I have been using hollywood advanced and really liked the damage model...and from what I read this takes that mod one step further....so we will see.....
zzsteven
10-28-06, 06:19 PM
I got it to work...the vanilla works for me.....I was havign the 50% error with the sh3 commander....I disabled all the crush depths as described above....and now the mod loads perfect....without getting stuck at 50%....
Cool!! Have fun with hours of repair times. I enjoy the heck out of it.
zz
Tikigod
10-29-06, 04:39 AM
wow, this mod is definately better....and I agree not having the green bars isn't a big deal...is actually more realistic...because now you have to focus on the exhaustion levels of each crew members....instead of the efficiency of the compartment as a whole.....
the one thing I'm not sure I like yet...is the sensativity of the patrols....I snuck up to a harbor at night....with silent running, submerged, and at minimum speed and a patrol boat as well as the ships in the harbor all detected me as if I was steaming through.....they even fired flares.....and I am not even close to the harbor yet....
what files do I need to edit to dumb down the sensors? is it only the sensors.cfg file? I mean i like that they can find me with sonar and all but, I should have had the element of surprise given the year and my postion....I'm still not sure how they were alerted...but, whatever it was it shouldnt have happened.
hollywood advanced sensors will a little bit more dumbed down...but, I think maybe they were to dumbed down. I'd like something inbetween....or does sh3 commander randomize the sensor levels?
WhiteW0lf
10-30-06, 01:05 AM
I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.
Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
Tikigod
10-30-06, 02:11 PM
I'm going to do something like this: http://www.subsim.com/radioroom/showthread.php?t=92491
I think totally unpredicted randomization is the best solution. That way it will change even when I quit and play the saved game later. I don't mind if they pickup on me every once in awhile...I just don't want it to be the norm everytime I raid a harbor.
I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.
Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
nvdrifter
10-31-06, 12:18 AM
I agree the senesitivity settings of enemy boats is rediculouse I also would like them dumbed down. I had the same thing creeping into a harbor at 1 knot and through my scope I see all destroyers that were stationary start moving then hear them pinging and I am maybe 3000 meters away.
Getting depth charged is a biatch now and I like that but the sensitivity in sonar of enemy boats need to be brought down, I fired a torpedo at a C Class destroy from 4000 meters and at the last minute it turned away and came rite to me crapping depth charges all over me, I am in early 1940 so this definitely should not happen.
Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned. ;)
WhiteW0lf
10-31-06, 02:54 AM
[quote=NVDrifter]quote]
Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned. ;)
Thanks drifter that sensitivity is way too high I have had to limp back to base twice in early 1940 now.
shegeek72
10-31-06, 05:31 AM
Liquid Cooled P4 3.6
2 GB Dual Speed Ram
GeForce 7800GT 256mb Card
120GB HDD
19in LCD Monitor
What kind of liquid cooling system are you running? What temps are you getting (idle v. full load)? If you previously had fan cooling on the system, what kind of performance increase have you gotten?
As soon as I can afford it, I'm planning to go liquid-cooled. :up:
--
http://users4.ev1.net/%7Etaragem/sh3_u100.jpg
nvdrifter
10-31-06, 06:02 AM
[quote=NVDrifter]quote]
Thanks everone for the comments. I plan on releasing a new version of DRM if and when I get certain problems worked out. I am seriously considering dumbing down the escort AI hydrophone listening sensitivity just a little bit in the next version. Stay tuned. ;)
Thanks drifter that sensitivity is way too high I have had to limp back to base twice in early 1940 now.
If you feel the enemy ai escort sensors are too sensitive in DRM, you might want to reinstall the old sim.cfg file until the next release of DRM. NYGM's sim.cfg file is really close to DRM's (DRM sensors were based on NYGM's sim.cfg file).
WhiteW0lf
11-01-06, 01:26 AM
Liquid Cooled P4 3.6
2 GB Dual Speed Ram
GeForce 7800GT 256mb Card
120GB HDD
19in LCD Monitor
What kind of liquid cooling system are you running? What temps are you getting (idle v. full load)? If you previously had fan cooling on the system, what kind of performance increase have you gotten?
As soon as I can afford it, I'm planning to go liquid-cooled. :up:
My system is a Koolance system you can buy the case with everything already in it just hook to your processor and fill it up with cooling fluid, I live on the island of cyprus and its hot as hell in the summer and it runs at no more then 36C or around 98 degrees F if it goes over that a second fan in the cooler kicks on and brings it down 2 degrees Celcius in about 7 seconds. I have never had any heat problems since I went liquid cooled and all of this is with my processor overclocked.
http://users4.ev1.net/%7Etaragem/sh3_u100.jpg[/quote]
Tikigod
11-01-06, 06:32 AM
You could go with cooking oil....
http://images.tomshardware.com/2006/01/09/strip_out_the_fans/aufmacher.jpg
http://www.tomshardware.com/2006/01/09/strip_out_the_fans/
Tikigod
11-16-06, 04:31 PM
yeah, I used the latest NYGM sensors file and it seems to work well so far. I was able to sneak alot closer into the harbor now without being detected right away. They still detect you if you aren't careful...(bump the bottom, pass them closely with engines still running) I can manuever in the harbor at 1/3 silent running and run engines on and off to drift in and it seems to work. If you run 1/3 with engines always on they might turn on lights to check around and call in a patrol if you don't cut engines and wait. I like this much better.
here is the temp fix drifter recommends above (JGSME ready) if you need it:
http://files.filefront.com/Drifters_Sensors_Temp_Fixrar/;6198921;;/fileinfo.html
If you feel the enemy ai escort sensors are too sensitive in DRM, you might want to reinstall the old sim.cfg file until the next release of DRM. NYGM's sim.cfg file is really close to DRM's (DRM sensors were based on NYGM's sim.cfg file).
I installed Mod v1.02. Everything else seems to work fine. My only problem is that the fatigue setting doesn't seem to work anymore, I now have a a crew of Duracell bunnies. I installed the mod manualy, as far as I can see into the correct files, all pretty straight foreward after all. I checked the SH Commander III and the fatigue setting is still at GW 24 Hr. Is there anything else I should have done when I installed the mod or have I just missed something. I installed the mod over a GW modded SHIII with no previouse version of this mod. I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
So what is the future of this mod given the impending release of GWX?
Samwolf
11-17-06, 06:30 PM
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.
46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---
Delete the High-lighted text from entry 46.
Also delete the highlighted from the following lines or it will show up when you start a career.
201=Starting Year (1943)
202=Flotilla (7th)
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.
46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---
Delete the High-lighted text from entry 46.
Also delete the highlighted from the following lines or it will show up when you start a career.
201=Starting Year (1943)
202=Flotilla (7th)
Excellent, thank you very much. I backed up my Data file, so I will reinstall the mod onto that, maybe just a glitch with my machine with the fatigue mod.
is there a working dl link for this?
1mPHUNit0
11-18-06, 09:02 AM
Ummm something go wrong
it's not the way of working.....all this improvement
are good and i don't know why GW have not.
JScones
11-18-06, 09:18 AM
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.
46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---
Delete the High-lighted text from entry 46.
Also delete the highlighted from the following lines or it will show up when you start a career.
201=Starting Year (1943)
202=Flotilla (7th)
Excellent, thank you very much. I backed up my Data file, so I will reinstall the mod onto that, maybe just a glitch with my machine with the fatigue mod.
Someone didn't rollback SH3Cmdr prior to installing this mod...
I thought I had, probably didn't do it right. Thanks I will try again. Thought it might be something like that.
JScones
11-18-06, 10:12 AM
:hmm: It may not be you. Just from reading this thread it *seems* that it's part of the source files?
But the fact is, *somewhere* *someone* has modified these files without rolling back SH3Cmdr first.
Samwolf
11-18-06, 12:39 PM
I also get the war news from August 1943 on the load screen. I really think I must have done it wrong ¬_¬
Great mod by the way, it makes more sense of things generaly.:p
Don't know about the fatigue model but the en_menu.txt file has the war news from 1943 "hard-coded" .Probably left over from testing.
46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s||--- News for August 1943 --- 5th: Russians capture Orel --- 15th: US and Canadian troops retake the Aleutian Islands --- 17th: The Allies take Messina, all of Sicily is now in Allied hands --- 23rd: Russians take Kharkov --- 29th: After acts of sabotage take place, German authorities in Denmark declare martial law ---||--- Monthly losses: 25 U-boats for 92,443 tons of Allied shipping ---
Delete the High-lighted text from entry 46.
Also delete the highlighted from the following lines or it will show up when you start a career.
201=Starting Year (1943)
202=Flotilla (7th)
Excellent, thank you very much. I backed up my Data file, so I will reinstall the mod onto that, maybe just a glitch with my machine with the fatigue mod.
Someone didn't rollback SH3Cmdr prior to installing this mod...
Wasn't me:|\\ It's the way it came when I downloaded it.
Samwolf
11-18-06, 12:40 PM
I thought I had, probably didn't do it right. Thanks I will try again. Thought it might be something like that.
You didn't do it wrong, it's that way in the downloaded file.
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