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-   -   Longer U-boat Repair Times mod ready for download (https://www.subsim.com/radioroom/showthread.php?t=94238)

06-21-06 10:50 AM

Quote:

Originally Posted by CB..
speaking of conning towers and damage :hmm: --just every now and then i get hit on the conning tower by a DC which triggers the BOOOOOING!!!!! sound effect and the blurred vision effect that you get whilst surfaced---

cant help thinking it would be fairly groovy if you allways got this effect with a DC close hit---would add enourmously to the impact of being damaged--can the conning tower zone be stretched to include the command room aswell? thinking that this would mean the command room would go BOOOOOING as well?

sound a bit daft but it would be groovy

I thought about doing the same thing. :yep: I tried and tried to find a way to mod it into the game, but couldn't do it. Maybe it's hard coded, maybe not. :hmm:

The Noob 06-21-06 11:00 AM

Then we could mod the "BOOOING" sound (blur.wav) to a Shacking and Dirty Words sound from Das Boot or U-571.:D

CB.. 06-21-06 11:04 AM

Quote:

Originally Posted by nvdrifter
I thought about doing the same thing. :yep: I tried and tried to find a way to mod it into the game, but couldn't do it. Maybe it's hard coded, maybe not. :hmm:

it would be very effective :sunny:
the only thing i can think of would mean lots of compromises--and probably annoy more people than it satisfyied on the whole-and that would be to extend the conning tower zone right round the sub and make it unrealistically large--but reduce the damage for the conning tower so it didnt kill the boat--only other thing i can imagine is a technical edit of the actual effect it self as it is only triggerred by a direct hit on the conning tower--if it has a trigger list some where tieing it to compartment such and such it might be possible to edit the compartment...trouble is it requires a direct hit and that nine time out of ten kills the boat--

shame as that noise and the blurred vision would combined with the boat rocking madly and the lights going out to make thing very atmospheric after a close hit--perhaps if they had thrown in a 30 second period of "slo mo" as well it would have been pretty scary

Seminole 06-21-06 02:22 PM

Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by Seminole
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.

http://img214.imageshack.us/img214/3572/24ak2.th.jpg

http://img226.imageshack.us/img226/9214/13ck4.th.jpg


Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.



Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.

I suggest you correctly uninstall LRT (only) and try the exact same collision test again.

I must say this again... nothing in LRT 1.1 mod was changed that would (knowingly) affect collision hull damage. If I remember correctly, SH3 1.4b always modeled the collision damage this way... modded or not.

OK. The collision- NYGM 2.1- LRT Removed-note the green efficiency bars are now restored...



http://img459.imageshack.us/img459/5554/49ci.th.jpg

The damage result: Hull integrity: 72%....:hmm:

http://img381.imageshack.us/img381/9571/32vn.th.jpg


Also note how the command room damage was repaied.... almost instantly....the time it took to take the collison screenie and switch to F7.

U-Bones 06-21-06 02:39 PM

Quote:

Originally Posted by Seminole
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by Seminole
:hmm: ....I loaded up a single mission and allowed a merchantmen to run me over. As you can see from the screenshots below the Hull Integrity remains at 100%...though this time I did take some slight compartmental damage. In the incident I commented on above I didn't sustain any damage what so ever.....though that collision was from a much smaller ship.

http://img214.imageshack.us/img214/3572/24ak2.th.jpg

http://img226.imageshack.us/img226/9214/13ck4.th.jpg


Like I said I never had much experience with collisions....but from the few I have had I seem to recall a much higher level of hull damage from having had one. I could be wrong though. :shifty: :lol: That has been known to happen too.



Oh yeah...BTW...that screen is the second collision with the same ship....I let it hit first on the Port side and then turned about for a second impact to starboard ....as no damage resulted from the first impact.

I suggest you correctly uninstall LRT (only) and try the exact same collision test again.

I must say this again... nothing in LRT 1.1 mod was changed that would (knowingly) affect collision hull damage. If I remember correctly, SH3 1.4b always modeled the collision damage this way... modded or not.

OK. The collision- NYGM 2.1- LRT Removed-note the green efficiency bars are now restored...



http://img459.imageshack.us/img459/5554/49ci.th.jpg

The damage result: Hull integrity: 72%....:hmm:

http://img381.imageshack.us/img381/9571/32vn.th.jpg


Also note how the command room damage was repaied.... almost instantly....the time it took to take the collison screenie and switch to F7.

For what its worth, I have noticed a lot of compartment and component damage that seems to have little effect on the hull integrity number. At other times I get high hull damage with little or no compartment/component damage or flooding. This is both with modded and unmodded zones HP and Armor. This seemingly independant and wildly inconsistant behavior from Hull Integrity has been puzzling me a lot.

I suspect that if you test the same scenario 20 times each way, you will see what I mean, but dont hold me to it ;)

I have been intending to start a thread about this topic, but have yet to get my head around the issue enough to frame the question the way I want, but here goes nothing....

What controls Hull Integrity ? Where is it derived, and how is it lowered ?

Myxale 06-21-06 03:38 PM

I have to line up with U-Bones on that one!

Stock SH3 is an example of many things gone wrong. I remember a
(stock game) collision that would've killed off any Boot in an instant, but nothing happened!
Just some scratches! Remember that the game has a poor or nonexistent collision routine! The problem was called U-Tank for one apparent reason:hmm:

I also played with LRT the last few weeks, and in one patrol I hit the ocean-floor and got real decent hull damage. I play with the "Hull integry" hidden, but it was clear that the hull got damaged.:hmm:

Seminole 06-22-06 09:31 AM

Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.

Myxale 06-22-06 11:40 AM

Quote:

Originally Posted by Seminole
Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.

Will do!:hmm:

U-Bones 06-22-06 04:53 PM

Quote:

Originally Posted by Seminole
Then maybe turn it on and perhaps learn the difference between hull and compartemental damage.

To be honest, I wish I knew.... I know they ARE different, but not exactly HOW or WHY. Seeing it displayed is not all that revealing in that regard.

07-14-06 10:47 AM

I just thought I would bump this thread, just in case anyone here hadn't heard about this mod.

Myxale 07-14-06 11:51 AM

Don't worry! People will know about this one!:rock:

And by the way nice to see you again mate! What's up! What have you been up to!

messenger42 07-14-06 04:00 PM

it's a great mod! giving you another dimension of game-playing instead of just sinking enemy boats...

Thanks!

Cap_Observatore 07-14-06 05:46 PM

Guys, My Sh3 with NYGM2.1 and SH3C2.6 is almost perfect. Almost becouse I just need to know how can I left on Hummingbird feature in NYGM? please guys donīt wast your time moding this just say where I can change to change Himmingbird mod from disable to enable.


Thx!

sumpis 07-14-06 11:31 PM

Quote:

Originally Posted by nvdrifter
I just thought I would bump this thread, just in case anyone here hadn't heard about this mod.

You sure bumped me!

So which fatigue model is best to use with LRT? SH3 default?

Myxale 07-15-06 02:57 AM

Quote:

Originally Posted by Cap_Observatore
Guys, My Sh3 with NYGM2.1 and SH3C2.6 is almost perfect. Almost becouse I just need to know how can I left on Hummingbird feature in NYGM? please guys donīt wast your time moding this just say where I can change to change Himmingbird mod from disable to enable.
Thx!

You can't! Its either the Bird or the Longer Repair! Your choice!:hmm:


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