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-   -   [REL] Damage assessment (https://www.subsim.com/radioroom/showthread.php?t=165771)

Arclight 03-24-10 08:36 PM

Beast, would you do me a favor? Give this version a try, see if that fixes it: http://www.filefront.com/15924247/Da...ssessment.zip/

etheberge 03-24-10 08:38 PM

Arclight, I'm using all these and not having any issues:

A Fistful of Emblems v1.5
Accurate German Flags
AilClouds
AilDeckwave
AilMoon
AilSmoke 1.7
Capthelms Lighting Effects mod for sh5
Detailed Caustics 1.0
Enhanced Ship Recon Manual V1.02
ETOSNoSurfaceTrail
impurity blue
Lite Campaign LC 1.2
Menu - Das Boot Departure Theme
MightyFine Crew Mod 1.1.1 Stock Faces
MiniChrono
MoraleMod
NDB,NDH OM#1 - No Dialog Indicator
No Submerged Mark
No Surface Hydrophone
Radio Koln E52
REL_AI_Detection_Tweaks
Remove binocular crossair
Stormys DBSM SH5 v1.1
Window_Lights_Redone_V1
Less Annoying Footsteps
Interior working dials v1_21
BARF 1.2 full
Better Torpedo Graphics v2
ImprovedWaves_Improved Pitch&Roll
ETRP-improved pitch and roll - wamphyri
zoomableexternalcamera
OldStyleSHControls_1_3_1_ByTheDarkWraith
1500M Overlay
Pascal-sh5-uniforms-Version-2
Damage assessment
Critical hits 1.1 Torpedos

Only changes I made were merging a digital clock and some TAI map fixes from Gutted to the Darkwraith's UI.

I made one and half patrol so far, sinking about 8 ships and I love the results. This mod, BARF and the torpedo critical hits mod really work well together. No problems with sounds or commands not working on my end.

Arclight 03-24-10 08:42 PM

Thank you, very much appreciated. :salute:

Sometimes I wonder if total silence means it's working well, or that everyone has abandoned it. Makes me nervous. :lol:

SteelViking 03-24-10 10:37 PM

I would not worry about this mod being abandoned, I use it and love it!:rock:

Arclight 03-24-10 10:42 PM

Glad to hear it. :)

No news is good news, I suppose. :hmm2:

Will-Rommel 03-24-10 11:54 PM

I used it for 3 patrols already along with BARF and noticed definitely better behaviors than stock physics.

Only thing i could hope for is a slightly longer sinking time.

Arclight 03-25-10 12:21 AM

Tried the "full" version? Increases flooding times by a factor of 10.

Depends on the ship, but can take a long time already before she finally sinks.

TheBeast 03-25-10 01:05 AM

Quote:

Originally Posted by Arclight (Post 1332493)
Beast, would you do me a favor? Give this version a try, see if that fixes it: http://www.filefront.com/15924247/Da...ssessment.zip/

Sorry about the delay. I live way out in the woods and had to run to town and just returned home and a bit tired.:yawn:
I tried this and sound it working and the commands that were causing CTD before are not doing that anymore.:yeah:
Now I need to hunt something down to see if it actually works:03:

Arclight 03-25-10 01:17 AM

No worries, got plenty of time. ;)

Good news, I think it will hold up if the first test was succesfull. But will wait a bit, if no other problems occur I'll update the link with the new version.

Technical bit: declared my new state in the "init.aix" and assigned it an index number. Suspect another script was requesting crewstate, and since my new state wasn't in the index, it returned null or something.

Anyway, should have done that from the start, but hadn't noticed the init script. :oops:

loerelau 03-25-10 03:44 AM

Hi,

I just wanted to thank you a lot. This mod is a must-have! Tested it yesterday a bit and I like it a lot.

Cheers,

Loerelau

Arclight 03-25-10 05:11 AM

I remember making a picture-perfect attack on a QE battleship; launched a spread of 3 and all hit. First one clipped the bow and other 2 struck a bit further back, below the armor belt.

She steamed on, slowed down a bit, but didn't sink and screws turning like crazy, clearly making full steam.

That kinda defied my expectations: http://www.hmsbarham.com/images/ship...com-barham.wmv

At the very least she should have slowed to a crawl, to avoid more compartments buckling from the force of the water being pushed in.

Call it a rage-quit, but I just couldn't take it. Quit the game and started modding some more. :lol:



Aaanyway, glad you like it, loerelau. :salute:

Ow yes, should anyone be having issues, try the updated one in post #16. I'll update the link in the first post with the new version soon if I don't get any reports on further issues.

Beast reports CTDs are gone, but the sound glitched again. I consider no CTDs an improvement. Will have to contact DarkWraith about it and see if this is indeed related to his UI. :hmmm:

loerelau 03-25-10 06:16 AM

I did kind of the same yesterday. QE battleship, 3 torpedo's, all hit in front of the ship. The ship started to tilt a bit to the right and some more and some more, at a certain moment it only went 5knts or less (could keep up submerged). At a certain moment the 9 escorts even left the ship behind...

Unfortunately didn't I have any torps left, so I couldn't finish the job :(.

Arclight 03-25-10 04:26 PM

Working to improve that, but the behaiour is a mess. Hit both engine rooms on 1 side, and she goes down. Hit empty space and it doesn't do much. Hitting engine room on North Carolina consistently sets the entire ship ablaze. :nope:

piri_reis 03-25-10 05:32 PM

Nice mod, installed this and BARF Full, going out on a patrol finally, will be testing these :up:

Arclight 03-26-10 12:06 AM

Let me know what you think, there's always room for improvement. ;)



Updated link to v1.1. Pack now includes "init.aix", which contains a change that should have been there from the start. Something I did not realise, considering my low experience with scripting. :oops:

TheBeast had issues, such as CTD and sound cutting out. CTD was fixed with this update, and he now confirms the sound issue occurs without this mod as well.

Since he's the only one reporting an issue and everyone else confirms proper functioning, there are no further known issues with this. I suggest updating, even for the ones who are experiencing no issues, just to be on the safe side. ;)


Functionality remains unchanged, just the addition to improve stability.


p.s. Beast, I removed your comment on the mod's page since it is no longer relevant.


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