SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Longer sinking times for TMO 2.5 (https://www.subsim.com/radioroom/showthread.php?t=193610)

Bilge_Rat 04-04-12 12:45 PM

thanks guys, nice to see this is getting some use. I have been revisiting this mod lately after porting it to SH5, but it seems to be working fine as is.

Caustic 04-29-12 05:11 PM

Thank you for this mod, I love it because it brings an added depth to the game that needs to be there. Like yourself, I tried other mods that attempt to create more realistic sinkings. NSM is outdated and the RFB model is horrible (in my opinion). This mod reveals that the stock game already had a sufficient sinking model that just needed to be tweaked. This is the best sinking physics mod to date and it works flawlessly. The occasionally sinking from HP depletion does occur but it is quite rare, rare enough to not matter. If you can completely eliminate it without compromising the excellent sinking behavior, this mod will become the king.

:up:

Bilge_Rat 05-02-12 12:29 PM

Quote:

Originally Posted by Caustic (Post 1877342)
Thank you for this mod, I love it because it brings an added depth to the game that needs to be there. Like yourself, I tried other mods that attempt to create more realistic sinkings. NSM is outdated and the RFB model is horrible (in my opinion). This mod reveals that the stock game already had a sufficient sinking model that just needed to be tweaked. This is the best sinking physics mod to date and it works flawlessly. The occasionally sinking from HP depletion does occur but it is quite rare, rare enough to not matter. If you can completely eliminate it without compromising the excellent sinking behavior, this mod will become the king.

:up:

Thanks for the kind words. Glad you enjoy it. :arrgh!:

Bubblehead1980 05-03-12 09:08 PM

Love this mod but may want to make some adjustments.I have found no matter what, one torpedo eventually sinks this ship, even if its to the bow.I hit the 11,000 ton large passenger freighter with one Mark 14 in the belly, she eventually rolled over and sank, i mean once in a while but noticed it happens to every due to flooding.Love the mod but another issue is I hit a tanker, loaded with fuel(edited escorts to be tougher via notepad) and it didnt blow up when I hit it, just took one fish to the mid section, eventually went down by the bow.I know modding is a pain in the....just giving you some feedback.Do love the mod though.

Soviet Creeper 05-04-12 04:26 PM

Thats weird, Ive nailed tankers with 3 torps and they never seem to sink :/.
Im wondering if theres something wrong with my mod loader?

TMO 2.5
RSRDC TMO
RSRDC patch
RSRDC_TMO_ pre pearl harbor start
Traveller Mod 1.1
LST_TMO_v2
Resucue sub for RSRDC TMO
Traveller mod 1.1 compatibilty patch for LST
Maxoptics TMO
TDW ship plane fire damage
DC water distubances
Websters eliminate floating plankton
TMH 1.01 compatiblity patch for LST
MFWC TMO
Websters 300 foot underwater visiblity, faster TC near land and ship Manuvering Fix

fitzcarraldo 05-06-12 10:33 PM

Quote:

Originally Posted by Traveller (Post 1865089)
Good mod, Bilge Rat. I'm using it and like it a lot. :)

I like it so much I made a Take Me Home v1.01 compatibility patch for it. Patch can be downloaded here: http://www.mediafire.com/?yoeho074775i114

Dear Traveller: What is "Take me Home"? I use your Traveller mod and LST.

LST is great, some issues, but great! Many thanks, Bilge Rat!!!!!

Best regards.

Fitzcarraldo :salute:

HW3 05-07-12 07:46 AM

Hit my first freighter using this mod and I love it! A much more realistic sinking than I was getting before.:yeah:

:salute:

utops 05-11-12 08:46 AM

First of all thank you - finally i have a mod with satsfying sinking mechanics i waiting for this since game relase :ENORMOUS MONSTER BEER:
Second: Yet i found two things that are quite disturbing.
a) DD's are tough, too tough i mean one eel should at least disable her,but this is rare to observe,most of times she still want to get my puny sub between DC even if she got struck near DC platforms.
b) Stationary Yamato is virtually impossible to sink:
I found her on Truk anchorage and struck her 19 times without dud's. She just bank to the starboard and nothing happened for 24 h and possibly more. ( got too much Co2 to wait longer and Ducimus planes don't mess around :03:)

Modlist:
1_TriggerMaru_Overhaul_2-5
LST_TMO_v2
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

Just report, no true complains here.

Bubblehead1980 05-11-12 02:03 PM

Quote:

Originally Posted by utops (Post 1882557)
First of all thank you - finally i have a mod with satsfying sinking mechanics i waiting for this since game relase :ENORMOUS MONSTER BEER:
Second: Yet i found two things that are quite disturbing.
a) DD's are tough, too tough i mean one eel should at least disable her,but this is rare to observe,most of times she still want to get my puny sub between DC even if she got struck near DC platforms.
b) Stationary Yamato is virtually impossible to sink:
I found her on Truk anchorage and struck her 19 times without dud's. She just bank to the starboard and nothing happened for 24 h and possibly more. ( got too much Co2 to wait longer and Ducimus planes don't mess around :03:)

Modlist:
1_TriggerMaru_Overhaul_2-5
LST_TMO_v2
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

Just report, no true complains here.


Yamato was a big tub, stationary in shallow water, she listed but water may have not been deep enough for her to sink.LST delays awarding credit until the ship is under usually unless you manage to set off a huge explosion like with a tanker or hit a warship in the magazine.I remember a modder explaining once that the ships do have "damage control", the "crew" repairs the ship, fights flooding etc if possible, their ability is set according to the skill level.TMO sets most capital warships to "veteran" skill level, so you have a tub like the Yamato in a shallow harbor, no longer operating on the hit points system but running with LST, so that is most likely why she just took a list.I have yet to run into the Yamato since began using LST.I did just bag the fleet carrier Taiho at The Battle of the Philippine Sea around noon on the 19th(would have had her earlier but the airstrikes began to launch and forced me to dive, plus the TF changed course) when they did so, had been tracking them since 0430) with 6 torpedoes, she exploded and sank in about 25 minutes. I am running RSRD though, so can have the historical ship movements.I plan to try and find the Yamato and Musashi during Leyte Gulf camapign, will set how many it takes in deep waters.I set the skill level in RSRD from competent to Elite and Veteran for the Yamato class, they were tough ships.

utops 05-11-12 04:13 PM

Quote:

Originally Posted by Bubblehead1980 (Post 1882679)
*snip*.

Yamato in on the move, should go down easly in 3-4 hits,because she got pretty this "/" -< angle of lean towards sea line after 3 well placed eels, rest of 16 don't affect her at all. Thing is she likely hang in some sort of game engine "bug" and there is no force from momemntum to push her over it.

King George V goes down after 5 eels in Fremantle when testing this mod so as japanese fleet carrier ( i can't recall name) in Truk and it takes just 2 eels - must been lucky to hit fuel storage i think.

This is not critical i can life with it,but just a little disturbing.
When you meet Yamato or Musashi on the run let me know how it goes, im curious.

fitzcarraldo 05-26-12 11:21 AM

Quote:

Originally Posted by utops (Post 1882557)
First of all thank you - finally i have a mod with satsfying sinking mechanics i waiting for this since game relase :ENORMOUS MONSTER BEER:
Second: Yet i found two things that are quite disturbing.
a) DD's are tough, too tough i mean one eel should at least disable her,but this is rare to observe,most of times she still want to get my puny sub between DC even if she got struck near DC platforms.
b) Stationary Yamato is virtually impossible to sink:
I found her on Truk anchorage and struck her 19 times without dud's. She just bank to the starboard and nothing happened for 24 h and possibly more. ( got too much Co2 to wait longer and Ducimus planes don't mess around :03:)

Modlist:
1_TriggerMaru_Overhaul_2-5
LST_TMO_v2
TDW_Ship_Plane_Fire_Damage_v1_3_SH4

Just report, no true complains here.

I play the Webster´s Torpedo Training Missions for try this mod.

I hit the stationary Yamato with 12 fishes, the ship banked to starboard and didn´t sink. I watched three days (!!!!), and the ship is here, banked but floating. It seems some is wrong in the LST mod: I think Yamato is a hard duck to die, but 3 days with 12 torpedoes in her belly is too much!!!

Incidentally, I sunk the stationary Fuso with four Mk. 14, in 6 minutes: Too fast, it seems.

I recommend the Webster´s training missions mod for these test!

Best regards.

Fitzcarraldo :salute:

DrBeast 05-26-12 01:37 PM

Quote:

Originally Posted by fitzcarraldo (Post 1889464)
I play the Webster´s Torpedo Training Missions for try this mod.

I hit the stationary Yamato with 12 fishes, the ship banked to starboard and didn´t sink. I watched three days (!!!!), and the ship is here, banked but floating. It seems some is wrong in the LST mod: I think Yamato is a hard duck to die, but 3 days with 12 torpedoes in her belly is too much!!!

Incidentally, I sunk the stationary Fuso with four Mk. 14, in 6 minutes: Too fast, it seems.

I recommend the Webster´s training missions mod for these test!

Best regards.

Fitzcarraldo :salute:

Something to keep in mind when testing mods using Missions: results can vary greatly compared to a Campaign game! The reason? Gods know, but it happens. :hmmm:

fitzcarraldo 05-26-12 03:34 PM

Quote:

Originally Posted by DrBeast (Post 1889520)
Something to keep in mind when testing mods using Missions: results can vary greatly compared to a Campaign game! The reason? Gods know, but it happens. :hmmm:

Thanks, DrBeast: yes, Gods know...

Regards.

Fitzcarraldo :salute:

Fragtzack 05-29-12 10:18 AM

Love this mod for sinking effects.

I found that 1 torp seems to sink a ship except large warships every time.

I think the problem is related to the splash damage of the torps damaging multiple zones with a single hit. If a single torp hits near the zone boundaries and then floods 2 compartments(zones), the ship will almost always sink because this mod increased the flotability factor of each compartment(zone) by a large amount. Seems that a torp damaging only a single compartment(zone) is the exception and not the norm.

So...

I modified downward the flotability factor of the zones closer to the original settings and ships do not seem to sink as easy now. The long sink times with flooding effect graphics and the manner in which the ships roll over during sinking is intact though.


Still work in progress, needs more stick time on this. Can't decrease the flotability too much other wise the ships will be- very hard to sink since the torp power is cut in half. May need to reduce the torp splash damage instead of reducing zone flotablity anymore.

Bubblehead1980 05-29-12 11:58 AM

Quote:

Originally Posted by Fragtzack (Post 1890852)
Love this mod for sinking effects.

I found that 1 torp seems to sink a ship except large warships every time.

I think the problem is related to the splash damage of the torps damaging multiple zones with a single hit. If a single torp hits near the zone boundaries and then floods 2 compartments(zones), the ship will almost always sink because this mod increased the flotability factor of each compartment(zone) by a large amount. Seems that a torp damaging only a single compartment(zone) is the exception and not the norm.

So...

I modified downward the flotability factor of the zones closer to the original settings and ships do not seem to sink as easy now. The long sink times with flooding effect graphics and the manner in which the ships roll over during sinking is intact though.


Still work in progress, needs more stick time on this. Can't decrease the flotability too much other wise the ships will be- very hard to sink since the torp power is cut in half. May need to reduce the torp splash damage instead of reducing zone flotablity anymore.


Glad someone is addressing this, great mod which I wont play without bc it is more realistic, I once had a tanker stay afloat two days(pursued rest of convoy until out of fish, never got a ship sunk message so came back to scene of attack nearly 48 hours later,10k ton tanker was afloat, listing hard but afloat, gave her the coup de grace and slipped under.

Large warships like BB's do sink too easily with this mod most of the time.SKill level seems to have an effect also, those set to vet and elite dont seem to go as easy, esp if only one torpedo unless in critical area.

One trade off I appreciate is not every battleships was tough to sink with torpedoes.Pretty much all of them went down to 3 or 4 fish other than the Yamato, there may be other examples but thinking about Prince of Wales, pearl harbor ships the went down to torpedo hits, 3 or 4(although they were surprised Fuso class at Surigao Strait, HMS Barham in the Med etc etc.Flaw is, one fish should not sink a BB though.Quite the balancing act.


All times are GMT -5. The time now is 04:50 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.