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-   -   What setting file? (https://www.subsim.com/radioroom/showthread.php?t=202012)

Trevally. 02-10-13 04:50 AM

Quote:

Originally Posted by gap (Post 2007112)

I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released :hmm2:

Yes - it was just a merge of the two zone files.:yep:
FX has had an update since then but a merge is easy

Merge

gap 02-10-13 04:56 AM

Quote:

Originally Posted by Trevally. (Post 2007114)
Yes - it was just a merge of the two zone files.:yep:
FX has had an update since then but a merge is easy

Merge

:up:

Do you mean Zones.cfg?

volodya61 02-10-13 05:44 AM

Quote:

Originally Posted by Fifi (Post 2007107)
..of what Volod said in this thread...

Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks

Quote:

Originally Posted by gap (Post 2007115)
Do you mean Zones.cfg?

:yep:

The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism by Bilge Rat..

Fifi 02-10-13 06:15 AM

Quote:

Originally Posted by volodya61 (Post 2007123)
Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks

Sorry for hurting you :oops:
Didn't meant to.

gap 02-10-13 06:16 AM

Quote:

Originally Posted by volodya61 (Post 2007123)
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism by Bilge Rat..

Good to know... Sér Vladimir :O: :up:

volodya61 02-10-13 07:30 AM

Quote:

Originally Posted by Fifi (Post 2007135)
Sorry for hurting you :oops:
Didn't meant to.

it's not hurting me.. it's OK.. Volod is just a meaningless set of sounds

Quote:

Originally Posted by gap (Post 2007137)
Good to know... Sér Vladimir :O: :up:

Don Gabriele :salute:

:O:

vlad29 02-10-13 03:45 PM

Quote:

Originally Posted by gap (Post 2007112)
I can be wrong, but I seem to remember that several months ago a version of BARF compatible with Fx Update had been released :hmm2:

You're right Gap! And there was also a small mod 'Real Sink' by MIA - really the FX zone's.cfg file, but changed according to BARF parameters:yep::salute:.

vlad29 02-10-13 03:49 PM

Quote:

Originally Posted by volodya61 (Post 2007123)
Please, use this form - Volodya.. it's already short form.. Volodya or Vlad are short forms from Vladimir..
Thanks

Volodya, Vova = Vladimir, Vlad = Vladislav:timeout:. Two different names by the way. Sorry for:spammm::oops:

volodya61 02-10-13 03:58 PM

I prefer for my name those short forms that I pointed, please.. I don't like Vova :03:

Thank you :haha:
:O:

gap 02-10-13 03:58 PM

Quote:

Originally Posted by vlad29 (Post 2007461)
You're right Gap! And there was also a small mod 'Real Sink' by MIA - really the FX zone's.cfg file, but changed according to BARF parameters:yep::salute:.

Real sink? :o :hmm2:

http://omion.dyndns.org/images/png/sinkemacs-000901.png

vlad29 02-10-13 04:12 PM

Quote:

Originally Posted by gap (Post 2007472)
Real sink? :o :hmm2:

Yes, in this thread http://www.subsim.com/radioroom/showthread.php?t=186253

GT182 02-10-13 04:53 PM

I've been using the 'One Ship One Torpedo' and the 'Critical Hits for Torpedos' mods and they don't always do what their names imply, and I don't think they're 'cheats'. I've shot at freighters and still need 2 or 3 torpedos to sink them. Tho most small Coastal boats will go down with one torpedo.

'Critical Hits' I believe implies that if you hit a ship in a critical spot it takes only one torpedo to sink it. Take for instance a Capitol ship such as a Battleship or an Aircraft Carrier. I've sunk a Battleship with 2 torpedos, only because I believe I had hit an ammo magazine. Other times I've had to sink them using 3 and 4 torpedos. Same for an Aircraft Carrier. Hit a critical spot and they're toast. Remember in SH5 you aim and hold that spot on a ship and that's where your torpedo hits.... good or bad. In stock SH3 you were locked on and it hit where the 'lock' was. IIRC there was a mod that let you aim.

'One Ship One Torpedo' has to be for a critical spots too or the size of the ship.

I have both installed, but Critical Hits does overwrite One Torpedo.

Maybe I'm missing things by not using IRAI. But so far this time around all seems fine with the way my SH5 is working. My thought....If it ain't broke, why fix it? ;) LOL

Fifi 02-10-13 06:07 PM

Quote:

Originally Posted by volodya61 (Post 2007123)
The best Zones.cfg I've seen so far I've found here - Alternate Sinking Mechanism by Bilge Rat..

Woohooo!! Thanks for this link Volodya :yeah:

I just activated it to the end of my list, and run a test in my current career against a small merchant ----> it does EXACTLY what i was looking for, and is compatible with latest FX-IRAI-OHII etc :up:
One torpedo and the small merchant sunk in 5 minutes...with a huge hole in the bow.
Without this mod, the small merchant would have sit there for hours very slowly sinking.
I'm still convinced those kind of small boats (around 1600 tons) would have sunk very quickly after a torp hit :yep:

I have yet to test against bigger boats! Can't wait!
I just hope all boats are not sinking right away with only one torp! :haha:
(in this case, i will reactivate AI crew in the TDW patcher)

Quote:

Maybe I'm missing things by not using IRAI
That's for sure! You are missing A LOT!

EDIT1:
Made a test vs a Hog Island boat (around 4600 tons) and after one torp hit right in the hull's middle, he sank after around 20 minutes...not that bad imo.
Waiting for bigger ones.

EDIT2:
An other Hog Island encounter: one torp and 2 hours later still alive but hull almosr submerged...had to achieve him.

So seems kind of random and i love the way it can sink either fast or slow now.
Only thing after activating this mod, is they loose speed very fast and always all stop at first hit...


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