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No worries. Glad I could be of some service. Wow, does this mean I'm kinda a Beta Tester, sorta, kinda :)
I'm probably one of the very few people out there that still sail around in that little IIA. Oh sure you have those flashier VII's and stuff. Ooooooooh there nice and roomy, lots of torpedoes and better equipment. Yeah, well, so! My IIA is, ummm, a smaller target! So there!!! Man I can't wait til 1941. Man I can't wait til 1941. Man I can't wait til 1941. Man I can't wait til 1941. Man I can't wait til 1941. :) Better check the IID as well I suppose. It's justa IIA with a bigger gas tank. |
Hollywood Fix for IIA torpedo room
http://rapidshare.de/files/7435567/M...enown.cfg.html Just open your SH3 Commander folder and then CFG and replace the existing file with this one. You may want to save a copy of the file and restore it once you change uboat. So remember that it has to do with the 10 crew slots being shared by 2 different compartments. I would strongly reccomend putting it back to other version after you upgrade to bigger boats. Hope this helps. |
Re: HOLLYWOOD Advanced Damage available Here
At first.... many , many thanks for job and effort !!! :up:
Here my questions : 1] Quote:
2] Quote:
3] Can i modify the fatigue settings without ruins the mod ? I hate the fatigue management, i dont like to be a nurse of my crew. Can i eliminate fatigue completely with no damage for the mod behavior ? 4] I do not use RUB/IUB or any similar masive mod........ can i use the mod with good behavior ? |
Hi Redwine
1. No, I have been unable to locate anything that enable the crew within the rest quarters to fix anything in those quarters. The rest quarters have no operational basis in the game except for resting and healing. 2. In other words, I have changed the Zon files for the Hull integrity to be higher and now I should not really start breaking up at 70 meters after one bad run. I have however set flooding to behave differently and thus you will occasionally go into a slow dive due to flooding. I had this last night and the only thing that saved me was the quick thinking about hitting the emergency reverse thus slowing my decent. 3. In the mod I edited most fatigue models to be able to be used i.e. no fatigue models etc. They all have Holl after their name meaning they can be used with this Damage model. 4.You could use it but I have not changed values to accommodate the stock game values thus the results would be not good. An example is the DC radius in stock game is much more powerful than RUB radius and therefore you will receive too much damage with this mod. This mod has also had to accommodate other values in other weapons that are different to the stock game so behavior will be dodgy. I would recommend against it for now and probably use an earlier Hollywood mod i.e. 2.3 version for vanilla game and then just install the submarine files from this mod to give you the extra Hull integrity. Sorry about this but there is so much testing going on at the moment I m stuck for time to deal with vanilla game. The good news is that there is news of a new model being released soon by Der Teddy (check subsim main page). This model is much more scientific than mine and I expect it has a lot to offer from what the readme describes. |
How well will that Tonnage mod fit in with your New Hollywood Damage Mod?
I'm guessing you only mess with the Sub damage or is that tied in with other ships damage. Also, will some of your fatigue mods have to be adjusted to work with the ones they are talking about? Man, with all these new mods it's almost like a completely different game! |
I think but am not positive of the following.
The tonnage mod will be a great Mod, thats for sure. They have some amazing things as far as the ship sinking is concerned and if this proceeds, I will no longer need to work on ships for some time. They have a more scientific crew model though I supect it can be incorporated in 24 hrs as they say. So we will not be losing the chance to have shifts etc. Their mod will have more variations in the crew fatigue for two reasons. 1. Der teddy and his team do jobs down to the minute detail and are very very mature and detailed about it. They will provide a quality product thats for sure. I have to be honest here and state that allthough my crew models have changed the game to such a extent that I now can play a campaign at ease and immersed, I am very intrigued and excited by the new Tonnage MOD prospects. No matter what model comes out now. We can allways tweak zones cfg for damage to fit any crew model. Mix this with Jungmanns discovery on Hull inegrity and we will get very satisfying games. There will come a day when each person can customise his damage to his liking. So my best advice is to use Hollywood till other better stuff is released (i.e. tonnage mod). Rest assured that I am not leaving it. I am just making room for better developments. I do not want the Hollywood mods to block these in any way as they have had twice as much work and thought put into them than what I did with Hollywood. Consider my mod as a appetiser and the Tonnage mod as the main course done by pro's. |
Thanks Gouldjg for response.
I posted before but i can see my response now :hmm: , here another time : Any way the fact i am not using any masive mod, do not means i am using ..... how do you call in english ? "vanilla" game. I am using my own depth charges, with max damage continuous up to 4.5m (default), max blast radius up to 15m (tweeked), fall speeds 3m/s (default) and depth precision 25m (tweeked). I am skeezing my brain attempting to obtain a good night visibility now, and testing another mods, too much mods at same time. When finish, i will attempt to use yours, i like too much HollyWood mod from its early times. Many thanks for effort, best regards, Red |
Well Red
If you are using the usual games DC of 15 I suspect this will cover your DC experiences. Can I suggest having a quick look at what other wepon differences you may have tweaked i.e. shells etc. I have included a tweaked Hedgehog file as with the new hull, they needed upping in strengh. If these pretty much follow the same lines as RUB, then I see little problems for you in using this mod. Bye the way, If you have simple hex editor, you can always open up the sub zon files and change sub armour and hit points yourself. They are located at the bottom of each file. If you study current and previous znes.cfg changes in each hollywood mod both past and present, you will also see patterns that can be tweaked to your preferences. Remeber though that most of the Hollywood ZOnes.cfg have adapted for airpower mod so ensure to check your plane settings if you do not use this one. This does however require a lot of testing. There are a million and 1 ways to get your combination. |
Mmmh...i am not user of Air Power mod, neither.
Many thanks for help !! :up: :up: |
Just to clarify, is this part of RUB 1.45 already? Is see it listed in the readme. I
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My question is is this mod the same as the Diehard Mod Jungman is working on in this post? I see he is credited for his findings on the damage modeling....but, is this mod the completed version of his DieHard Mod? he seems to have disappeared before releasing his completed version of Diehard beta.
http://www.subsim.com/phpBB/viewtopi...ight=hollywood Also is the fix included with the top link? or do we have to download the fix after downloading the first link. The second link is broken. Also is this mod compatible with Harbour_Traffic_147_for _RuB_145? there are a few zone files that HT installed but I think its ok to be overwritten.... |
The zones.cfg on the HT mod only modify a bit the Big bombers (aircraft). You can replace it, the modifications are barely noticeable.
Rubini. |
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