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-   -   MOD - Thomsen's No Instant Death Screen Plus Effects V1.1 (https://www.subsim.com/radioroom/showthread.php?t=128748)

Philipp_Thomsen 01-24-08 08:31 PM

You're all bad kaleuns... just coz I made a mod that will blew your watch crewman into the sea if a deckgun shell from a destroyer hit the conning tower, doesnt mean you have to put your crew to do the test...

And the same goes to the depth charges... :rotfl: :rotfl: :rotfl:

Canovaro 01-25-08 06:47 AM

I just tried this mod and as far as I can tell so far it does what it is supposed to do.
I does not slap you in the face when depthcharged, but when a compartiment is finally destroyed and the crew dies there, the deathscreen pops up. Also when you surface between destroyers, you still get a beating and then te screen comes.

I am really happy with it and will use it from now on.
Recommended. :up:

Philipp_Thomsen 01-25-08 07:02 AM

Yes, the screen somewhere along the time line will appear. For it to be away forever I would have to increase the uboat hitpoints to a number so big that it would become indestructible, and then it would do more harm then good.

But I think its pretty good now.

You guys wanna test a good example? Remember what happened when you drove your boat into the land and get it beached all out of the water? Yes, the death screen would pop up in less then 5 seconds. And that is far from real, you can beach and real uboat in real life without blasting it to pieces. Actually it would couse much less damage then you all think.

Now with my mod, try to beach your uboat ahead flank. You will be able to see yourself almost intirelly out of the water, in the land, depending on how fast you're going. And then you will be able to see yourself sliding again back into the water slowly, and use your reverse to help it out. What happens? Minor damage to the bow rooms. As long as you dont hit a big rock, of course. And try to pick flat land, nothing to hard to climb, I recommend the land around Lorient as a good trial. :up:

von Zelda 01-25-08 04:25 PM

Do NOT install at sea
 
Quote:

Originally Posted by Canovaro
Philipp, can you install it in mid-patrol, or do you have to return to base first?

Do NOT install while you are at sea. I tried it, u-boat immediately took damage which resulted in a 5% hull integrity.

Luckily, I was able to uninstall and go back to a previous save, and every thing was normal. I will try to install while I'm in port.

Hartmann 01-26-08 08:16 AM

Quote:

Originally Posted by Philipp_Thomsen
So, is anyone testing this?

No feedback at all... so either no one is playing or there's nothing to complain about, with I seriously doubt! :rotfl:


I tried it using the u-505 mission and it was an amazing experience, later i will post my test with some screenshots :yep:

great work ! thanks

Hartmann 01-26-08 04:49 PM

here i am again

For the testing i choose the u-505 mission...

First i awakened the beast raising the periscope at 4 knts until the destroyer start to ping and then i dive to 40 meters without trying to escape..after some missed skid mortars and depth charges, the scort found the correct spot and send a deadly rain of depth charges that damaged badly my boat.

the damaged is critical , so the boat plunges to the deeps backwards until the final death screen, but now you can see the screen during some time and get the idea that you are toast.

the final screen says dead by flooding, in fact the boat is doomed with a compartment sealed and filled of water.

the only problem odf the mod is that is not compatible with the depth charge shake and other with effects for explosions (zones cfg )


destroyer in attack run
http://img88.imageshack.us/img88/498...0844237bs6.jpg

The first voley of skid mortars, one hit in the tower damaging the flak guns


http://img297.imageshack.us/img297/2...0844661xx9.jpg

The rain of charges in the stern of the boat

http://img122.imageshack.us/img122/8...0844642qr3.jpg

Wow!! it hurts :dead:

http://img206.imageshack.us/img206/2...0844644to4.jpg

The boat shakes violently in the water

http://img170.imageshack.us/img170/1...0844647zo9.jpg

The damage screen

http://img140.imageshack.us/img140/7...0844654ob5.jpg


http://img91.imageshack.us/img91/392...0844716nd2.jpg

the flooding is severe and the buoiancy negative in the stern of the boat

http://img232.imageshack.us/img232/5...0844733wj4.jpg







http://img338.imageshack.us/img338/4...0084475ad8.jpg

http://img169.imageshack.us/img169/5...0084485mr7.jpg

http://img169.imageshack.us/img169/1...0084481sz9.jpg

nikpinero 01-26-08 05:44 PM

Hello, Philipp:

Would you (or anybody else who has tested both mods at the same time) happen to know whether your mod is compatible with Racerboy´s SH4 effects for SH3?

Quote:

Originally Posted by Philipp_Thomsen
Hi there!

This is the new version of this mod (see previous = http://www.subsim.com/radioroom/showthread.php?t=128593)

The new version is a more complex version.

1) The nem system was tested against heavy fire surfaced, although you shouldnt be doing this, it will always be suicide. With the version 1.0, if you received heavy gun fire while surfaced, you would go pretty long without losing equipment, now its more real and after some shells you'll be really worried about water all around, loss of fuel and battery, loss of motors and engines and crew loss. But I should say that the real purpose of this mod is to better simulate being depth charged.

2) Now if you receive a shell hit in the conning tower while surfaced, you'll be able to see your watch crew flying into the sea. :up:

3) Now if you receive a shell hit in the deckgun or flak gun, they could catch on fire and eventually they can be destroyed in a small explosion.

4) All the external parts of the uboat, like rudder, propeller, diving planes and stuff are able to be destroyed by gunfire/depth charges.

5) The flooding times due to shell hit have being increased... I mean decreased... I mean... you will get... damn this is tricky... well, the water will get in faster... so I guess the flooding times have being decreased! :rotfl:(shell hit causes punctures in the pressure hull, which allowes water to get in faster. Depth charges shakes the uboat, which makes some tubes inside the uboat break and let water flow out, but a lot less than shell hit.

6) Both periscopes now can be destroyed, which means you wont have any access to it.

7) Now the hull can be crushed a lot faster, so you wont be able to go past the 400 meters even if you try. (except in VIIC/42 and XXI, of course)

8) Now the damaged fuel tank will leave an oil trail and that oil trail can catch on fire if the uboat is hit by an explosive shell near the floating oil.

I spent all night trying and trying and experimenting and testing, but there are certain things I couldnt figure out yet. One thing is related to another and sometimes its impossible to make it all right.

I tryed to include an event for a very small chance of a shell to cut the hull into the torpedo room and detonate a warhead causing an explosion, but in result the entire uboat was blasted to smitherinies. Actually is was quite funny... there were hundreds pieces of metal flying and the uboat disapeared, but you could still access all the internal parts of the uboat, just couldnt move or dive, and the stupid DD kept on firing in the empty sea trying to hit what was my boat. :rotfl:

I want you all to know that its complicated to mod on thing without ruining another in this area that I am trying. So of course you will find lots of flaws, but instead of cursing me and uninstalling the mod, reply to this thread reporting me what went wrong and in case of a death screen, report the reason that it showed, like "uboat destroyed by pressure". There are hundreds of triggers for that death screen and I still didnt figure out all of them.

So keep testing and trying, and keep up the feedback, kaleuns! :up:

This is the link for the mod, its JSGME ready and GWX 2.0 compatible.
http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html
If you have trouble downloading this, PM me and I'll send you the file via email.


Philipp_Thomsen 01-27-08 04:04 PM

Yes it is, coz I use it too. The modified files from my mod and racerboy's mod aren't the same, so it works no problem. And even if it was, I have it installed and I would have modded over his files, so it would be compatible anyway.

Im glad all you people are enjoying the mod. Its the best feeling in the world to make other people happier and enjoying your work.

But still I know theres a lot of things to improve and it would be awesome if you guys come up with new ideas and changes for this mod or even for a new mod.

KEEP THE FEEDBACK ALIVE! :up:

CapitanPiluso 01-27-08 04:44 PM

Hi Philipp !!
I ve tested this mod and it s a must have, thanks for this good job !!!:up:

Philipp_Thomsen 01-27-08 08:52 PM

Thank you for letting me know that! :up:

Madox58 01-27-08 09:19 PM

As everything messes with zone files I'll not try it.
However.
Try checking the Eventcamera.dat
Look at it in Hex.
End_Mission_Underwater
End_Mission_Surfaced
Both reference and allow you to adjust "things."
And you don't mess with other critical settings.

Philipp_Thomsen 01-27-08 09:34 PM

Thanks, I'll give it a look...

But anyway IMHO there was a LOT of things that should be fixed in the zones.cfg, as before after a lot of shell hits, the hull integrity was down to almost 0% while everything inside was working properly, when actually in real life the opposite happens: the uboat have the hull alright (all swiss-cheesed up) and everything inside is messy and blown to pieces. Since the game is hardcoded to hull integrity percentage, it would have to be changed anyway, and since all the equipment inside was almost indestructible, it also had to be fixed. Now every single component of the uboat is vulnerable to being damaged, and most of them destroyed, like planes/rudder/propeller, that couldn't previously be.

Anyway you're idea is quite interesting, as I dont know squat about the file you mentioned. I'll give it a look, perhaps there's more that can be improved.

Thanks for your help, Privateer! :up:

melendir 01-28-08 04:53 AM

Hello

I have GWX 2 installation.

Since your mod includes a modified zone file, I first uninstalled the GWX 2's Enhanced Damage Effects and then added this No Instant Death -mod.
So far everything has worked with no problem :D
(I haven't sinked my boat on purpose, but I have had some gun fire to tower).

Thanks Philipp :up:

Your mod came in need, since I don't like that instant death screen. I don't use the external camera, but I want to fight against sinking when badly damaged... and this gives me more time to do that and have a little more time of excitement :)

Philipp_Thomsen 03-01-08 06:25 PM

Quote:

Originally Posted by melendir
Hello

I have GWX 2 installation.

Since your mod includes a modified zone file, I first uninstalled the GWX 2's Enhanced Damage Effects and then added this No Instant Death -mod.
So far everything has worked with no problem :D
(I haven't sinked my boat on purpose, but I have had some gun fire to tower).

Thanks Philipp :up:

Your mod came in need, since I don't like that instant death screen. I don't use the external camera, but I want to fight against sinking when badly damaged... and this gives me more time to do that and have a little more time of excitement :)

You dont have to uninstall "enhanced damage effects" coz my mod was build on top of that. It will overwrite some files, but you will not lose anything.

Once gwx 2.1 is out, I'll re-do my mod compatible to that, and much other new features I'm working on, such as the tiefenmesser needle going past 260 meters (just like in real life).

I don't do mods only to please myself, I do it for all you people, so if anybody come to me and say "can you make your mod compatible with *whatever*", I'll gladly do. I just love modding. :up:

ToySoldier 03-02-08 02:36 AM

Hi out there!

D/Led it and will give it a test after ending actuelly patrol!

In diesem Sinne
Gott mit Uns
Frank B. aus K.


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