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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   **Released** Drifter's Realism Mod v1.0 (https://www.subsim.com/radioroom/showthread.php?t=96437)

Onkel Neal 08-03-06 10:21 AM

Lol, no, your readme warnings are good, but to keep the confusion level to a minimum, we have to make sure the end user knows exactly what he's getting. It will save you a lot of work later on, too.

thanks for your help:yep:
Neal

08-03-06 10:25 AM

Quote:

Originally Posted by jaxa
Quote:

Originally Posted by nvdrifter
Quote:

Originally Posted by Neal Stevens
Quote:

Originally Posted by nvdrifter
'Breaks'? I prefer 'disables'. NYGM team, don't even get me started. We've been through all of this before. Im just about to stop all support of trying to make my mods compatible with NYGM, and then everyone can blame You. The warning is in the included readme files. And I don't really care if you endorse my mods or not.

I think the key here is: if your mod "disables" a feature of NYGM, GW, RUB, or any other mod, you should not say it is "compatible" with that mod. That may cause some to think your mod allows all the functions of the other mods mentioned and adds your new functions. If a mod overwrites or disables another mod, it is not "compatible". Does that make sense?

Doesn't mean your mod is not great, I'm sure it is. But I'm suggesting not declaring it as "compatible" unless you are sure. If you have tested it and can demonstrate that all aspects of NYGM, GW, (or whatever mod you are saying it is compatible with) work as before, then it is compatible.

I guess the warnings in the readme files aren't good enough? And to call it compatible, it can't change anything in the other mods? And I never said that my mod allows all functions of the other mods. It is clearly stated in the readme files that my mod disables or changes some features in NYGM and GW.

Let's see, what other word can I use besides compatible. I know... the NYGM Disabler Mod. :p

Well said, nvdrifter :D
I must say your mod is second of my "must have" mods (first is GW :cool:). I'm agree with users that last version is really hardcore and should be slightly modified (version 1.01 looks better and will be good balance between realism and fun).

Keep good work, mate. :up:

Yeah, it's still beta. But I think it's a big improvement over the last version. You are right, v1.0 was too hardcore.. hehe. :D

Onkel Neal 08-03-06 10:25 AM

Hmmm...looks like you changed your post so my response to it no longer makes sense :-?

08-03-06 10:28 AM

Quote:

Originally Posted by Neal Stevens
Hmmm...looks like you changed your post so my response to it no longer makes sense :-?

I did change it a little bit (earlier) to make it clearer regarding the readme files.

kapitanfred 08-03-06 10:31 AM

Quote:

Originally Posted by nvdrifter
Thanks for the support. :up: I really don't know what's happening on this board. SH3 is just a game. I wish some people here would lighten up a little bit.

Don't worry about the minority. They probably have nothing else to do:lol: Keep up the great work :up:

08-03-06 10:36 AM

Quote:

Originally Posted by kapitanfred
Quote:

Originally Posted by nvdrifter
Thanks for the support. :up: I really don't know what's happening on this board. SH3 is just a game. I wish some people here would lighten up a little bit.

Don't worry about the minority. They probably have nothing else to do:lol: Keep up the great work :up:

It's only a game, isn't it? :o Thanks for the support. ;)

U-Bones 08-03-06 10:44 AM

I consider removing NYGM Damage Control a fix.

Not allowing them to control damage = leading edge realism ?

mr chris 08-03-06 11:17 AM

nvdrifter, Have just played my first patrol with GW after installing your mod. Just wanted to say what a great job you have done:up: Was going along when all of a sudden a destroyer pops up out of the fog. Crash dived and got worked over. Took over an hour and a half to sort out the control room in real time. Much better than it all being sorted out in just a few minutes.
Keep up the good work:rock:

vodkaphile 08-03-06 11:46 AM

Drifter -

You shouldn't be upset with NYGM for not supporting your mod. It disables some of the features in their mod.

Your mod sounds interesting to me and I'd like to try it out but as I play wolves at war I can't have any changes that would change those core aspects.

I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged?

I think that seems realistic to me how else are you going to fix props, etc while at 100m?

I also like the idea of the non-hummingbird effect, subs in general would lose depth by not moving unless at great depths in which they'd begin to lose it due to bilge pumps not able to keep up with the water the boat takes on. I do see the restrictions of the game that cannot be overcome though and would rather sink than float at 0 kts.

Those who say you sink going 1kt do not know how to manually set speed I guess because I click between 1 and 2kts my speed stays at 1kt and my rpms increase to 1500 and I do not sink but cannot climb. This is working as intended.

Anyway, I appreciate your work drifter and think you should work with the NYGM team to make it fully compatible with their mod rather than removing the things you dislike about it. Your mod has great potential but just as you have worked hard on your mod the NYGM guys have worked hard on theirs and most likely do not want it changed.

Also the people who have taken the time to learn the NYGM probably don't want to take the time to learn a new mod.

If you really want to please everyone try making only an increased repair time mod for NYGM. Get with them on it talk to them maybe it can be included in the next release of NYGM and you given credit for it. You have to accept though that someone will always dislike a mod someone makes but I think it looks really cool.

enaceo 08-03-06 02:14 PM

vodkaphile couldn't have said it better.I am very sad that you have decided not to work with the NYGM from now on,but please,consider what Vodkaphile said and maybe work with the NYGM so that on the next release your mod will be integrated with NYGM and you will receive credit and a lot of thanks.But that decision is up to you.Please consider it.Again,congratulations on a great mod ,I am sad that i will not be able to enjoy any further releases of it with NYGM (unless of course you reconsider working with the NYGM team).

U-Bones 08-03-06 03:25 PM

Quote:

Originally Posted by vodkaphile
I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged?

Just for the record, NYGM Damage Control appears to place external components out of the crews reach, by moving them from the associated internal compartment to an external compartment, which can not be manned, and thus repaired, while submerged. All for naught, the internal compartment crew still repairs the component while submerged, you just don't get any feedback until it has been completed. AND the actual damage control team is not allowed to help. IMO it is useless as far as realism OR playability goes. Edit: No idea why I can't format this ???

08-03-06 07:15 PM

Quote:

Originally Posted by U-Bones
Quote:

Originally Posted by vodkaphile
I'd love longer repair times but the reason the damage control is the way it is in NYGM is to model things that cannot be repaired underwater so thus someone shouldn't even be using damage control while submerged?

Just for the record, NYGM Damage Control appears to place external components out of the crews reach, by moving them from the associated internal compartment to an external compartment, which can not be manned, and thus repaired, while submerged. All for naught, the internal compartment crew still repairs the component while submerged, you just don't get any feedback until it has been completed. AND the actual damage control team is not allowed to help. IMO it is useless as far as realism OR playability goes. Edit: No idea why I can't format this ???

I think one reason they implemented this to try and make longer repair times in the first place (before my mod was released), but I'm not sure. Anyways, thanks for the great feedback U-Bones. :D

08-03-06 07:16 PM

Quote:

Originally Posted by mr chris
nvdrifter, Have just played my first patrol with GW after installing your mod. Just wanted to say what a great job you have done:up: Was going along when all of a sudden a destroyer pops up out of the fog. Crash dived and got worked over. Took over an hour and a half to sort out the control room in real time. Much better than it all being sorted out in just a few minutes.
Keep up the good work:rock:

It's good to hear you are enjoying the new version. I admit the last version was just too hard. Hopefully, this version balances out playability and realism.

Pants 08-04-06 04:26 AM

nvdrifter...outstanding work again mate kudos:up:

08-04-06 04:30 AM

Quote:

Originally Posted by Pants
nvdrifter...outstanding work again mate kudos:up:

Thanks. Do you have any nail-biting stories to share? :lol:


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