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-   -   My mods compilation (https://www.subsim.com/radioroom/showthread.php?t=201004)

Fifi 02-12-13 05:20 AM

Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
:hmmm: What should have happened?

gap 02-12-13 06:51 AM

Quote:

Originally Posted by volodya61 (Post 2008234)
AI crew damage control patch and Zones.cfg from Alternate Sinking Mechanism are not compatible...

Quote:

Originally Posted by Fifi (Post 2008253)
Really??
I think i've sinked a couple of boats since then, and everything ran and worked nice...
:hmmm: What should have happened?

I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one ;)

volodya61 02-12-13 08:32 AM

Quote:

Originally Posted by gap (Post 2008284)
I think it is just a matter of copying a few rows from AI crew damage control's zones.cfg file, and pasting them in the Alternate Sinking Mechanism one ;)

Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..

gap 02-12-13 09:09 AM

Quote:

Originally Posted by volodya61 (Post 2008327)
Yep.. I've merged these two files a long ago but since the AI crew damage control patch is broken and I don't use this edited one so far..

I see :yep:

Fifi 02-12-13 03:29 PM

:hmmm::hmmm:

Then if it is broken, i'm going to change it again :haha:

Only little thing i could complain with AST_SH5_v2, is boats are decelerating very quickly after a hit, passing from 13 knots to 0 in few seconds...All the inverse of without it, where boats never stop! lol

Fifi 02-12-13 06:37 PM

New test with my mod list :D

- I have deactivated AST_SH5_v2, deactivated AI crew damage control in TDW patcher.
- I have activated IRAI inertia damage test + ship inertia 1.1 at the end of my list (without CTDs BTW)

Results VS a Rongel medium boat with only one torp:

- First test, torp depth bottom hull and boat hitted at the far stern (where are supposed to be propellers) ----> boat didn't sink after 2 hours, still running 9 knots around me! :o Had to finish it with deck gun (around me because was surfaced and i think he tried to collide me).

http://img4.hostingpics.net/pics/868803Test1.jpg

- Second test, torp depth set medium depth and boat hitted right in the middle ----> boat sunk in 5/8 mn !! :o

http://img4.hostingpics.net/pics/171577test2.jpg

So now, i don't know what to think...and what to choose! :haha:
What i don't like with only AST_SH5_v2 is boats always stops very fast.
What i don't like with my above settings is when boat is hitted in the propellers he still runs fast...for long.

THE_MASK 02-12-13 06:48 PM

A lot of things dont work in campaign unless you start a new career :yep:
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file

volodya61 02-12-13 06:54 PM

Quote:

Originally Posted by sober (Post 2008744)
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file

Sober it's not a mod.. it's only for tests..

THE_MASK 02-12-13 06:57 PM

Quote:

Originally Posted by volodya61 (Post 2008747)
Sober it's not a mod.. it's only for tests..

I know volodya61 , but he is testing diffrent things out to see what works best .

Fifi 02-12-13 08:41 PM

Quote:

Originally Posted by sober (Post 2008744)
A lot of things dont work in campaign unless you start a new career :yep:
Did you try the mods in the Patcher folder.
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file


To answer you, no, i don't start over career each time. But i start always in bunker after a change in my mods list.
Nevertheless, for real big changes with bunch of new mods order, i start a new career.
For adding inertia damage + ship inertia i didn't start over...

Where do you find those AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith and AI_Crew_Damage_Control_Testing_Increased_Flooding_ Via_Zones_cfg_file ??

It"s enough hard to test all things with so many mods and order, if we have to test config files adjustments in addition :nope: ...i'm kind of desesperate...but also kind of satisfied with last test :D
I think i'll leave it the way it is.

EDIT: just sinked a 8800 tons passenger ship and needed 2 torpedos. But i think one would have been enough, if i had time to wait...
I liked the way he progressively slow down from 13 knots to 3 knots with first hit, slowly getting deeper water, and i achieved him while he was still slowing down <3 knots.
From first hit to completely sinked, took around 25/30 minutes.
Again, torpedo hit was right in the hull's middle and set middle depth...i guess it's the best place to give them max damage!

Trevally. 02-14-13 01:12 PM

Nice mod list :subsim:

Fifi 02-15-13 02:51 AM

Thanks Trevally :sunny:

I've updated first post with same list, but for real navigation.
I'm running 2 SH5 on my PC now, one career traditional way (first list), and one career in real navigation! (second list)

One word: AWESOME! :yeah:

(BTW, your automation mod is really great and useful!)

Fifi 02-18-13 06:48 PM

So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.

Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope? :o
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...

Any idea?

volodya61 02-18-13 07:29 PM

Hi Fifi
I just looked through your list and noticed one thing..
Do you know that these two mods (Reboot's Hot Soup, Reboot's Water Drips) are breaking the SteelViking's Interior Mod?

TheDarkWraith 02-18-13 08:02 PM

Quote:

Originally Posted by Fifi (Post 2012038)
So today i'm running my first list, and i just added No_contact_shapes_or_colors_dashed_contact_line_1_ 1_0 wich is very fine for me at the moment.

Though... using rotative hydrophone, why i can't ask my hydro guy a rough distance or precise distance to contact when i'm looking at it with periscope? :o
When periscope is fully lowered this feature is avalaible, but as soon as i follow the target with periscope (and she is enough close to lock it BTW) the distance to contact is greyed...

Any idea?

Interesting question. Probably because I didn't code it in :hmm2: I don't know if it's possible to do but I'm definitely interested in the idea :salute:


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