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-   -   [REL] WEBSTER's Improved Torpedo Power for v1.4 and v1.5 (https://www.subsim.com/radioroom/showthread.php?t=125058)

Webster 11-13-07 12:51 AM

[REL] WEBSTER's Improved Torpedo Power for v1.4 and v1.5
 
this thread will be reposted since the mod has been split into two parts

ReallyDedPoet 11-19-07 07:35 PM

Thanks for this :up:


RDP

eatmafish 02-02-08 09:28 PM

thank you sir. :up:

snakeyez 03-05-08 01:37 PM

Anyone know if these mods work in SH4 v1.5?

gimpy117 03-05-08 02:45 PM

yeah thanks because now "medium modern split merchant"= Invincible, one took 5 torpedos to multible compartments and 20 deck gun rounds and kept floating with the decks awash....i tried it with natural sinking on and off...

STEED 03-05-08 03:14 PM

Thanks. :up:

snakeyez 03-05-08 05:06 PM

But does this work with v1.5 of the game?

Eichkatze 07-30-08 08:10 PM

Question;
Would this mod still happen to work with v1.4? I recently decided to come back to SH4 and was trying to get the latest versions of my old mods. I've found them all.. but this one.. which to me is crucial. I enjoyed doing the realistic (to me) way of, popping off a couple torpedoes and when one hits. The Ship generally sinks.

I looked on WEBSTER's Filefront page but I didn't see any of the listed files. All his files are from '08.
Though there is a "WEBSTERs_Improved_US_Torpedo"
Thanks in advance.
(I apologize if there's a later fix or such staring me in the face. Being back after a year it's like a whole new forum.. kinda overwhelming.)

Webster 07-31-08 12:57 PM

Quote:

Originally Posted by snakeyez
But does this work with v1.5 of the game?

yes it works for v1.4 and v1.5 but the german mod is used for v1.5 only

Quote:

Originally Posted by Eichkatze
Question;
Would this mod still happen to work with v1.4? I recently decided to come back to SH4 and was trying to get the latest versions of my old mods. I've found them all.. but this one.. which to me is crucial. I enjoyed doing the realistic (to me) way of, popping off a couple torpedoes and when one hits. The Ship generally sinks.

I looked on WEBSTER's Filefront page but I didn't see any of the listed files. All his files are from '08.
Though there is a "WEBSTERs_Improved_US_Torpedo"
Thanks in advance.
(I apologize if there's a later fix or such staring me in the face. Being back after a year it's like a whole new forum.. kinda overwhelming.)

i updated all my mods and made sure they all work with 1.5 and as far as i know they all still work fine with 1.4, if you find any that dont work with 1.4 please let me know.

i made a small change to the power levels too so you may wish to compare the versions again to get a result you like. i thought the v2 was too big a jump in strength from v1 so i went to a mod with three versions of increased torpedo strength. the test mission may not work for 1.4 because i made it using v1.5 of the game, but the mod will work for v1.4 and v1.5.

you can make your own test mission for v1.4 very easy, i just put one ship of every type as stationary targets at anchor then compared sinking results of each mod version.

Archive1 08-07-08 10:37 PM

Webster - As I understand it this gives more "punch" to the torpedoes but does not give a damage 'hole' in the hull of the victim - correct? Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.

Webster 08-08-08 12:34 AM

Quote:

Originally Posted by Archive1
Webster - As I understand it this gives more "punch" to the torpedoes but does not give a damage 'hole' in the hull of the victim - correct? Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.

well yes, my mod only effects the torpedos power to do damage, it doesnt really effect the visual damage you see however the more powerfull the torpedo the larger the area that gets damaged. i concentrated on giving it more concentrated power so i didnt make the damaged area bigger but a more powerfull torpedo will do more damage to that area.

i didnt want to blow ships in half, i just didnt want to need so many torps to sink a ship.

one thing i think you are finding is the damage models on some ships suck. in the game each ship has damage zones or areas that get destroyed but not all ships work right and some have many missing damage zones so the torpedo doesnt show damage because the game doesnt "see" the hull to show the damage. in some cases the ship gets no damage at all if the torpedo hits a ship where there is a missing zone (like the very front bow of destroyers), because the game cant find anything to attatch the damage to.

a good example is the shokaku carrier, you can blow the stern wide open yet the props are undamaged and spinning away and the ship sails on at full speed. this is because the damage model for the zone containing the props is missing or broken.

from time to time some modders were talking about how to fix some of the ships but to fix these damage zones you really have to know your stuff and it takes hours of hard work plus hours more in testing for each ship and im not sure if anyone wants to commit that much time and effort to it.

here is a thread that talks about some of whats involved: http://www.subsim.com/radioroom/showthread.php?t=137911

Webster 08-08-08 12:51 AM

Quote:

Originally Posted by Archive1
Webster - Is there a way to incorporate the 'damage_metal_a.tga' of SH3, that provides great damage defects to the hull, into SH4 as replacements for the same named .dds files (and BTW, 'expl_mask01_a.tga' that provides excellent shell holes from deck gun action)? Getting tired of putting fish into vessels that sink intact.

for the second part: no the game needs the dds files but using the sh3 mod as a guide you can open the corresponding sh4 dds files and try making simular changes.

i think there was a sh4 damage mod at some time ago but not sure which game version it was, i think 1.2 maybe.

but as i said above the damage is ready to be there but the game cant "see" that part of the ship to place it on.

Archive1 08-08-08 10:34 PM

Webster:
Thank you for the extended reply. I agree that the destruction zones of the ships are poorly designed, but that's beyond me and probably will be addressed by the emerging GWX team working on SH4 - more power to them.
Yes, I am talking about the absent graphics that give some display of hull damage after torpedo and deck gun attacks. I'll take a look at the SH3 .tga damage files and see it there is some way to port the appropriate parts to the .dds files - I expect one would also have to add .tex files to the texture file that incorporate the actual damage design. One problem. it's difficult to open .dds files with the graphics programs I have. any recommendations or is Photoshop the only one that works?
We'll see.

Webster 08-09-08 12:36 AM

Quote:

Originally Posted by Archive1
Webster:
Thank you for the extended reply. I agree that the destruction zones of the ships are poorly designed, but that's beyond me and probably will be addressed by the emerging GWX team working on SH4 - more power to them.
Yes, I am talking about the absent graphics that give some display of hull damage after torpedo and deck gun attacks. I'll take a look at the SH3 .tga damage files and see it there is some way to port the appropriate parts to the .dds files - I expect one would also have to add .tex files to the texture file that incorporate the actual damage design. One problem. it's difficult to open .dds files with the graphics programs I have. any recommendations or is Photoshop the only one that works?
We'll see.

some ships in the game may not be damaged if you hit the props because of these bad damage zones. for this reason anytime you hit a ship in the props or rudder i always use free cam to quickly check to be sure i see damage like missing or a stopped propeller or i will quickly fire again before it gets too far away.

as for the dds files, use "paint.net" its a great program for modding the game.
http://www.download.com/Paint-NET/30...-10338146.html

Rockin Robbins 08-09-08 04:24 AM

Heck, why stop at 1.5x or 2x wimpy things. Just load up my Haney's Handy Dandy Subnuclear Torpedo and be done with it. Damage models are just fine when you can reduce an aircraft carrier to a skeleton with one hit anywhere on the target. Halfway measures suck! If you want damage, go for it!:rock:

Digital_Trucker 08-09-08 08:36 AM

Quote:

Originally Posted by Rockin Robbins
Heck, why stop at 1.5x or 2x wimpy things. Just load up my Haney's Handy Dandy Subnuclear Torpedo and be done with it. Damage models are just fine when you can reduce an aircraft carrier to a skeleton with one hit anywhere on the target. Halfway measures suck! If you want damage, go for it!:rock:

"I seen a peanut stand
And heard a rubber band
I seen a needle that winked it's eye
But I been done seen about everything
When I see a carrier fly"
:rotfl:

Rockin Robbins 08-09-08 11:52 AM

Quote:

Originally Posted by Digital_Trucker
Quote:

Originally Posted by Rockin Robbins
Heck, why stop at 1.5x or 2x wimpy things. Just load up my Haney's Handy Dandy Subnuclear Torpedo and be done with it. Damage models are just fine when you can reduce an aircraft carrier to a skeleton with one hit anywhere on the target. Halfway measures suck! If you want damage, go for it!:rock:

"I seen a peanut stand
And heard a rubber band
I seen a needle that winked it's eye
But I been done seen about everything
When I see a carrier fly"
:rotfl:

:rotfl: :rotfl: :rotfl: :rotfl:

That's the ridiculous thing. The jazzed up torpedo hits, the ship doesn't fly at all. It bursts into flame from end to end and incinerates to the bones. It's really a lot of fun, but don't tell my RFB buddies.:oops:

Oh, it only affects the Mark XIV torpedoes, so if you want to carry some realistic ones and a few grudge match enders you can.:up:

Webster 08-09-08 05:18 PM

Quote:

Originally Posted by Rockin Robbins
Heck, why stop at 1.5x or 2x wimpy things. Just load up my Haney's Handy Dandy Subnuclear Torpedo and be done with it. Damage models are just fine when you can reduce an aircraft carrier to a skeleton with one hit anywhere on the target. Halfway measures suck! If you want damage, go for it!:rock:

my mod slightly increases power of torpedos. it is not a super torpedo to blow ships apart.

my mod is intended to reduce the number of torpedo needed to sink most ships so you can save a torpedo here or there that isnt needed.

Rockin Robbins 08-09-08 05:44 PM

Silly is fun, Webster. It's the rare ship that you can't sink with two stock torpedoes. And I think it's not valid to look at graphics effects and make any conclusion about whether or not the ship will sink and in how long. I've had many a ship sink with no visible damage at all. The graphics are just window dressing on a simulator that works by moving ones and zeros around. They don't really mean anything. Water flows in the mathematical hole when the graphics hole doesn't exist.

Anyway, my torpedo doesn't guarantee a sinking. It's not a one shot kill if you miss!:rotfl:But I guarantee if you tick the end of the propeller the ship is toast.

Taking a couple on a cruise sure evens the odds on that empty tanker that eats torpedoes like a kid eats popcorn. "@#$%@#$ thing, already ate four, that's the end of it! Load up the Terminator!" Ends your frustration and puts a smile on your face.:lol:

Webster 08-09-08 06:26 PM

Quote:

Originally Posted by Rockin Robbins
Silly is fun, Webster. :lol:

well i like blowing the crap out of things sometimes too but my mod was looking to keep it feeling realistic. his question was he expected to see more visual damage when using my more powerfull torps and now he knows visual damage is controlled differently from the actual real damage.

you have a nice mod and there are other super torp and nuke torp mods out there to give wings to enemy carriers lol.


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