![]() |
Goooo Modmen!
Alright now that i have your attention modmen (if not GO AWAY!) naw jk.I may not be a modder myself. I dont know how mods are made nor do i want to know. ill leave that up to you. Now ive seen every mod this site has offer. and frankly, i dont trust other sites w/ mods. and i think it woud be great if we could get some reaaal good mods in here.I know theres those supermods, but some people dont like some of those i deas or dont want to install a huge supermod into the game. some people want to pick and choose their mods like me :).I have a few suggestions for you modders out there and since im not a modder i dont know if its possible to make these but if you can, that would be awesome.
1. For you Supermodders out there, why not try making a mod that puts real dmage onto those playable ships we all love. All the playble Bb ive played never die. never. thats not realistic, since the graf spree was sunk by cruisers for god sakes. the only time ive died is when ive ran into my own torpedo :rotfl2: and rammed onto the beach. thats it. ive faced the yamato at literally point blank (our hulls were TOUCHING) and opened up on each other and niether of us had any dmg done. waaaaaaaay unrealistic so if you can do it cool. 2.Ive come down with GRAMO-PHOBIAAA. please modders cure this dreded sickness with a giant load of sailor songs. like dgrayson and yooperback grammy mods, but with LOTs o sailor tunes and stuff :DL. oh and a radio mod w/ Popeye the sailor!:DL. please Cure this deases or i might perish :dead: 3. i THINK i dont know if this already exists (so dont pester me saying THAT EXISTS!) but can you mod the sound files for the crew back in? like ive Yet to hear the words "shes going down sir" or "clear the bridge" or other quotes of the crew like ive sen people say in many posts. i ve seen the sound file mods but uhhhhhh im not sure if it puts ALL files back in. ALL 4. ok. i have the ship physics and Natural sinking mech mods. but i CANT put them in the game together or itll screw it up. Could you make it compatible with each other (if its possible) if not then thats ok... 5.Yo! this is a SUBMARINE game! You command your sub. cool. BUT THERES NO ENEMY subs. NONE. 0. NADA.the only way to battle other subs is in MUTIPLAYer. what about in campaign. is it possible for you modders to pUt like a few subs in the game to attack you. like uhhhhhhh you could use the dd ai behavior but tweak it a littlle so thatthe sub dives and surfaces and fires torpedoes. im pretty sure this will be a VERy hard task so im just kinda putting it out there ya know. 6.another big mod im just throwing out there is the posibility of FIRE dmage. Like You get hit by a dc a lot of subs have fires onboard which damage the sub. and the surface ships ugh. the fires on them are amazing. yet they could have 3 huge blazes and not go down. not realistic. if its possible ya know that would be wonderful. 7.again this might be a pretty big project (or not) but uhhhhavent you ever been really damaged and your flooding badly, but you reapir everything, but you die from flooding. so, cant there be like a button that like lets you put something over the hull. like uhhh say you welded a patch over the hull. to stop the intense flooding. im talking about this idea to like last like say 15 minutes or more. itll reapir the bulkhead a little (if its destroyed) and that allows you a small amount of time to repair a little bit. there was a submarine that survived by doing that. i cant remember the name though. Those are My suggestions. I know alot of these may be VERY tough and im just throwing it out there to you modders. If you think that these things are stupid, or impossible,that fine. tis just suggestions. if you DO think you could do this. Ty. that:rock:. |
Quote:
One part we're working on is realistic damage. Our very own damage guru Polyfiller is literally testing any imaginable engagement and tweaking the values to archieve historical results. Quote:
TSWSM will also include ASW/Escort missions where you have to protect a convoy from U-Boot attacks. Quote:
|
Don't ask my opinion and leave the option available if you don't want to hear it!:har:
Sorry, you need a lot more experience in order to formulate relevant requests. |
cool. so this supermod wlill include lots of stuff. good to know.
|
btw im sorry about grammar errors i just have time right this moment to fix it.
|
Double RR, CaptainMattJ, & DarkFish, Mates
Please read my requests also. Because I have been Playing the Pacific war Silent Hunter for 11 Yrs. SH4 is the most detailed simulation to date. That is not to say that modding is done, there is room for the crew to do more.
The command; "Open all outer doors", would be helpful, you think? Now I want to fire fish at any depth, on the shallow depth Gage. Reason; Historical correct. Perhaps not in an "S" boat ? I also want,& this is just TMO related. Arming distance needs to be kept to 500Yds. as in SH1 Why; because of inertia in surface craft. Explain; Mass+speed= inertia #1, because of a subs slower speed,she can turn tighter than surface craft. this is not the way it is in SH4/TMO,the speed has been increased, but the turning radius has not. A sub should be able to turn inside a DD,as in SH1. For real. When a super mod gets around to it. I want to pick up my new boat at Groton, come down the coast,thru canal zone to Pacific bases. Hunting Kraut boots along the way, because we are at war. I have played SH3, it is not in my blood. DOD, (dear-ol-dad) would flip!:dead: |
Just to comment on the flooding after repair issue .... it's on my list of things to try and work out the root cause and then fix. It may be a hardcoded damage zone issue .... not sure at present.
As Darkfish says, the realistic damage scenario is one of the biggest priorities for the TSWSM. Here's a list of functionality we've built up in terms of damage, it may not seem that spectacular - but it takes a lot of work to get all this working for playable surface ships; 1) Weapons which stop working when damaged / destroyed (big issue for German units). 2) Creating a Magazine which will really take your ship down if destroyed. 3) Radar which stops working when damaged / destroyed. 4) Engines which slow and stop in proportion to damage. 5) Damageable torpedo launches (where the ships had them). 6) Damage which makes the ship list, but not sink (you get a kind of limp home mode). 7) Damageable (with leaks) fuel tanks. 8) A compartment & armour layout which looks like a surface ship and not a submarine. 9) AI Warships which sink when absolutely batterred by surface fire (some stock damage models will only take a ship down when hit by a torp below the water line) ... this is a biggy and is taking hours. 10) Preventing AI warships from saying they're destroyed before they actually sink. 11) Preventing many AI ship from taking damage in the rough seas environment we've created/ R using - all ships actually look like they are having a rough ride in extreme weather. 12) Almost forgot ... all damage shows up in the damage control screen.... so you can see whats really going to kill you :03: |
actually. that was an error. i meant to say that you flood to death, not you repair EvERything including bulkheads and still flood. i mean the plates should buy you SOME time to repair bulkhead. and uhh poly why dont ya unclude FIRE dmage for ALL ships including your own submarine. and, if possible, a more DEtailed damage system that TElls you pretty much everything thats going wrong like the percent of the compartment is flooded and if you put fire as a damaging factor the intesity of the fire and what its doing to you. also, if your engines are damaged, and you push it to flank for too long, it should damage your engines even more. like in jaws, the boats engines were water logged, and hee pushed it to Full and it blew out eventually. i mean if your going to make this huge damage system, just go all out man.
|
if you hover your mouse over the flooding compartment you should get a percentage or at least an estimate of the flooding
as for fire damage, most fires are taken care of shortly after they start, especially on capital ships and other various types of warships. needless to say, if a fire did get to burning heavily, there were safegaurds in place that made sure the fire did not do extensive damage (the bismarck's wooden decking had 5 cm armor plate under it, so fire wouldn't seep to the lower parts of the ship and cause all sorts of hell) Believe me, we are doing everything we can to give you a realistic damage model with the Surface Warfare Super-Mod |
Quote:
Peabody |
Quote:
A single hole in the pressure hull was fatal. No repairs were possible at sea and no submerging would take place after that unless you weren't interested in surfacing ever again. There was no "welding a plate over the hole." I suggest you research the incident involving USS Bergall on December 13, 1944. There is a lot going on here at Subsim that someone new to the scene might not appreciate, like a dedicated group of modders and players with over two years' experience who have researched what is and what is not realistic to a degree that you can't begin to comprehend. I suggest you transition into learning mode and begin asking questions rather than making what you will understand later are impudent demands. When you see something that doesn't seem right, begin by asking why instead of demanding why not. And people will respect you if you first show some respect for them. |
Quote:
Quote:
Quote:
Quote:
Quote:
As was said before, fires on surface ships could indeed sink the ship, but you wouldn't see that fire at all - it's down in the bilges. Deck fires are ugly, but usually don't lead to a sinking unless it's a tanker, and even then not always. It's fine to have requests and suggestions, but not demands. You said you had no interest in learning modding. Every one of the modders here started from scratch and had to learn. I'm sure there are some who agree with you on many subjects, but please don't demand that people do what you're not interested in doing yourself. |
Quote:
I remember multiple 12 page threads on the rate of fire of a deck gun ;) |
Quote:
how do you set how easily the room gets damaged ? keltos |
I reckon the higher the repair coefficient, the faster a repair is complete ... but I need to test....
and damage - I thought you already knew this - it's the armour value for the zone id which corresponds to the zonied of the main bulkhead for a compartment in the .upc file. Simple hu ? What' slightly more difficult is how the damage plays out - I think you know about critical floatation - it's a number betwen 0 and 1 which determins at what % of the total hitpoints being destroyed does floading start.... so a vlaue of 0.6 for a zone with 100 hitpoints, then flooding would start to occur after 60 hitpoints had been received in the zone. The hitpoints=whatever in the equipment.upc or ship.upc file don't really have any impact - other than causing the damage screen to show the amount of damage proportional to the zone .... the thing that affects how durable zone is is the hitpoints assigned to it in zones.cfg For a human playable unit damage model, ignore the critical=yes stuff - it has no effect.... whereas what the cargo is, does (cargo type of ammo or fuel can produce unpredictable results - like instant death). |
All times are GMT -5. The time now is 02:12 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.