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-   -   [REL] Improved Damage Model and No Instant Death 1.0 (https://www.subsim.com/radioroom/showthread.php?t=167720)

audessy 04-14-10 12:20 AM

[REL] Improved Damage Model and No Instant Death 1.0
 
Are you sick of destroyers dropping pillows on you? When you are badly damaged are you sick of suddenly getting the dreaded spinning "You're dead" screen?




Now YOU decide when it's over.




A few notes on what this mod does.


-Raises the hitpoints of the sub.
-Makes taking damage much more deadly.
-Added the possibility of complete destruction from surface weapon damage. Simulating a fuel tank explosion and hull rupture. This can happen from ramming too.
-Flooding has a much larger effect on the buoyancy of the boat underwater.

Changes in 1.1
-Re-added the missing zones.

This mod is JSGME compatible.
The only files that are edited by this mod are the submarines .zon files and zones.cfg.

-----Download Link Ver 1.1-----
http://www.filefront.com/16132303/IDMNID%201.1.rar

urfisch 04-14-10 01:49 AM

nice one! thanks a lot!

Athlonic 04-14-10 02:38 AM

Sounds cool !

Testing it right now, thanks.

:yeah:

Cap.Palla 04-14-10 03:54 AM

Downloading!! nice one!! :salute:

Manfred von Stein 04-14-10 04:10 AM

screenshot please.

t0maz 04-14-10 05:03 AM

@audessy

Any chance to compatible version with Arclight BRF and Wamphyri U-boat Visual Damage? ;)

And Im affraid your base file is not vanila 1.1.5 for example in zone list you have lack of that:
211=New_FX_Zone1
212=CmdRoomNP
213=TrpRoomFrNP
214=QuartersNP
215=EngineRoomNP

Which are in my vanilla file?
This are zones for unplayble submarines. Probably diffs could be more.

Is that intensionaly changes?

t0maz 04-14-10 05:31 AM

Quote:

Originally Posted by Manfred von Stein (Post 1359094)
screenshot please.

You must check it yourself - this is not a graphic enchance mod ;)
U will not see difference on screenshots.

Keef Kavannah 04-14-10 06:12 AM

this is something everyone should try. i'll asap. thanks...

audessy 04-14-10 09:59 AM

Quote:

Originally Posted by t0maz (Post 1359118)
@audessy

Any chance to compatible version with Arclight BRF and Wamphyri U-boat Visual Damage? ;)

And Im affraid your base file is not vanila 1.1.5 for example in zone list you have lack of that:
211=New_FX_Zone1
212=CmdRoomNP
213=TrpRoomFrNP
214=QuartersNP
215=EngineRoomNP

Which are in my vanilla file?
This are zones for unplayble submarines. Probably diffs could be more.

Is that intensionaly changes?

Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.

Ablemaster 04-14-10 10:31 AM

Will check it out interesting stuff, thanks.

ddrgn 04-14-10 10:34 AM

Quote:

Originally Posted by audessy (Post 1359364)
Those zones are most likely unused. If you've seen every compartment flood with my mod then obviously you know those zones do nothing. I'm not used to AI units using anything under the Uboat section.

The maker of BRF contacted me so far. So sit tight.

Does the torpedo compartments take damage with this mod?

Looks great and only edits the .zon files. Which means AI and Sensor mods are compatible ;)

ddrgn 04-14-10 11:54 AM

On another note, you added the subs hit points as 15000 up from 250.

With a stock barrels install each charge only can take off 150 hp and thats at the most effective point.

So with this math it would take 100 really accurate charges to sink the boat and from my experience you may see one accurate hit like that 1 out of 10 times.

How did you balance this out?

audessy 04-14-10 12:18 PM

Because it's based on the hitpoints of the compartments now and not the u-boat hull. So the command room for example has 200 hitpoints. The command room will flood when the damage is at 15% or above. So if you were hit for 30 points of damage in that zone you'll see flooding. At higher damages the flooding will become more intense.

ddrgn 04-14-10 12:21 PM

Quote:

Originally Posted by audessy (Post 1359517)
Because it's based on the hitpoints of the compartments now and not the u-boat hull. So the command room for example has 200 hitpoints. The command room will flood when the damage is at 15% or above. So if you were hit for 30 points of damage in that zone you'll see flooding. At higher damages the flooding will become more intense.

Ahh ok I see, but you will hardly ever been sunk now right? I never really looked at the zones.cfg in detail before.

I also see what may be causing the torp rooms to not take any damage:

[TorpedoRoomFront]
Multiplier=1.000000
Flotability=30.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=120
CargoType=None

Now having these to not destructible does that mean there would be no damage to the subcompartments as well?

gimpy117 04-14-10 12:45 PM

Quote:

Originally Posted by Manfred von Stein (Post 1359094)
screenshot please.

its hard to get screenies on a gameplay mod...


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