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Why won't those ships SINK already?!
OK, I'm nitpicking now.
I think we can all agree that the sinkings in the stock version of SH5 were a bit too "theatrical", if that's the right expression. I remember only too well the first ship you shoot at in the stock tutorial which promptly blows up, then goes below in a matter of seconds. Still, it looked good but it was hardly realistic unless you had a lucky shot that just happened to break her keel. That's not what I'm looking for. I do want ships I've sunk to behave realistically. One thing where the mods have certainly improved things is when you compare to the tanker that you sink in the stock tutorial where it has the deck below the waves, yet it refuses to sink because you haven't yet exceeded the arbitrary maximum coded into the game. You have to either waste another torpedo on it or sink it with your deck gun to get it to go below even though it's quite obvious from looking at it that it's not going to survive. The modders fixed that by making fires etc. continue to add damage over time which is great and a much needed addition. But now I have the same problem that I had in SH3: In order to make sinkings more "realistic", I literally have to wait around for hours to see if my target actually sinks. I have no visual indicator anymore. For instance, I just sank a freighter and the sim reported it as sunk and added it to my journal, yet from looking at it, it wasn't in the least bit about to sink. Sure, it had some fires on it, but it still had a bow spray even though it was dead in the water. I just miss the epic sinking sequences, I guess, where you see the bow or the stern going below the waves, but they're not there anymore. I can't honestly tell the difference from looking at a target whether it's mortally wounded and sinking or if it's just steaming along with a few fires on it. I know that if I were to stick around for half a day, I'd find out if it eventually sank, but I miss the sinking sequences to let me know. Small thing, I know, I can just go by the message box to see when my target is going to count, but I'd like to see at least a few targets actually sink. It's better than the old state where you could have a target unable to survive because its decks were below the waves, yet it wouldn't sink, but isn't there some middle ground where you can acually SEE the sinking of it? My mod soup: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Accurate German Flags RemoveLogoIntroTheDarkWraith sobers green spinning thing SH5 No Damn Bubbles, No Damn Halo Mod Dynamic Environment SH5 Basemod (normal ) V2.1 Dynamic Environment SH5 BrighterNights V2.1 Dynamic Environment SH5 Sounds V2.1 No magic skills v1.5 MCCD compatible MightyFine Crew Mod 1.2.1 Alt faces MFCM 1.2.1 OPTIONAL crash_dive workaround MCCD_1.04_MFCM_1.2.1_compatible Speech fixes and additions (german version) SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fuel Gauge WoGaDi_SteelViking's Interior Stormys DBSM SH5 v1.3 Basemod (no beards) Stormys DBSM SH5 v1.3 additional crew sounds beta6 and hotfix (no beards) sobers best ever fog V9 SH5 Small_trees_SH5_V1 sobers 3D deck spray mod V7 Window_Lights_Redone_V1 NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 Pascal-sh5-Crew-Uniforms. 12.2011 FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith (for Sober Fog) IRAI_upgrade_to_v_0_0_31 NewUIs_TDC_6_9_0_ByTheDarkWraith Manos Scopes-patch for 16x9 Critical hits 1.1 Torpedos KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith OPEN HORIZONS II_base v1.7 OPEN HORIZONS II_enviro v1.7 OHII v1.7 patch1 OH II Minefield map for TDWs Ui Trevally Tutorials - All v0.2 (for TDW UI) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Grossdeutscher Rundfunk sobers NO water drops V1 smaller flags for Warships 1_0b sobers hud sounds V1 SH5 Change days in bunker stoianm colored exterior mod v2 (low color) Shadow Improvement ModLR Dynamic Environment SH5 Waves (normal version) V2.1 |
Funny how this game has a mind of its own . I have sinkings that break in half , destroyed from fires , sink stern first , list , all diffrent .
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Yeah, me too. It seems all right to me. With the mods the sinking feels ok. Yes, sometimes it takes dozens of minutes untill the ship gets flooded completely, sometimes I surface the sub, climb to the bridge and enjoy the actual sinking.
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Not to steal the thread, but Swat, that was an excellent movie about U-21 you made there in your sig. Great job. Enjoyed it much.
And to keep on topic. We need sinkings that might sometimes go off like this... http://www.youtube.com/watch?v=TD0d_...eature=related That's some real footage of a battleship going down. |
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I've even had one crack in half right down the middle and those two halves still went down straight and level. I must be hitting them wrong or something :03: |
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Incidentally, is there one of the mods after FX in my current mod soup that might mess up the zones.cfg file? |
Bothersome: Thank you, glad you enjoyed it.
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Misha1967, I saw your post on the OHII thread and I think that is the answer.
In his FX mod, TDW made many custom tweaks to how various ships sink which only work properly with the custom Zones.cfg file that comes with his mod. I have not looked at OHII enviro, but I presume their Zone.cfg file is only the stock file with their custom tweaks and that it does not include TDW's tweaks. |
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[EDIT]: Hmm... Now I'm confuzzled. I compared the two zones.cfg files in WinMerge, both in my MODS folder and in the original downloaded files, and they're completely identical. :hmmm: |
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Still wondering if I'm sinking my targets "wrong." Since the mag pistols are historically worthless until about '41 (wouldn't want it any other way), I usually go straight for the middle of the target, about 2.5-3m below the water line. I've tried under the keel shots in '39 just to see if I could get it to work at least some of the time, but the sim's mag pistols are true to their historical counterparts. They go straight under the target without as much as a burp. Saw a full load of 4 torpedoes do just that once, even had them going at different depths from "just under the keel" to 3m below. All duds, but I'm sure I managed to scare the pants off some of the marine life in the process :03: |
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More important: I too see exactly everything you described ... is that part of the realism from another MOD or something? Or, Do ships really sink like that in real life, rather than 'movie like' as in Titanic? Don't get me wrong ... I am not complaining at ALL ... OHII Rocks!:rock: ... and is what kept me from going back to SHIII, but this level ship sinking after many, many, hours started after I was turned onto OHII .... I used to have a lot of mods installed, but I was still looking for Historically Accurate, Chronoligical Event Involvment for Realism sake ... and OHII delivers so far! ... Like a kid waiting outside a candy shop, I'm currently waiting at the east entrance to Scapa Flow (it's 10/12/39) I hope I see, (and half to navigate around), those three blockade ships in the way like in real life ... I've never had so much fun since OHII and I'm addicted now ... Anyways, pre-OH II, sinkings were probably stock as they were 'movie like' and now on this fresh install and soup, the ships go down pretty even all the time ... I don't mind waiting hours I guess, as long that is what is realistic .... I would like to go back to stock sinkings temporarily to comapre and see the difference on the same sinking done twice. Is there a setting in a config file somewhere to set sinkings back to stock so I can toggle between stock sinkings and OHII sinkings between sessions? - Darrin Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Waves (hurricane version) V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Sobers 3D Deck Spray Mod V7 NOZAURIO'S SKIN (U-94) v-1.0.0 FX_Update_0_0_19_ByTheDarkWraith NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_Das_Boot_Crew_Mod_by_Illyustrator TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith OPEN HORIZONS II_full v1.7 OHII v1.7 patch1 OH II Minefield map Trevally Automated Scripts v0.6 Krauters Automated Scripts (v5_0_0 compatible) sobers NO water drops V1 More Crew Commands by Dialog_1.04 Sobers Rusty Deck Pack German U-Boat Crew Language Pack Hospitalship_lights Shadow Improvement Mod 88mm Railgun A Fistful of Emblems v1.51 (Weathered) TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.7) Smaller Flags for Warships 1_0b Patrol Routine Scripts v. 01.02 by AvM NoBubbles JD Realistic Depth Charge Damage and Shaking 1.0 Enhanced FunelSmoke1.2 DBM_Alarm_BackGrnd_Video_Widescreen German U-Boat Hydrophone SFX German U-Boat Internal Routine SFX IO_StrategicMap_4_6_for_TDWv690 |
What you all are failing to realize is the myriad of ships added to the game by others. If those ships don't reference the new zones I created in FX_Update's zones.cfg file then you'll never see the sinking mechanics I made for them or the new effects. The only ships I know of that use my zones are the ones included in FX_Update.
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