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-   -   [REL] RSRD Restore Duci's Evil Planes Mod (https://www.subsim.com/radioroom/showthread.php?t=206910)

Rockin Robbins 08-23-13 08:42 PM

[REL] RSRD Restore Duci's Evil Planes Mod
 
Modding is a non-winnable game. You load up TMO and Ducimus has these evil airplanes that see you at periscope depth and bomb the snot out of you. Those are the coolest addition to SH4 since spinning fans in the conning tower!

But after loading up RSRD, guess what? All the planes' crews go blind! They can no longer see you below the surface. It's like you are covered by a brick wall. Okay, a very wet brick wall.

WE WANT EVIL PLANES! WE WANT EVIL PLANES! WE WANT EVIL PLANES! WE WANT EVIL PLANES! I can hear the chorus of the multitudes and your cries are answered with my new mod: RSRD Restore Duci's Evil Planes!

Works with JSGME, of course, just load TMO first, then RSRD, then RSRD Restore Duci's Evil Planes. We hope you will enjoy your death.:D:D:D

This mod may be hazardous to your health.

Admiral Halsey 08-23-13 09:09 PM

Well the Narwhal had a good run. I hope the crew likes the sub having a shrapnel paint job.

Rockin Robbins 08-24-13 06:53 AM

I always dive to 90 feet and that's worked well for me. Testing leads me to believe I might cut that in half. Most of the time........:huh:

in_vino_vomitus 08-24-13 07:46 AM

Thank you - This should make life lots harder.... :)

Rockin Robbins 08-24-13 08:55 AM

I used Ducimus' settings there. Tell me if you think it should be adjusted harder.:haha::haha::haha: Watch your periscope use. Although when you are totally submerged a plane must be nearly straight overhead to see you, if you leave your scope hanging out unnecessarily, they'll see that from a further distance and drop you some reminders not to do that.

Bubblehead1980 08-24-13 11:49 AM

Quote:

Originally Posted by Rockin Robbins (Post 2105044)
I always dive to 90 feet and that's worked well for me. Testing leads me to believe I might cut that in half. Most of the time........:huh:


What would settings need to be so they could get you deeper? To simulate MAD for example?

Rockin Robbins 08-24-13 01:13 PM

Well I'm using MAD settings right now. We can ratchet up slightly, but I'd do so in increments of .1. The way I read it now the visibility is -2.5 meters (I assume it's meters). This was intended to give you visibility to a plane at periscope depth because that's the approximate dept of your periscope shears. Ducimus found that it extended deeper than that and on a small minority of cases resulted in bombs dropped on a sub at 200' or lower! He never could figure out why, but it lent a delicious possibility of disaster so it stood at that.

But we can set that visibility to any number you wish. But my mod sets the RSRD vilibility to exactly what Duci's MAD sensor was.

Bubblehead1980 08-24-13 04:34 PM

Quote:

Originally Posted by Rockin Robbins (Post 2105187)
Well I'm using MAD settings right now. We can ratchet up slightly, but I'd do so in increments of .1. The way I read it now the visibility is -2.5 meters (I assume it's meters). This was intended to give you visibility to a plane at periscope depth because that's the approximate dept of your periscope shears. Ducimus found that it extended deeper than that and on a small minority of cases resulted in bombs dropped on a sub at 200' or lower! He never could figure out why, but it lent a delicious possibility of disaster so it stood at that.

But we can set that visibility to any number you wish. But my mod sets the RSRD vilibility to exactly what Duci's MAD sensor was.


Awesome. Thanks, was just curious.I didnt know the bombs would go off that deep.The planes always seem to set their bombs/depth charges shallow. When TMO's planes got me I was either at scope depth or maybe 100 feet trying to close a convoy running fast.Calm clear waters, suddenly explosions, damage etc.

I'm sure this will make playing without SD radar in early war more dangerous than before lol

Char 08-24-13 06:56 PM

:haha:HAHAHAHAAH :down:NO!


*Downloads it anyways*

Armistead 08-24-13 07:05 PM

I always like bombs to hit the surface and charges to blow at 150 ft. I think that's fair.

HertogJan 08-28-13 05:43 AM

Quote:

Originally Posted by Rockin Robbins (Post 2104933)
Modding is a non-winnable game. You load up TMO and Ducimus has these evil airplanes that see you at periscope depth and bomb the snot out of you. Those are the coolest addition to SH4 since spinning fans in the conning tower!

Have had planes fly over while at PD and even forgot to lower ASR a few times but never had a plane attack me while under :hmmm:

I'm running TMO 2.5, OTC, TDW DC water disturbance and some eye candy mods like ISE v2 and 2.5 TMO smoke.

I'd like to try this MOD and see if that changes anything but will it work without RSRD?

Rockin Robbins 08-28-13 09:42 AM

All it does is change the vision of attacking airplanes to match that of TMO 2.5. It should work fine with all mod configurations as long as your are using RSRD in there somewhere.

If you're not using RSRD, all bets are off and I'd place a small wager against it having the desired effect. RSRD redefined the sensors aboard aircraft from stock sensors, and so did TMO.

I'll do some research on the stock game and see if I can cook up an analog for not using RSRD or TMO. I don't know if Capn Scurvy drew outside the lines of optical corrections to the periscope to mess with aircraft sensors, but knowing him, I severely doubt that he did. He's a disciplined modder. Eye candy mods also SHOULD be harmless.

But you never know when a modder will draw outside the lines and make unannounced or announced changes to items that have nothing to do with why people want his mod.

Lurker, for instance, made announcement after announcement "if you layer mods on top of RSRD chances are YOU WILL BREAK IT. and I won't help you if you do. Plenty of mods that say they are RSRD compatible are not." That was because there were very vew aspects of the game that he didn't twiddle with. And, ironically, if you were a TMO player and loaded up RSRD, you were no longer playing TMO. All kinds of gameplay settings were trampled and changed by RSRD. Efforts were made to try to keep modders within their category, but some modders were just too big for their mods. The bottom line is that RSRD for TMO is NOT TMO compatible at all. It replaces Ducimus' carefully wrought AI settings and changes the entire balance of the game.

My goal, and others share it--the mod will come from them not me-- is to restore TMO to the TMO/RSRD combination, keeping only the campaign aspects of RSRD. And they are uncovering needed enhancements to the campaigns in RSRD, which will be incorporated.

Even then, there can be a serious discussion as to whether what RSRD tries to do introduces any actual realism into the campaigns at all. For instance, you (benefiting from a perfect crystal ball no real skipper ever had) are sitting in the middle of the Slot waiting for the Tokyo Express on its way to Guadalcanal. Here it comes (big surprise.....) and you attack, crippling a DD. In real life all the others would pour on the throttle and deliver their troops, leaving the stricken to its fate. The mission was more important than the loss. But in the game, all the ships of the convoy will stop and hunt you down. They start out where they are supposed to be but end up doing stupid stuff.

Okay, so you come back the next night. Has your presence modified their route or timing? No! They'll do exactly what they did in the real war. But they are no longer IN the real war, they're in YOUR war because you changed what really happened. They will ignore you and robotically do stupid stuff. This is not realism.

Reality was that captains were sent to assigned patrol positions where they did not know what was going to show up. When they were told what was going to show up sometimes it did and sometimes it didn't. In that regard, the stock game's scheme is much better than RSRD because of its unpredictability. Unpredictability is the essence of war. RSRD trashes that. Just like OTC. Both mods seek to rationalize an irrational process.

Bubblehead1980 08-28-13 11:02 AM

Quote:

Originally Posted by Rockin Robbins (Post 2106828)
All it does is change the vision of attacking airplanes to match that of TMO 2.5. It should work fine with all mod configurations as long as your are using RSRD in there somewhere.

If you're not using RSRD, all bets are off and I'd place a small wager against it having the desired effect. RSRD redefined the sensors aboard aircraft from stock sensors, and so did TMO.

I'll do some research on the stock game and see if I can cook up an analog for not using RSRD or TMO. I don't know if Capn Scurvy drew outside the lines of optical corrections to the periscope to mess with aircraft sensors, but knowing him, I severely doubt that he did. He's a disciplined modder. Eye candy mods also SHOULD be harmless.

But you never know when a modder will draw outside the lines and make unannounced or announced changes to items that have nothing to do with why people want his mod.

Lurker, for instance, made announcement after announcement "if you layer mods on top of RSRD chances are YOU WILL BREAK IT. and I won't help you if you do. Plenty of mods that say they are RSRD compatible are not." That was because there were very vew aspects of the game that he didn't twiddle with. And, ironically, if you were a TMO player and loaded up RSRD, you were no longer playing TMO. All kinds of gameplay settings were trampled and changed by RSRD. Efforts were made to try to keep modders within their category, but some modders were just too big for their mods. The bottom line is that RSRD for TMO is NOT TMO compatible at all. It replaces Ducimus' carefully wrought AI settings and changes the entire balance of the game.

My goal, and others share it--the mod will come from them not me-- is to restore TMO to the TMO/RSRD combination, keeping only the campaign aspects of RSRD. And they are uncovering needed enhancements to the campaigns in RSRD, which will be incorporated.

Even then, there can be a serious discussion as to whether what RSRD tries to do introduces any actual realism into the campaigns at all. For instance, you (benefiting from a perfect crystal ball no real skipper ever had) are sitting in the middle of the Slot waiting for the Tokyo Express on its way to Guadalcanal. Here it comes (big surprise.....) and you attack, crippling a DD. In real life all the others would pour on the throttle and deliver their troops, leaving the stricken to its fate. The mission was more important than the loss. But in the game, all the ships of the convoy will stop and hunt you down. They start out where they are supposed to be but end up doing stupid stuff.

Okay, so you come back the next night. Has your presence modified their route or timing? No! They'll do exactly what they did in the real war. But they are no longer IN the real war, they're in YOUR war because you changed what really happened. They will ignore you and robotically do stupid stuff. This is not realism.

Reality was that captains were sent to assigned patrol positions where they did not know what was going to show up. When they were told what was going to show up sometimes it did and sometimes it didn't. In that regard, the stock game's scheme is much better than RSRD because of its unpredictability. Unpredictability is the essence of war. RSRD trashes that. Just like OTC. Both mods seek to rationalize an irrational process.

Yep, I want TMO's difficulty, etc with RSRD's campaign. Actually, with RSRD, I could handle the merchant convoys being Random and then key battles being well scripted as they are to fit history and give player to alter outcome(you can) such as I did at Savo Island.I attacked the Japanese shortly before they made contact with the US force, sinking a cruiser, this through their battle line out of formation, US opened fire first, ended up not being a lopsided victory for the japanese.

I've been considering going back to just TMO for a while but without RSRD it feels weird for me, like something is missing. RSRD's roster of ships are impressive as well.

I just wish we could get lurker or duci to come back for a time and help work some things out since ideally, we want TMO's challenge with RSRD's traffic.

HertogJan 08-28-13 11:49 AM

Quote:

Originally Posted by Rockin Robbins (Post 2106828)
All it does is change the vision of attacking airplanes to match that of TMO 2.5. It should work fine with all mod configurations as long as your are using RSRD in there somewhere.

If you're not using RSRD, all bets are off and I'd place a small wager against it having the desired effect. RSRD redefined the sensors aboard aircraft from stock sensors, and so did TMO.

I'll not use this one then.
Don't want to loose a great Campaign by messing up the game

Quote:

Originally Posted by Rockin Robbins (Post 2106828)
I'll do some research on the stock game and see if I can cook up an analog for not using RSRD or TMO. I don't know if Capn Scurvy drew outside the lines of optical corrections to the periscope to mess with aircraft sensors, but knowing him, I severely doubt that he did. He's a disciplined modder. Eye candy mods also SHOULD be harmless.

That would be much appreciated, thanks.

Just tested the AI planes NNE of Luzon, weather was cristal clear when radar made contact, placed myself right in its track and submerged to PD with antenna and scope op going ahead standard... Came within 1500y and never saw me :down:


Quote:

Originally Posted by Rockin Robbins (Post 2106828)
Even then, there can be a serious discussion as to whether what RSRD tries to do introduces any actual realism into the campaigns at all. For instance, you (benefiting from a perfect crystal ball no real skipper ever had) are sitting in the middle of the Slot waiting for the Tokyo Express on its way to Guadalcanal. Here it comes (big surprise.....) and you attack, crippling a DD. In real life all the others would pour on the throttle and deliver their troops, leaving the stricken to its fate. The mission was more important than the loss. But in the game, all the ships of the convoy will stop and hunt you down. They start out where they are supposed to be but end up doing stupid stuff

Reality was that captains were sent to assigned patrol positions where they did not know what was going to show up. When they were told what was going to show up sometimes it did and sometimes it didn't. In that regard, the stock game's scheme is much better than RSRD because of its unpredictability. Unpredictability is the essence of war. RSRD trashes that. Just like OTC. Both mods seek to rationalize an irrational process.

That basically why I don't use RSRD, I get send to a certain area and hope to find some vessels if I don't, I'll wonder the seas until I do or I get ordered another patrol area and start over.
I played the game with RSRD and was astonished by the work done to correctly put in al that traffic even if some are missing but for the reasons you mentioned I stoped using it.

c13Garrison 08-28-13 02:53 PM

RR, it sounds like what you are proposing is an 'ahistorical' game wherein equipment and nations are the Only thing the player is sure of, where they are told 3 days before a battle that SigInt indicates there may be a fleet encounter at xyz, and said encounter is randomized to replicate an encounter of battlefleets. Departing from history is the only way to subject the player to true realism.

I am intrigued by this idea, but is SH the vehicle to do it? It sounds like we'd need to start from scratch for such realism. True realism might even mean randomizing land masses and seas.


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