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Old 05-12-07, 05:32 PM   #1
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Default [REL] Die Slowly Stage 13

(LAST VERSION: "DIE SLOWLY STAGE 16")

http://www.subsim.com/radioroom/showthread.php?p=586583#post586583




DIE SLOWLY STAGE 13 :

Hi all... after 13 stages of evolution and tests, i think so this tweaks are ready to share.

It is a team job made together with Pcelt, without his help, job and effort this pack of tweaks was not posible.

Many thanks to all people discusing and adding info into the forum....

Nothing amazing, just some small changes with lot of test, thats all.

It is just a small pack of tweaked files realted to ships and subs damage model.
It is only about damage, and some optionals related with survival probability.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> >
From the Readme :
############


Why these tweaks ?
################

The stock game has some anoying things, some merchants are to hard to sink, needs up to 10 torps according people reports, when battleships, even the Yamato, are too easy to destroy, some small battleships sinks with 2 or even a single torp, and the Yamato with only 3 torps.

Some battlesips has only 300 HP ! (Ise and Ise2) and Yamato 800, some heavy cruisers has 300 hitpoints, when some medium merchants has 300 and even 400 hitpoints, and some large merchants has 400 hitpoints.

And all destroyers has 400 HP... more than the Ise and Ise 2.

So, some times was so hard to sink a medium merchant than a heavy cruiser or even a small battleship as Maya.

Plus, some large and medium merchants has a behaviour into a builded test mission, but into the campaign, they seems to have not the same behaviour.

Those filled with fuel or ammo as load up, seems to have the same behaviour.

But there are some others, wich do not explodes, wich are so hard to sink, demanding up to 10 toprs.

Initially we think they are thos efiled with freight, but into a test mission those filled with freight
have not any problem, the remaining option is they may be empty ships.

You can roll back the weaked ships, but you must to take in account, with the reduced hitpoints, in example a conflictive Nippon Oiler, large modern tanker, filled with ammo or fule will take most of the times a single torp, ocasionally 2.

Filled with freight into a test mission, it takes most times 2 torps, and ocasionally 3.

Empty in campaign, it may need between 3 and 5.

But if you roll bak the files to stock hitpoints for all cargo ships, in example this ship, empty in campaign,can take up to 8 or even 10 torps.

Use of new .zon files with smaller hitpoint on merchants is reccomended.

The files .zon for Battleships and Heavy Cruisers has increased hitpoints.

The sub has some strange things as in example the knowed "Domino effect", wich can not be called a bug by sure, but if it is a "feature", it is very anoying.

When your sub take damage, wich happens too easy, after repairs, you have the mesage string mesage "Hull is repaired...sir!" and the voice mesage "Hull is intact...sir!".

It is very anoying because it a lie. Your hull is stressed and can have lot of damage.

With your hull stressed, your crush depth is not any more your "build" crush depth.

It is reduced dramatically. Some times you crush even if attempt to dive to periscope depth.

After lot of watch the files, can not found which trigger or controls this reduction in the crush depth.

The only way to live together with this feature, is to make the sub more strong and give you more chances to be able to dive, after take damage, almost at periscope depth, and if posible up to crash dive depth, to be able to scape from planes and DDs in the remaining time of the mission to be able to back home.

This set of tweaked files not solve it, the "Domino effect" is still present, but it is not too
pronunciated as before.

Most of the times, you will be able to hide your sub from enemies at periscope depth safelly, and most of the times you will be able to dive to crash depth, with no problems.

Often you will be able to reach even the thermal layer, but under 50m it is an unkow territory.

Under 50m you are not sure if you can be crushed suddently.

Of course 50m is not an exact value, it is uncertain, may happen at 45m or at 70m.




What Changes :
############

Battleships and Heavy Cruiser was made more strong to sink.

Some merchant ships, those conflictive ships, was made more weak.

Torpedoes was powered-up.

All flooding times for all ships was increased, now they sinks more slowly, you can wait for them to sink,or use more torps to terminate them quickly.

Planes was made more weak, AAA is good, but planes seems to be non destructible items.
Sub was made more strong.

Depth charges lethal radius was reduced, stock values are unrealistically exagerated, the lethal radiuswas reduced, but be ware, any way new values are bigger than in real life.

New values are a random value between 1.5 and 3 times the real life values, it is to not make the game so easy.

Many new FX effect added, not sure if all them works, but ingame tests are so spectacular.

Some aditional tweaks at user decision was added, they are important too, to survival probability.
.
.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


More detailed explanation inside readme, but i started to make changes and test, try and error, attempting to balance the hard to sink merchants and the too easy to sink battleships.
After this... we take hands on the anoying sub "domino" effect.
Any of both problems was solved at all, but now they happens not too often.

In most of the cases, after take severe damage, you will be able to safelly dive to periscope depth, and in most cases, to cash dive depth without the domino effect.

The domino effect is still present but it is not too intrusive now.

All, ships and subs, sinks more slowly now. All flooding times was increased for ships and subs.
Many hit points was changed, and was adjusted asymetrically when it was posible.

Torpedo power was rised up, but their damage radius was reduced sustancially to not spread the damage too much.

Depth chrages radius was reduced too, but still having stock damage power.

It is not a magamod, it is not intended to replace any of wonderful megamods like as Ducimus one, due to this fact, some tweaks wich can be present into some megamod was included as optionals.

One example... :

the radar fix, included into great Ducimus magamod, it is optional in this present mod, Ducimus follow a diferent way, if i am not wrong, he deactivated SD radar, and made the SJ to detect planes, this mod do not deactivated the SD radar, but it is capable to detect ships... two ways to make the same.

Then it is good you have the choice to preserve you present files as Ducimus ones if you are satisfied with them.

As wrote before, nothing amazing, nothing strange, just a fine polishement of the damage model, wich makes a small diference, may be you will like it or may be not.

Mod includes extended battery life and crush depths, not sure if the same values used by other modders, I use some web pages for battery life, and 1.5 test depth for crush depth, because it was sugested as historical security coheficient by people on this forum, may be the same used by CCIP but not sure.

Red needles was adjusted to round numbers between 12 and 15 meters over the crush depth according sub model, so you can reach them and be at few meters of the adjusted crush depth.

Some people found it enjoyable, then may be it is time to share it after 13 stages of evolution.

Good if into patch V1.3 the problems wich generates the existence of this mod can be fixed, because this mod do not, it only makes some anoying behaviours not happens too often, and add some small game play changes and effects.

Read each readme to more detailed explanation.

If you want to try...

Die Slowly Stage 14 :

(LAST VERSION: "DIE SLOWLY STAGE 16")


http://hosted.filefront.com/Redwine


Note: New optional sounds FX can cause a small FPS droop.
They are DDs and Cargo propellers sounds and depth charge explosion from inside the submarine, they are nice, but if you experience some FPS doops, just remove them.

You can have this level of damage, survive, and be able to dive to periscope depth, to crash depth, and even to reach the thermal layer with no "Domino" effect.





The changes made, generates some stange ways to sink... and some more frecuent FX effects.
You can see this kind of ship's damage often....
















Here you can see a DD wich is severe damaged, but not destroyed, it is "alive" yet, but with zero speed, semisubmerged, but it dont sinks, stay floating for ever.




Last edited by Redwine; 07-07-07 at 12:08 PM.
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