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Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Last Version : Die Slowly Stage 16 Here :
http://www.subsim.com/radioroom/show...583#post586583 Die Slowly Stage 14 : ############# For those who dont know the mod, it was created as an attempt to fix the "unsinkable" merchants and the "uncontrolable sink" on subs with the consecuent "Domino" effect. Any of both effect can be totally fixed yet, but them was reduced to not happens too often, and when they happens, they are more controlable and aceptable. General Short Overview : ############### The "unsinkable" ships are something strange, initially i was thinking they was empty ships, but not. Empty ships are easy to recognize because they have the waterline very up the sea surface and they have a continuous balance from port to straboard like as a pendulum. Settings works fine with all ships loadup options into mission editor, but there are some ships into the campaign wich seems to be too hard to sink. If we make them "normal" to sink, then, the ships filled with ammo, fuel, cargo become too easy to sink. I attempt to found a good balance between them. Now the "unsinkable" ships still being more hard than "normal ships, but do not take too much torps, and many "normal" ships can be killed with a single torp, many takes 2 or even 3. The "uncontrolable sink" and the following "Domino" effect can be terminated, but then, the sub become so strong, and game loss interest. I attempt to found a good balance where those effects still present but are not too pronunciated so you can manage them with your Damage Control Team. Balance was stablished for Salmon, tambor and similar subs, if you play Gato and Balao, you will found your life a little bit easy, and if you play a S Class, your life will be more hard. Warships was reworked, all battleshisp, light and heavy crusers, carriers are now more hard to sink. Destroyers was made more weak, somo of them was having more hitpoints as some battleships. Many other things related to survival probability was reworked, like as depth charges, bolds/decoys, radar, air strikes, planes. Download the Mod from Here : Last Version Die Slowly Stage 16 : http://hosted.filefront.com/Redwine The file contains two versions, one... ready to use with default settings, the other... a step by step to personalize your preferences at your choice. More details here from the Readme : Code:
Die Slowly Mod Stage 14 : ######################## Why this name ? Asked by many guys, this mod produce many diferent ways to sink, but in many cases, it is a slow way to sink, in ships and in your sub. Traslate it as "Sinks Slowly" or "Slow Sink" in your mind if you preffer. News from Stage 13 to Stage 14 : ############################### Zones settings reworked, be ware to stay so near of an exploding ammo filled ship! Submarine settings reworked, crash speed was increased, so the amounth of dame the sub takes under the crush depth is taked more quickly now. Sub is little weak now, more interesting. DDs/DEs settings reworked, they are a little bit more strong now, some times they can not be terminated with a single torp. MK-27 "Cutty" was reworked due how DDs are more strong now, they becomed so weak to kill a DD. Now MK-27 are very more unpredictable, some times they do nothing, some times they produce a reduced damage and DDs mantain their dangerous capabilities, some times they produce a slow flooding and DDs sinks after few minutes, some times produce severe damage like lose of a proppeller or loss of DDs sensors, DDs dont sinks but losse their hunting capabilities,and some times if they hits a critical zone, the DD can be terminated by a single hit. Japanese Battleships settings reworked. Kongo BB major rework. Japanese Carriers settings reworked. Japanese Light Cruisers settings reworked. Heavy Cruisers was reworked on previous versions, but Light Cruisers needs a rework too. Air Strike probability increased in comparision with Stage 13, but reduced in comparision with stock value. Some new impresive sounds. Some new reworked textures related to torpedo splashes and more. Some textures related to fires, flashes, halos, explosions and exlosions clouds was reworked. General Quick Overview : ####################### For those who dont know the mod, it was created as an attempt to fix the "unsinkable" merchnts and the "uncontrolable sink" on subs with the consecuent "Domino" effect. Any of both effect can be fixed yet, but them was reduced to not happens often, and when happens they are more controlable and aceptable. About the name : )))))))))))))))) Called like this due to it produce in many situations a slow way to sink, for ships and for your sub, traslate it as "Sinks Slowly" or "Slow Sink" if you want. About the "unsinkable" ships : )))))))))))))))))))))))))))))) The "unsinkable" ships are something strange, initially i was thinking they was empty ships, but not. Empty ships are easy to recognize becuase they have the waterline very up the sea surface and they have a continuous balance from port to straboard. Settings works fine with all ships loadup options into mission editor, but there are some ships into the campaign wich seems to be too hard to sink. If we make them "normal" to sink, then, the ships filled with ammo, fuel, cargo become too easy to sink. I attempt to found a good balance between them. Now the "unsinkable" ships still being more hard, but do not take too much torps, and many "normal" ships can be killed with a single torp, many takes 2 or even 3. About the sub's "uncontrolable sink" and "Domino effect" : ))))))))))))))))))))))))))))))))))))))))))))))))))))))))) Those effects can be terminated, but then, the sub become so strong, and game loss interest. I attempt to found a good balance where those effects still present but are not too pronunciated so you can manage them with your Damage Control Team. Balance was stablished for Salmon, tambor and similar subs, if you play Gato and Balao, you will found your life a little bit easy, and if you play a S Class, your life will be more hard. Considerations : ################ ############### ############## ############# ############ ########### ########## ######### This pack of tweaked files is a team job by Pcelt and Redwine This mod was not posible without the full help of Pcelt. Work is in Progress ... Made for SH IV V1.2 Tested on v1.2, with realistic repair times, (a little bit easy if realistic repair times box not checked), and with all files present here, not sure about the bahaviour if you dont install all files of the mod. Particles setting to full reccomended. Mod was adjusted to works fine on Salmon, Tambor and those kind of subs, you can spect your life will be a little bit hard into an S Class, and a little bit easy into a Gato or Balao Class. Mod Was adjusted to use MK-14 and 23 topedoes, you can spect your life will be a little bit hard when using MK-10 and 18, and a little bit easy when use MK-16. MK-27 "Cutty" was adjusted to damage a DDs, may be able to stop their attack, but not adjusted to Kill the DD. Any way some times a DD can be killed by it. Mod was adjusted to works better on merchants filled with cargo, ammo, and fuel, you must to spect your life will be hard on "unsinkable" merchants. Any way those merchants do not take too much torps now as before. Initially i was thinking, the "unsinkable" merchants was "e,pty"erchants, but not, the empty merchants was easy to recognize due their waterline is so up out of the sea surface, and their gravity center is so high and then they are continuouslly balancing port to straboard as a pendulum. The mod works fine with the filled options of the mission editor, but in campaign, it seems to be another fill option wich cause the "unsinkable" merchants. Many times the ships can be terminated by flooding without expend more torps, you decide if you can wait for them to flood or expend more torps to terminate them inmediatelly. It is just an attempt to make the game more playable and funny, not a great mod, not itended to be a competence with any of the excellent magamods. Not just a mod, just a small collection of tweaks and personalizations that make a small diference 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, and half of Yamato. So, some times was so hard to sink a medium merchant than a heavy cruiser or even a small battleship as Maya. Kongo Class has a very low armor, it was increwased too. Cruisers, light and heavy cruiser was too weak too. 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, Heavy and Light Cruiser was made more strong to sink. Some merchant ships, Specially 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. Sub flooding times are larger. Depth charges lethal radius was reduced, stock values are unrealistically exagerated, the lethal radius was reduced, but be ware, any way new values are bigger than in real life. Any way, 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. Last edited by Redwine; 07-07-07 at 12:07 PM. |
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