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#1 |
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
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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 Last edited by audessy; 04-15-10 at 10:59 AM. |
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#2 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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nice one! thanks a lot!
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#3 |
Chief
![]() Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
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Sounds cool !
Testing it right now, thanks. ![]()
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________________________ Gimme tons of patches ! Athlonic's MCCD "More Crew Commands by Dialog" MOD for Silent Hunter 5 Version 1.04 SH5 1.2.0 Ready Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC ![]() |
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#4 |
Officer
![]() Join Date: Sep 2002
Location: italy
Posts: 247
Downloads: 72
Uploads: 0
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Downloading!! nice one!!
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#5 |
Swabbie
![]() Join Date: Mar 2010
Posts: 8
Downloads: 98
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screenshot please.
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#6 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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@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? Last edited by t0maz; 04-14-10 at 06:20 AM. |
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#7 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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#8 |
Sailor man
![]() Join Date: Sep 2009
Location: Venedig, Italie
Posts: 44
Downloads: 58
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this is something everyone should try. i'll asap. thanks...
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ram your enemy before he rams you. ![]() ![]() |
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#9 | |
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
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The maker of BRF contacted me so far. So sit tight. |
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#10 |
An able master
![]() Join Date: Jan 2010
Location: England
Posts: 274
Downloads: 121
Uploads: 5
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Will check it out interesting stuff, thanks.
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#11 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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![]() Quote:
Looks great and only edits the .zon files. Which means AI and Sensor mods are compatible ![]()
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#12 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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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?
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#13 |
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
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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.
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#14 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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![]() Quote:
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?
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#15 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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its hard to get screenies on a gameplay mod...
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