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Old 05-05-11, 06:17 AM   #1
minispace
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Default [WIP] tiny! - Torpedo Mod

tiny! torpedo mod
Torpedo Improvement
(Nerf? Yes!)


~ being a tiny mod by a mini space ~

tiny! is an attempt to refine Silent Hunter 5's weapon damage to better simulate reality and improve game play. This mod is meant to compliment TheDarkWraith's "FX Update" or similar mods that add fire/flooding damage over time. I have found that with my current mod load out, u-boat munitions seem to be too effective, and I hope to dial down the destruction a little.

Version 1.0
- ¡Cinco de Mayo! edition (2011-05-05)

Download
:
http://www.gamefront.com/files/20302...do+mod+v1_0.7z

Installation
Install with JSGME.

This mod will overwrite your torpedoes_g7a-e and shells .zon files, altering the damage from your u-boat weapons. It should be compatible with all mods, with the exception of the overwritten damage stats.

Changelog
-v 1.0 - 2011-05-05
All torpedo types, & AP/HE shell damage stats altered:
Code:
G7a TI/FaT/LuT  Stock    tiny
------          -----    -----    
MinEF           120      100    
MaxEF           180      190    
AP              100      100    
MinRadius       3        3    
MaxRadius       7        9    

G7e TII         Stock    tiny 
------          -----    -----    
MinEF           120      97    
MaxEF           180      186    
AP              100      97    
MinRadius       3        2.5    
MaxRadius       7        9

G7e TIII/FatII  Stock    tiny 
--------------  -----    -----    
MinEF           120      98    
MaxEF           180      188    
AP              100      98    
MinRadius       3        2.5    
MaxRadius       7        9

G7e TIV "Falke"  Stock    tiny 
---------------  -----    -----    
MinEF            80       94    
MaxEF            160      178    
AP               100      96    
MinRadius        3        2.5    
MaxRadius        7        8

G7es TV “Zaunkönig”    Stock    tiny 
-------------------    -----    -----
MinEF                  80       95    
MaxEF                  160      180    
AP                     100      97    
MinRadius              3        2.5    
MaxRadius              7        8

G7ut VII "Steinbarsch"    Stock    tiny 
----------------------    -----    -----
MinEF                     120      95    
MaxEF                     180      185    
AP                        100      98    
MinRadius                 3        2.5    
MaxRadius                 7        9

G7es TXI “Zaunkönig II”  Stock    tiny 
-------------------      -----    -----
MinEF                    80       95    
MaxEF                    160      180    
AP                       100      97    
MinRadius                3        2.5    
MaxRadius                7        8

88mm Armor Piercing    Stock    tiny 
-------------------    -----    -----
MinEF                  8        10    
MaxEF                  16       20    
AP                     22       40    
MinRadius              .5       .2    
MaxRadius              2        .5

88mm High Explosive    Stock    tiny 
-------------------    -----    -----
MinEF                  10       5    
MaxEF                  25       25    
AP                     20       20    
MinRadius              1        1.5    
MaxRadius              3        4
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Old 05-05-11, 06:18 AM   #2
minispace
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Hi all!

This is my first Silent Hunter 5 mod, so let me know what you think! I wanted to release version 1.0 as soon as I could, but I will try to refine this mod again soon.

Why did I make this tiny mod? I remember playing Silent Hunter 3 with GWX and I think the damage model of that game just felt right. So far my experience with SH5 has not compared. To be honest, I'm getting tired of 1-shot killing almost everything I hit! I'm hope to recapture the feeling I had playing SH3, and maybe this mod can help.

At the moment, damage values don't look too far of from stock SH5, but they're a big decrease from my previous mod combination (Magnum Opus and UHS, I believe). I'm also using TheDarkWraith's FX Update, so the extra fire damage only makes killing stuff even easier. Those are all such great mods, btw.

So what I've tried to do give each torpedo type different damage characteristics.
In reality all straight run and pattern torps had the same payload, a 614 lb hexanite warhead. Acoustic torps had a slightly smaller payload (just 10 lbs less), to make room for the sensors. You will find this reflected in the mod. There's just a small percent difference (admittedly for flavor) between the T1, TII, and TIII torps. The TIV, TV, TVII, and TXI torps are about 6% less powerful, roughly matching the different warhead size.

Does anyone have any thoughts about how much damage the 88mm shells should do? I've done some really sketchy math that leads me to believe a shell would deliver about 1/200 to 1/36 as much energy as a G7 torpedo, but that would make the SH5 deck gun almost useless! Right now they do about 1/10 as much damage as a torp.

I'd love to get some feedback on my changes. I've run some tests with my values, and I still think the damage my still be a little high. I may decrease them some more in the next version, if necessary.

Enjoy!
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Old 05-05-11, 07:22 AM   #3
jwilliams
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Awesome

I agree that torps are now too powerful with FX_Update.

Downloading now to test.

Thanks.
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Old 05-05-11, 08:30 AM   #4
Jaguar
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My very first mod was about more powerfull torpedoes ( Critical hits for torpedos which changed damage to 100-400), since I found very unrealistic the need of 3+ torps for each merchant and 2 for DDs. Now with FX_Update is almost 1 torp 1 ship.

No I´m going to do the opposite and give this mod a try . Will report soon.

EDIT: you may split this mod in two also, one for torpedoes and one for shells.
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Old 05-05-11, 08:51 AM   #5
Zedi
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Quote:
Originally Posted by Jaguar View Post
My very first mod was about more powerfull torpedoes ( Critical hits for torpedos which changed damage to 100-400), since I found very unrealistic the need of 3+ torps for each merchant and 2 for DDs. Now with FX_Update is almost 1 torp 1 ship.

No I´m going to do the opposite and give this mod a try . Will report soon.

EDIT: you may split this mod in two also, one for torpedoes and one for shells.
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
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Old 05-05-11, 08:57 AM   #6
stoianm
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Quote:
Originally Posted by Zedi View Post
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
ddrgn made already an update in his UHS for torpedos... i will try this one also... seems interesting
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Old 05-05-11, 12:42 PM   #7
Rongel
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I haven't tried this yet but the deck gun tone down seems really good to me. Many mods increase the deck gun damage, like UHS 1.7 (which I really like otherwise), and so does the Magnum Opus (UHS is included I guess) not to mention Critical hits 1.2.

I've been using my own little deck gun mod which gives more like stock values (well it gives bit more variation to the damage, but the overall value is the same), it also reduces the auto stabilization (which is not realistic!). And like you said, TDW's FX-mod adds fire damage so little tuning is in place. The deck gun should be just for shooting down unarmed little merchants, but sometimes it seems that you really don't need torpedoes at all.
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Old 05-05-11, 12:46 PM   #8
Jaguar
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Quote:
Originally Posted by Zedi View Post
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
thx for the advice.

Last edited by Jaguar; 05-05-11 at 01:54 PM.
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Old 05-05-11, 02:04 PM   #9
marleymen
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Seems a good WIP here for refine Torpedo damage.

I will test it. And also because is May, 5th
Congratulations for you, Mexican people in the Day of the Mexican Pride.

Send those Coronitas.

Translation
----------

Me parece un gran trabajo (en proceso) para refinar el daño de los torpedos.

Lo probaré. También porque es 5 de Mayo.
Enhorabuena al pueblo Mexicano por el Dia del Orgullo Mexicano.

Que vengan esas Coronitas.
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Old 05-05-11, 02:28 PM   #10
stoianm
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Quote:
Originally Posted by marleymen View Post
Seems a good WIP here for refine Torpedo damage.

I will test it. And also because is May, 5th
Congratulations for you, Mexican people in the Day of the Mexican Pride.

Send those Coronitas.

Translation
----------

Me parece un gran trabajo (en proceso) para refinar el daño de los torpedos.

Lo probaré. También porque es 5 de Mayo.
Enhorabuena al pueblo Mexicano por el Dia del Orgullo Mexicano.

Que vengan esas Coronitas.
It is not corona?... I drinked a lot when i was in Nuevo Laredo Mexic few years ago... nice place and a good beer... but a bit dangerous

I remembered a funny storry... and i want to ask you if is true or not... i had an mexican friend and i invited to my place long time ago to watch a soccer game... i bought some Corona beers and lemons also... i gived to him ... he asked me: wy you put lemon in Corona?... i replied: wy not?.. i saw that you put lemon when you drink this beer on tv... he said: yes man... because we have muskitos there... no need for lemon here... it is true or he was made fun of me?
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Old 05-06-11, 12:19 AM   #11
marleymen
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Mosquitos goes to lemon as flies to .... (have to edit: mosquitos goes to lemon when is a few rotten, but they avoid lemon when is fresh)

Lemon is for better taste of the Corona. It´s the best beer in the world because of it´s very soft at taste. No bitterness. So it´s good to add that point of flavour the lemon gives.
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Old 05-06-11, 04:41 PM   #12
minispace
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All the margaritas have been drunk, so it's back to the torpedoes.

Fellow sub-simmers, have you ever seen... a dud?[/3dog]

This graphic illustrates a G7a TI's dud-chances, if it hits a target at various angles, using stock SH5's hit tables.


So, 1% means that 1 out of a hundred torps will miss, and 100% means that they all should miss. You can see that after august 1943 the hit table becomes a lot more forgiving. Doesn't the game actually end in May of that year?

What I'm going to do is implement brand new hit tables to better simulate torpedo accuracy, or lack thereof.

I wasted the last week at work making this chart of hit-table candidates:


Ultimately I decided on using 9 discrete entries for each torpedo type, for each date range. Depending on the torp, and date range, it will use on of these templates:


An early-war T1's dud chance might look like the dud spectrum on the lower right, but a late war acoustic torp would look more like the entry on the upper left.
I'll also use modifiers to tweak the hit-chances even more. For instance: An early war TI or TII should never have a 99% chance of hit. I would decrease every hit table entry by about 33% so we can experience the Torpedo Crisis first hand!

Right now I'm going to change the TI's hit table to look like this:


That's pretty much the same as thethe stock version, just smoothed out. I just tested the new sim file in game and it seems to work (it didn't crash, at least) but more testing is required. I'll be doing that today and I hope to release something this weekend.

I have a questioned for people more experienced than I. What can I screw up if I over-write another mod's torpedoes_g7a-e.sim file? I'm not sure what other date is stored in the file and I'm worried about breaking another mod in the process...
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Old 05-06-11, 04:49 PM   #13
stoianm
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The same thing that you are working on it... if i am remember well the mods that play with that file is UHS and TDW FIX.... so your mod will be in conflict with these mods... i dunno another mod that is change that .sim file
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Old 05-06-11, 04:55 PM   #14
jwilliams
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Quote:
Fellow sub-simmers, have you ever seen... a dud?
Yes I have seen a dud.... A circle runner that almost hit me.
Luckly I had map contacts on and managed to dive before being hit.

But I have only ever noticed 2 duds, but I play at full realism and most torps that dont hit, I assumed was due to me getting something wrong in my calculations.

The work you are doing here is awesome. As I understand German torps had many problems and the chance of duds in game is too low.

As for breaking mods, I only use two mods that changed the torpedoes_g7a-e.sim file. UHS and FX_Update.
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Old 05-06-11, 05:02 PM   #15
minispace
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I saw that conflict in JSGME, but I'm not sure what data is being over-written. Could I be messing up FX Update's enhanced damage effects?

I hope I don't have to make a bunch of compatibility patches to get everything to work together!
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