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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Mar 2007
Posts: 182
Downloads: 53
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ok i saw a mod for this but now its dissapeared, can someone point me to it please ?
i just lost another sub to the most stupid insane miss by a depth charge of all time, if the japs had dropped these things on america they would have sank the whole country.let alone me poor little sub. as it stands there is a serious question about how the heck theyre killing me when they arent even close to being in a range where i should even be taking damage. let alone this near instant death. whatever happened to the mod that fixed this anyways ? did it get moved into one of the larger mod packs like real fleet boat ? or just dissapear altogether. |
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#2 | |
Rear Admiral
![]() Join Date: Apr 2005
Posts: 11,866
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#3 |
Planesman
![]() Join Date: Mar 2007
Posts: 182
Downloads: 53
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It is a quick mission. not a campaign. probably why
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#4 |
Rough night at Langtrees brothel
![]() Join Date: Mar 2007
Posts: 480
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Try THIS mod.
"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. ... 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. " Hope it's useful ![]()
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![]() http://maxt.dk/archives/2007/03/22/s...nter-4-cheats/ Get KillerSub MOD and bring the Hell back to Earth! The FUN way to play SH4! Now with Rail Guns! ![]() |
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#5 |
Planesman
![]() Join Date: Mar 2007
Posts: 182
Downloads: 53
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that sounds great thank you.
im not looking to make the game less realistic by any means, but i do beleive a depth charge should land on the same planet as me before i take damage from it ![]() ill have to try this one out. thanks again. ![]() |
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#6 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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As MaxT.dk wrote, "Die Slowly Stage 13" contains a reduced depth charge damage radius.
The stand alone mod is "Depth Charge Mod Stage 2"... wich contains only files related to depth charges and bolds, and is inside the otehr mod. You can download both files, "Die Slowly Stage 13" and "Depth Charges Mod Stage 2" here.... http://hosted.filefront.com/Redwine Die Slowly may be a good choice if you are interesting not only in reduced depth charges lethal radius, and want a sub damage model tweaked too. Modifications made on depth charges was on its Lethal radius... more detailed info into the readme, but the stock lethal radius is 40m, it is too unrealistic. http://www.navweaps.com/Weapons/WAMJAP_ASW.htm Allied the most used allied Depth Charge was the 420lbs. one, with a lethal radius between 4.3m filled TNT, and 7m filled with Amatol/Minol in later war times. Japanese only has 220lbs, Depth Charges with a rate of sink of 1.9m/s. This means the lethal radius for the most extended used japanesse depth charge must to be much smaller than above for 420lbs. Sure they needs to explode so near the hull, almos the half of the above values for 420lbs, may be between 2m and 2.5m. Only after 1943, japanese developed a 357lbs, Depth Charge, with a rate of sink of 3m/s. The lethal radius for them must be between 3m and 4m only. Ingame defalut settings are a random value between 4.5m and 40m.... a very unrealistica value... I changed the lethal radius to a more moderated values, now i am using a random value between 4.5m and 10m, wich still being too biger than in real life. 4.5m is about the double of the real life value, and 10m is about 4 times the real life value. Plus i reduce the sink rate from 5m/s default down to 3m/s wich is near 60% higher than in real life (1,9m/s) for japanesse depth charges. Depth charges depth precision was changed too, this is not as good as sound, they are spread now. Depth charge impulse was increased, it not cause any kind of damage increase, but shakes the sub a lot... Plus i increased the bold/decoy bubbles surface and life time. It is similar i done for SH3, works fine. ![]() ![]() ![]() Last edited by Redwine; 05-18-07 at 08:47 PM. |
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#7 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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I'm using this mod and it's great! The stock DCs were purest fantasy so this is an essential mod from my standpoint. As 9th_cow says, if the Japanese had the vanilla SH4 DCs in the real war and if they'd found a way to drop them on US cities, a couple of them dropped on Washington and New York would have ended the war in 1941.
Redwine, I'm thinking of reducing the DC effectiveness all the way back to really realistic levels because the Japanese are still killing me with alarming frequency. Are there any drawbacks to doing this that you've perhaps noticed while testing? Also, when we worked on SH3 the assumption was always that the deadly range was only up to the minimum radius, and that the maximum radius was for decreasing levels of damage. Did you find out that this isn't the case and that the deadly range is indeed variable and random between the minimum and maximum radii?
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#8 |
Captain
![]() Join Date: Apr 2002
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Why increase the effectiveness of Bolds when the US Navy never used them in the first place in WW2? They should be removed...not made better.
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#9 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#10 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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![]() I dont use them... You can easy erase the keyboard command and the task bar button to never have them any more and remove them, definitivelly from the game.... ![]() Just do it if you want... it is easy to do. Remove the button in task bar, remove command into keyboard, you will never have mention about bolds any more !!! May be you dont know me from much time ago, and never readed my way to think, in my opinion, the important is the historical survival probability. For me it is not important to have all historical equipement with all historical values adjusted, if you reach with this a non historical behaviour and survival probability... the game do not modelates the real equipement, it modelates some sustitute features wich DO NOT WORKS as in real life, radar and sonar are not modelated, instead are a pack of spherical sectors where you enter an be detected affected by some factors or coheficients as fog, waves, background sound.... no real radar or real sonar is modelated by the game.... the important is to have an historical probability to be killed, of course with the most of the historical equipement as posible.... we have not a batithermograph in example... but we have a crew anuncing the thermal layer crossing. It is true, bold was not historical, but launch debris was, launch oil, fuel was... and we have not that choices. You have many choices. 1] You can have them but not use the bolds. 2] You can erase the keyboard and task bar commands to eliminate them from the game. 3] You can assume they are not bolds, they are debris/waste, fuel/oil, and the life time of intentional oil slick or debris is so long, oil slick or fuel slick or floating debris DO NOT disapears quickly... In real life they was a really atractive target zone.... and do not disapears after few seconds. That is the reason for i increase they life time and surface. I hope this can clarify you my way to think... ![]() Last edited by Redwine; 05-19-07 at 08:09 AM. |
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#11 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Thought I'd revive this not to derail the other thread.
My one observation (using the DC changes in sink slowly 133) is that the DDs seem to blow themselves up a lot more, possibly related to the sink rate. Has anyone else seen this? tater |
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#13 | |
Rear Admiral
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#14 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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Redwine's mod, Sink Slowly 13e (now 14).
tater |
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#15 | |
Rear Admiral
![]() Join Date: Mar 2005
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