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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Yes, that does make it BARF, and yes, that is intentional.
![]() Let's see, mod changes 3 things: flotation, flooding time and HP (optional). The results of messing with flotation should be obvious: rather than having to blast away all HP, causing a big explosion before she finaly sinks, you can now see some effect from your hits, in the form a greater affected pitch and roll (listing, and sinking by the bow or stern). With carefull aim, it should be possible to dispatch any ship to Davey Jones' locker before the fireworks display kicks in. I'm not saying that you will manage this everytime in 'real-world' conditions, just that it's possible. ![]() Increasing the flooding times simply makes it feel a bit more authentic: rather than the ship slipping beneath the waves a minute or so after being hit, she will linger a while and contemplate her fate. ![]() The HP tweak raises HP a little in most cases, lowered for most (if not all) warships and lowered for some small fry. Why is this done? ![]() Because, for example, 1 of your torps caught a bad wave and didn't quite do what you wanted it to do. Result: target takes 2 hits, but where normally that should do it, it stays afloat. You fire a third fish and hit, but because the target now has 0 HP, a big hollywood themed fireball rips through the ship. We were trying to avoid that. ![]() So that's what the tweak changes: allow for that extra coup-de-grace shot. Should even that not be enough, then the next hit will definitely finish it (few shells from DG will do nicely too), in a grand hollywood display. Note however that due to highly variable damage from torpedoes, it still might go down in blazing glory from that finishing blow, it's just a little less likely to happen. ![]() Comes in 3 modules: BRF full: flotation tweaks + flooding times increased BRF lite: flotation tweaks only BRF HP balance: changes HP to be more in balance with the mods objective Just extract the contents of the zip to your JSGME 'MODS' folder and enable: 1. Either "BRF 1.3 full" OR "BRF 1.3 lite" 2. "BRF 1.1 HP balance" if desired HP balance is optional, both for convenience and for avoiding possible incompatibility. Should another mod already mess with the .zon files for the ships, you can still use the core mod; ie. the HP balance is not strictly nescesary for proper functioning of the flotation tweaks. Feedback is always appreciated, and I want to hear the bad stuff too. ![]() Enjoy. ![]() DOWNLOAD (216KB) Alternate mirror (GameFront) -.-. .... .- -. --. . .-.. --- --. v1.3 - finalized testing and tweaking so all ships should now display proper behaviour, particularly battleships and battlecruisers - minor changes to tweaks already in place (merchants and transports) - HP tweaks extended to all ships (HP balance 1.1) "Damage assessment" released as stand-alone module v1.2 - further refinement on merchants v1.1 - made a little more aggressive; ships were still hanging on
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Contritium praecedit superbia. Last edited by Arclight; 09-21-11 at 01:19 PM. Reason: Going gold |
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#2 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Also put up a single mission that places you in a VIIC, with 4 targets in front. Can be used to give this a test, for example. That's what I've been using it for.
![]() Extract into "SingleMissions" folder. (..\Ubisoft\Silent Hunter 5\data\SingleMissions\) DOWNLOAD (2KB)
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Contritium praecedit superbia. Last edited by Arclight; 03-18-10 at 06:35 PM. |
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#3 |
Navy Dude
![]() Join Date: Feb 2009
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hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?
Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die" |
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#4 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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thanks! but is it possible, to get some screens - to have a preview of your mods...?
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#5 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Maybe a video, but that's always a pita. I'll see about it.
Quote:
![]() Don't know about fire damage, might be possible through scripting. But that is far beyond my capabilities at the moment.
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Contritium praecedit superbia. |
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#6 |
Sea Lord
![]() Join Date: Mar 2005
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"a pita"? lol..."strg+f11" is taking a screenshot...cant be that complex...
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#7 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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I said a video smartass, not a slideshow.
![]() But yeah, here ya go: 1st shot, G7A, 5 meters, high speed, impact only. Target is a C2. ![]() ![]() ![]() 2nd shot, same set up; ![]() ![]() ![]() The first series was made after she was no longer flooding. Second series was made during flooding, since I was pretty sure she was going down. I was right. ![]() ![]()
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Contritium praecedit superbia. |
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#8 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
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Good work mate, I'll try this out and report back.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#9 |
Navy Dude
![]() Join Date: Feb 2009
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do your flooding effect interract on the ship speed ??
I have seen some ships with broken Propeller continu to run at 10knt... |
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#10 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;
Quote:
Thanks, feedback is much needed. ![]() Testing was done on a 'shooting range', so they might behave differently during a campaign with a fully 'upgraded' torpedoman (i.e. torpedoes with more damage).
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Contritium praecedit superbia. |
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#11 |
Navy Dude
![]() Join Date: Feb 2009
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i ll test it tonigth after my Fu.... job
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#12 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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Great stuff.
![]() NYGM 3.3 has a very realistic damage and flooding system in SH3. Can be implemented in same way in SH5?
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#13 |
Loader
![]() Join Date: Jul 2003
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I tried it and its a marked improvement over stock. I like your choice of "perceived realism" over "absolute realism". Please do the other ships in the same fashion
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#14 | |
Sea Lord
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![]() Quote:
Some help.... with the Goblin editor in the Sh5 root directory we can edit .sim and .zone files! You just have to oben minimum 2 files with the goblin editor: 1 .gr2 file and 1 .zon file for example. greetings Han |
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#15 |
Watch
![]() Join Date: May 2005
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That is the kind of mod I've been waiting for. The current damage and flooding system honestly is the only reason I stopped playing SH5 currently. There are many bugs and unfixed things, but this is an absolute core elemnt that ruins every encounter for me. Stupid "arcade-shooting" to decimate the hitpoints to zero until the ship sinks. Come on, I thought we had a simulation here.
Something like NYGM would be the perfect objective, but your work is a good step towards that! It makes playing the game worthwhile again, thank you for that. Another bugger that you perhaps could target: Ships are almost always sinking along the length of the ship, they never "keel over" or even fall to the side...they almost always sink straight down, only a slight left-right-adjustment. Would be awesome to get more diversity here too. A torpedo running at 2m impact should cause severe list... |
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Tags |
barf, brf |
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