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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
Uploads: 0
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Well, it's not really an issue of installation but rather of modding the submarine .zon files.
The game has a built in crush depth of Test Depth * 1.5 for each sub. So the stock crush depths should be: S18 - 295' Porpoise - 355' Salmon - 370' Sargo - 370' Tambor - 370' Gato - 440' Balao - 590' so, for example you can take the Porpoise down to 340 and hold it there forever if you are undamaged. That is a LOT lower than the test depth of 240' I don't even see the need to increase the crush depths. If this game modelled stress over time, then it would be different. In case of the Balao, you can't even dive it to it's crush depth. The subs don't seem to want to dive much below 500'. |
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#92 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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Ok I'll forget it then I dont know how to mod anything..
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#93 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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Stress over time is modeled in the zon file with Crash Speed. The stock number of 2 is very fast. Using .02 instead will definately model stress over time. There is likely a happy middle ground. Also, I do not belive the game models the 1.5 exactly. It starts applying damage at about .75 of what is listed in Crash Depth, which is closer to padding it x 1.3. I have looked at this a fair bit in the Crash Speed thread http://www.subsim.com/radioroom/showthread.php?t=111500 However, if one wanted a submarine that simply failed somewhere slightly below crash, they would want to put ~1.4 x desired pop depth with a very fast crash speed. Much like CCIP has done here. Perfectly acceptable. However, what one gains with the slower crush version, is the added gameplay stress if you find yourself damaged and hunted and unable to go deep. I will probably release both a Pop and Crush version after 1.2 is out. |
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#94 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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#95 | ||
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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#96 |
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
Uploads: 0
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So, is it not true that once "committed" to "crushing", the slow speed setting only delays the time until you are crushed even if you meanwhile go to periscope depth?
Someone posted that observation earlier. I haven't personally tested that yet. |
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#97 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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I would prefer it simply adjust the cruch depth... and give relief when you go up far enough, but no such luck. |
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#98 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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Unfortunatly *.zon files was modified in patch 1.2
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#99 |
Navy Seal
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Correct. I'm looking into whether the changes are going to be needed again...
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#100 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
Uploads: 0
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Looking forward to a new JSGME version of the crush depth mod. I accidentally thought that the previous version was still compatible, but alas it isn't so I had to uninstall it. Oh well, I'll stay shallow in the meantime. Shallow and silent.
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Asus P8 Z68 Deluxe MoBo Intel Core i7 @ 4.4 GHz 16 GB RAM EVGA GTX Titan Black 1.5 T-byte HDD Antec 1 KW True Power Quattro PS |
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#101 |
Stowaway
Posts: n/a
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One of the handiest micro-mods available. Can't wait for the 1.2 version
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#102 |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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wow.
bumped from the deep after two years... ![]()
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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