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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Hi there,
i converted my critical hits for deck guns mod into the torpedo version. Both mods are combatible. Unpack the folder into JSGME Mod folder and enable with JSGME Basicaly it works like this. In Stock SH 5 a torpedo allways does 120-180 damage. You need to fire allmost everytime 2 torpedos to sink a merchant. And 3-4 for a big one I changed the damage to 100-400 which means that you could do from lower damage up to 2,2 times the damage. The damage is also modified with the area you hit, hitting fuel tank gives it a multiplicator. This means you never know how much damage your torpedo actualy does, just like in real life. A torpedo now has a chance to even blow up a large tanker but its very rare. Anything could happend, you could fire 4 torpedos into a freighter and it still sails away like in stock sh 5 or it blows up with the first torpedo, you never know. The new torpedos will also trigger flooding + burning (real effects, not just visual) at a high chance if you score a good hit. It rarely happens with stock torpedos because the damage values are to low to trigger permament flooding/burning. Please leave your feedback Download it here: http://dl.dropbox.com/u/8721542/Crit....1Torpedos.zip Download here from Subsim: http://www.subsim.com/radioroom/down...o=file&id=1798 Link to my critical hit for deckgun: http://dl.dropbox.com/u/8721542/Criticalhitsv1.2.zip Last edited by Onkel Neal; 10-28-17 at 08:51 AM. Reason: added working download link |
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#2 |
Swabbie
![]() Join Date: Mar 2010
Posts: 12
Downloads: 1
Uploads: 0
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Damn mate.. Good job
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#3 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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Do we know anything about what mechanics dictates how a ship is sunk, as it is hit with torpedoes?
I thought that the keel shots (torpedo exploding below keel) were more powerful than an impact into the side of the ship. And this makes me wonder if a keel shot is treated differently than any other torpedo hit. ![]() |
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#4 |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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A keel shot has a higher damage modifier. So its best to try a keel shot.
One thing that i figured out is that the stock torpedo damage isnt working that great. You often hit an enemy ship, you see it burning with 3 holes and 2 hours later it still sails home. With this mod i dont know why but fire actualy does damage and a ship will have flooding which i never noticed before. Seems like it has something to do with the new damage values |
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#5 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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Sweet, the stock torpedoes was abit weak imho. Thanks
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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#6 |
Lieutenant
![]() Join Date: Apr 2009
Location: Somewhere in the Atlantic Ocean
Posts: 262
Downloads: 60
Uploads: 0
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Damn good show mate!
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#7 |
Watch
![]() Join Date: Jun 2007
Location: under thermal layer
Posts: 24
Downloads: 45
Uploads: 0
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Very nice, thank you!
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#8 |
Watch
![]() Join Date: Jun 2007
Location: under thermal layer
Posts: 24
Downloads: 45
Uploads: 0
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Not sure if this did happen because this mod or if there is another sub around, but when i was returning from Scapa Flow, there was one battleship and multiple escort, first i thought they were after me, so i tried sneak silently away, suddenly one destroyer did sink and maybe 10 minutes after, another one went bottom, both were on highly deep water when this did happen.
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#9 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Thanks mate, but should be a new version number like 1.2
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#10 |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Youre right, uploaded 1.2 now for the critical deck gun mod
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#11 |
Stowaway
Posts: n/a
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Works great for me, i sank a medium merchant with one torpedo, went under pretty fast. Did this game change the sinking mechanics in any way, or something like that that would cause a ship to go under more when its tilted?
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#12 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Tried this - was wary at first as I thought it was another mod to max out the torps and gun - but then I read more closer and your actually trying to do what NYGM mod did in SH3 -
Now interstingly I tried this using JSGME - found a convoy and hit three ships - no apparent change - I blew the bum off a tanker - it just sailed into the distance - put two torps into a large merchant it too sailed into the distance and scored a hit on a small methant with my rear tube - it sailed off into the distance - What am I dong wrong I want your mod but its doesnt seem to want to work - here's a list of my activated mods Accurate German Flags Germanator, Harder AI MOD 1.0 EngineSoundsImproved_v1.0 MightyFine Crew Mod 1.0 No Damn Bubbles, No Damn Halo Mod MoraleMod Capthelms SH5 Audio Mod Conning Tower Compass Fix REL_UboatTweaks Critical hits Guns v 1.1 Critical hits Torps data No U Mark data AilClouds data AilSmoke data |
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#13 |
Sailor man
![]() Join Date: May 2005
Location: Gleisdorf, Styria, Austria, Europe, Earth
Posts: 48
Downloads: 136
Uploads: 1
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Are you sure you installed correctly?
In your MODS folder, it should look like this: Critical hits 1.1 Torpedos/data/..... and not like this: Critical hits 1.1 Torpedos/Critical hits 1.1 Torpedos/data/....
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long-time-reader, seldom-poster ![]() ![]() |
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#14 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
Downloads: 20
Uploads: 0
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You rock dude. Will be installing this when I get back to playing SH5 again!
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#15 |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
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Thanks man! Good work
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