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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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I've tried this before, but poor modding skills. I think the ship sunk message is very unrealistic and getting rid of it would make the game much more realistic. It would be nice to only know if a ship was sunk when you saw it go under. Last time I figured out how to get rid of the ship sunk message, but then quit. Other issues.
Target lock and ID when the scope aimed at target, obvious if it's sunk it won't lock. I guess the goal would be for it to remained locked until it sinks. Shows up in the book, but no biggy, don't have to look. Lifeboats spawn, be nice to spawn them after ship goes under. |
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#2 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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You can simply replace the message itself with a blank string (can't recall which file it is ATM, but a file search will pick it up). However, you will still see a blank entry in the ingame log, which gives it away anyway.
Another way would be to use RFB, which completely revamps the damage model for merchies and some DDs. It forces ships to be sunk by flooding, so that by the time you get that wretched message, you can tell the ship is finish just be looking at it. However, a poor man's workaround for TMO users is to get Natural Sinking Mechanics, delete everything but the SEA folder and then enable through JSGME (after TMO). This way, all you get from the mod is WernerSobes .ZON files which dramatically up the HP each ship has, but still keep Duci's Zones.cgf changes. This forces ships to sink through flooding. Now, I just cooked this one up and I've been playing this way for less than a week. So far the results are encouraging, but needless to say I haven't torpedoed every ship in the roster, so I can't gurantee it will work 100% of the time. To summarize, you just can't get the game to stop playing that message, but you can create conditions such that by the time you do, it's already painfully obvious the maru is doomed. |
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#3 |
Soundman
![]() Join Date: May 2010
Posts: 141
Downloads: 49
Uploads: 0
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I'm actually very interested in that system, but as a TMO user I've never had a chance to experiment. I'm under the impression TMO adds a number of ships so there's a variance of paint jobs and such. Would your workaround still work?
If i could force a sinking from flooding alone rather than HP Based sinking i'd be thrilled. |
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#4 |
Rear Admiral
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NSM is pretty close to the idea. I once tried it with an older TMO and had problems. Not sure if there is a version now for TMO or how it would work. It was long ago and haven't followed the progress of NSM. Still would like to get rid of the message all together, but NSM is probably as close to the idea as one can get.
I did get rid of the line the way you stated, but still got the blank. I could never figure out how to keep the ship locked in after it sunk, but not yet sunk... If I had my way I would get rid of the lock function and yellow marker all the way. Last edited by Armistead; 09-28-10 at 08:01 AM. |
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#5 | |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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There's no dedicated version for TMO. The only serious compatibility problem I can think of is if NSM has custom zones defined, but I don't believe it does. Even if it does, I can just add those to Ducimus' Zones.cfg and go from there. There is a testing mission that ships with NSM, I'll try to give it a whirl tonight and see how it goes. (the TMO + pared down NSM concoction). |
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#6 | |
Rear Admiral
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I started to work on my own version of NSM but gave up. It is an incredible amount of work to do it right. Truthfully, i do not like any of the existing modifications that have been published that touch on this area. The sinking is either too slow, unnatural IMO, or has an achillies heel where once touched, a sinking is garunteed every time. So i started my own, but when it became painfully obvious i was going to have to redo the damage zones on each and every individual ship, with each ship requiring multiple testings and tweakings.... I gave up. I kid you not, it requires shooting multiple fish per trial, per ship, and each ship requiring multiple trials in a static shooting mission, and alot of trial and error in between). The scope of this project within a project was more then what patience and motivation I had left. |
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#7 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
Uploads: 0
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If you could rely on the matching sound file ALWAYS occuring with it's related text message then you could simply hide the text box entirely.
I've slid the text box "behind" the HUD (which completely hides it) but as most if not all you are aware your sonar operator, as one example, does not always verbalize his reports and your only warning is the text message. i.e. the text may say "sonar contact, bearing xxx....." but the sonar operator sound file is not heard. If you don't hear him then you at least see the text message and still get the message so to speak. Resolve that problem then you could do away with the text box altogether. A conundrum. Things that make you say, hmmmmmmmmmmmmm ![]() |
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