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Old 01-24-11, 01:02 PM   #1
Poacher886
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Default Any modders addressing the damage model?

Im now on my second patrol / campaign with SH5 + TDW Mega_Mod + Radio mod and on the whole am really enjoying it...the modded graphics are such an improvement over past SH games its hard to ignore, and with so much time to do nothing but look at things, i feel very important.

However, some cracks are starting to show themselfs, and while i can ignore / work around minors like depth / speed control / Sonarman ability etc, core aspects of the game like damage models on both U-boat and enemy ships are a little disapointing.

I was hit with a shell from a destroyer, which lets face it, would be the end, but i was supprised to see a nice chunk missing from the side of my hull, my issue isn't this fact even though it looks daft being submerged with half you boat missing, for at least it was moddled....

...but the fact they DONT model damage form either U-boat deck guns or torpedos on enemy ships is a big let down! I mean i used to like seeing the results of torpedo and deck gun hits on enemy shipping, its of couse realistic, aids torpedo solution finding for future, and well, looks good when following a damaged ship with either a whole in its side from either torps or guns... its nice to see a ship moving at a reduced speed with its nose in the water from the gapping whole left from a bow torpedo contact!

A recent case highlighted this. I hit a troop carrier dead center with one torpedo, it burst into wild flames...strangely though no damage was modelled, the bow dipped forward and off it went on its journey at 10knots completely engulfed in flames!!!

The other damage model which seriously needs addressing is the U-boats systems. I was recently sat on the bottom with no power to move and being hunted by a single destroyer, despite the excellent immersion from the again vastly improved graphics of taking water and burst pipes etc, it was 'dampened' by the fact, that no sonner had i heard a system was damaged than it was fixed!! but to top it all off, was the fixing of external equipment like periscope head while submerged!!!...i certainly had no equipted divers on board!.

SO i guess with the sinking and being hunted, being part of what i would call the core game, are any clever modders working on these areas?? is it easy enough to fix?,or indeed are they any mods out there which i've not seen that adress these issues?

Thanks
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Old 01-24-11, 01:59 PM   #2
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...it was 'dampened' by the fact, that no sonner had i heard a system was damaged than it was fixed!! but to top it all off, was the fixing of external equipment like periscope head while submerged!!!...i certainly had no equipted divers on board!
Thanks
...one of the most immersion killing vanilla sound/voice is for example the report of "flooding is under control", just 1 second after a damage event took place.

you may check the numerous SH5 sound mod´s created, and mix your own U-Boat sound cocktail with it.

...dont forget to check this DBSM collection, it`s a bit out of date, but if i find the time, i release my current overhauled version of it.

http://www.subsim.com/radioroom/show...t=Stormys+DBSM
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Old 01-25-11, 01:17 PM   #3
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I totally agree with the "Fixed before its even damaged" situation...but sound mods or not, it does'nt address the fact that its 'Fixed' regardless of whether they inform you or not!
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Old 01-25-11, 02:09 PM   #4
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I totally agree with the "Fixed before its even damaged" situation...but sound mods or not, it does'nt address the fact that its 'Fixed' regardless of whether they inform you or not!
of course it depends on the ammount of damage, sometimes the damage regarding flooding is so minor, it even wouldn`t need a damage report because crews are fixing it allready intuitive using a creaking damage sound combined with minor flooding, ending with crew repairing sounds and stop flooding sounds. In this case, combining the right sounds and its lenght, can save the most important of a subsim, the immerision of sound. Escpecially for those minor flooding damages the "fact" above is totaly pettifogging because the damage is low on the totem pole and maybe not present any more, but most important, immersion is.
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Old 01-25-11, 05:26 PM   #5
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...one of the most immersion killing vanilla sound/voice is for example the report of "flooding is under control"
I've just been attacked by a plane tonight, which did minor damage and some flooding, and I've heard this pesky "flooding under control" announcement every second, for 2 or 3 minutes, until the flooding was fixed. This behavior really needs addressed, or it will turn into an immersion killer. Plus what others complained of: the damage is repaired almost in no time at all. Damage to diesels fixed in just 2 minutes? No way IRL.
In fact, this was also the case with SH3 before modders jumped in and modelled the damage to look more authentic.
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Old 01-25-11, 07:06 PM   #6
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I've just been attacked by a plane tonight, which did minor damage and some flooding, and I've heard this pesky "flooding under control" announcement every second, for 2 or 3 minutes, until the flooding was fixed. This behavior really needs addressed, or it will turn into an immersion killer. Plus what others complained of: the damage is repaired almost in no time at all. Damage to diesels fixed in just 2 minutes? No way IRL.
In fact, this was also the case with SH3 before modders jumped in and modelled the damage to look more authentic.
ohh dont get me wrong, regarding immersion i fixed it allready last year... ->http://www.subsim.com/radioroom/show...t=Stormys+DBSM

...regarding repair times (flooding excluded), not shure if a mod is responsible for it, but my rep. times are much longer as you describe it.
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Old 01-26-11, 01:07 AM   #7
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ohh dont get me wrong, regarding immersion i fixed it allready last year... ->http://www.subsim.com/radioroom/show...t=Stormys+DBSM

...regarding repair times (flooding excluded), not shure if a mod is responsible for it, but my rep. times are much longer as you describe it.
Thanks for the link (and for your mod, of course). About the short repair time, maybe it's my own mod soup that brings this behavior. I'll do my own "investigation" into it, as I've loaded a few mods on top of TDW's MO.
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Old 01-27-11, 12:44 AM   #8
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Sorry to bother again, Stormfly, but I'm at a loss and need your advice about what I should do. I also followed the progress of the Wasserbomben fix and decided to give your mod & fix a go, as advised.

You instruct to install it on top of the German Uboat Crew Language Pack, which changes non-sound files already modified by Magnum Opus (commands.cfg + a bunch of crew messages cfg).
In its turn, your DBSM Collection changes some non-sound files (commands.cfg, various messages cfg, some .aix files) already replaced by Magnum Opus.
I understood that your Sh.sdl is basically that of MO + some additions, so there would be no conflict at all with MO here, but what about the other files reported by JSGME as conflicting with MO? How will they impact the game?

Could you make a guide of what should I manually change to avoid any conflict with MO?
As MO tends to become norm for playing SH5, maybe you would consider releasing a version of your mod adapted to be 100 % compatible with the only supermod we have now?
Thank you in advance.
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Old 01-27-11, 12:59 AM   #9
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Sorry to bother again, Stormfly, but I'm at a loss and need your advice about what I should do. I also followed the progress of the Wasserbomben fix and decided to give your mod & fix a go, as advised.

You instruct to install it on top of the German Uboat Crew Language Pack, which changes non-sound files already modified by Magnum Opus (commands.cfg + a bunch of crew messages cfg).
In its turn, your DBSM Collection changes some non-sound files (commands.cfg, various messages cfg, some .aix files) already replaced by Magnum Opus.
I understood that your Sh.sdl is basically that of MO + some additions, so there would be no conflict at all with MO here, but what about the other files reported by JSGME as conflicting with MO? How will they impact the game?

Could you make a guide of what should I manually change to avoid any conflict with MO?
As MO tends to become norm for playing SH5, maybe you would consider releasing a version of your mod adapted to be 100 % compatible with the only supermod we have now?
Thank you in advance.
ok... here we go:

regarding commands.cfg, there is a advise (how to integrade it in other mods) in the readme or first post of the collection. (But i would recommend using the collection commands or keyb layout with its help pages, but then you have to alter TDW options also regarding some special keys).

regarding the rest of the files, iam pretty shure they are doing more or less the same (speech fixes but fitting with the collection)

...anyway, iam working from time to time on it, including nice new sounds, escpecially different compartment and admosphere backgrounds as brand new 4 channel samples. If i find the time testing Magnum Opus and maybe customise it to my needs, iam pretty shure there will be a DBSM Collection for it.
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