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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Jason
Just ran into a situation where my Type VIIC boat was attacked by air (Bergen 1944). Brilliant/lucky manuevering on my part saved us, there were numerous medium to near misses. Boat suffered no damage yet crew kept advising "were taking damage". I immediately checked the damage screen only to find all in perfect order. False alarm? Don't recall this happening before. Are the crew warning sounds triggered by actual compartment damage(compartment going yellow, orange, red) or are they triggered by some other factor? In this case the boat was rocked side to side violently but that also happens in dc attacks without crew crying wolf. I'm still using the RUB fatigue model as I'm most familiar with it for now. Just a thought; This is a fresh crew on their first mission. Does crew experience have anything to do with triggering false damage alarms. In other words if this were a veteran crew with a couple missions under their belt would they still be giving the damage warnings?
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Nuke 'em till they glow! |
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#32 |
Bosun
![]() Join Date: Apr 2005
Location: Germany
Posts: 69
Downloads: 3
Uploads: 0
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My long absence has made me a bit unknowingly about what is included in the Hollywood Mod.
So which other mods are included? Read somthing abiout the Airpower mod(which I really love). Could you give more details on what you did?(Your readme isn't very informative at this point) |
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#33 |
Bosun
![]() Join Date: May 2005
Location: Germany
Posts: 62
Downloads: 41
Uploads: 0
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Well i found something that could change the whole approach,according to my Source the Royal navy Used a Combination of 4" to 4.7" Gun calibers which usualy just bounced of the boats,..which made it usualy the better option to ram the boat.
So much for small arms fire doing any damage.. Here is the link to the SOurce. http://www.bbc.co.uk/history/war/wwt...tlantic.shtml# ITs in the free Flash game under the Armant Guns TAb. What do you all think? |
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#34 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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BigDuke66
The Latest Hollyood mod was for RUB only yet there was a bug which had to be changed as it was discovered. I think RUB has airpower installed into it as I only changed the sub features and added special effects to some ship parts. I am re-looking at the whole picture from scratch and currently teting new idea. ENtek-IO I knew that the u-boats did take some gun beatings before taking any serious damage and that ramming was the key danger. Unfortuantly the game makes this simulation very difficult and most players did not seem to like the ability to ride on surface during gun fire. I am trying to find the combination of getting a ramming death yet also prolonging the DC attacks so sub does not give instant death screen. Actually you hit an intersting test point that I have not ried before. I may just see what happens with higher armour but less health points. Each test takes hours to verify so please understand if this takes some time. ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#35 |
Bosun
![]() Join Date: Apr 2005
Location: Germany
Posts: 69
Downloads: 3
Uploads: 0
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Will you do a version for a clean SH3 installation?
RUB sounds nice but I'am already using FrontFlottille from the 9te UFlottille a very big Mod collection. Is there something special in your mod that it will only work for RUB? |
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#36 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I am on a complete start from scratch which is being tested on a vanilla version at this moment in time.
This will take some time though as I want everything to be double checked and tweaked according so the gameplay and eyecandy is not lost. I used RUB model as I was going to play it through the campaign. I now want to create a all inclusive pack that has been tested by me. Something is just a miss at the moment and I want to slowly track what each of the changes has affected. This includes air power, deck gun, shells, bombs dc hedgehogs etc etc. I may even start to look at the new radar and sonar settings. Whilst trying to remain as realistic as possible, I am not prepared to venture too deeply into the realistic world as far as damage is concerned especially when it can spoil some long awaited eye candy or a decent buzz in the game. In the meantime you may want to search for previous Hollywood mods that have catered for vanilla games however there is one thing for certain. DO NOT USE SH3 default DC settings as they are too powerfull and long ranged. I would go for the 15 mtr DC and I am even considering downing this to 10 for myself. Look for the Hollywood collection mods and read the readme's for each version.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#37 |
Bosun
![]() Join Date: Apr 2005
Location: Germany
Posts: 69
Downloads: 3
Uploads: 0
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Is this version for Rub 1.45?
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#38 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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Hopefully for all
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#39 |
Bosun
![]() Join Date: Apr 2005
Location: Germany
Posts: 69
Downloads: 3
Uploads: 0
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@gouldjg
I just compared your zones.cfg with the version that comes with the Air Power Mod and now I have some questions hope you don't mind if I bombard you with them. 1. Many hitpoint values for Mearchants, Escorts etc are higher. Why? I thought your mod only concentrate on subs. 2. Many values for armor level have dropped and many values for hitpoints have raised. Do I see it right that this means easier damaged to that object but overall it can take more damage? 3. I saw values for [BowTorpedoTubes] but all 6 entrys had different hitpoint values. Why? TorpedoTubes is TorpedoTubes or not? Almost same with [SternTorpedoTubes]. 4. Ever thought about adding more destructible equipment? Periscope, batterys, even engines could be damaged in a way that they won't work anymore. There were many occasions where a sub had to return to port because his attack periscope or the engines where damaged and useless. |
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#40 | |
Weps
![]() Join Date: Nov 2005
Posts: 351
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BigDuke66 wrote:
Quote:
don't have to care about been attacked cos you know that if you survive from it, you can continue your patrol like nothing had happened. Exept the damage to your pressure hull, wich is seriuous of course, but nothing else. Even tho I play DID, it would force me to be a lot more carefull in patrols and plan more carefully what to do because THEN those men would really be dependent on their boat. What a shame it would be to abort patrol because of destroyed equipment and lot's of eels left. If I remember correctly, someone wrote that he had tweaked the equipment hit points to be more fragile. Need to find that one and perhaps try the same. One other thing would be random brakedown's for equipment (and men), but that's another story. And since there is a fuel for the boat, why shouldn't there be a "Food cauge" for the crew. Example: Typ VII = max 8 weeks and Typ IX = 12 weeks etc. Small detail again but would be really nice to have... wish list is endless, heh. |
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