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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
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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#32 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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You made my day
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#33 |
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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#34 |
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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#35 |
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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#36 |
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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#37 | |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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If you get a very good hit than the flooding will be such strong that the ship could(!) sink in seconds. It just depends on the damage that the torpedo does. With stock torpedos you rarely see any flooding/burning damage because the damage is just to low to trigger it. Its like the torp hits for 100, flooding damage 20 for 3-4 seconds than it stops |
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#38 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.
![]() ![]() Like the sinking effect now, although most merchants seem to sink after 1 torp. |
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#39 |
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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#40 |
Swabbie
![]() Join Date: Jan 2010
Posts: 8
Downloads: 0
Uploads: 0
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Thanks a lot.
Works great for me ![]() Also thinking of trying out your deck gun mod. |
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#41 | |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2) |
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#42 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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Appreciate this mod but i think it is a little too powerful, i sank an Aircraft carrier with 1 and a troop ship with 1 , almost all ships i have hit have sank with 1.
I reckon a 20 -25% reduction would be better.
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subs and birds! |
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#43 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat. |
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#44 | |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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#45 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
Downloads: 12
Uploads: 0
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How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?
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subs and birds! |
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