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Old 03-15-10, 05:46 AM   #1
Arclight
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Also put up a single mission that places you in a VIIC, with 4 targets in front. Can be used to give this a test, for example. That's what I've been using it for.

Extract into "SingleMissions" folder. (..\Ubisoft\Silent Hunter 5\data\SingleMissions\)


DOWNLOAD (2KB)
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Last edited by Arclight; 03-18-10 at 06:35 PM.
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Old 03-15-10, 05:57 AM   #2
charognard
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hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?

Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"
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Old 03-15-10, 06:03 AM   #3
Arclight
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Maybe a video, but that's always a pita. I'll see about it.
Quote:
Originally Posted by charognard View Post
hey, i have a little question about it. Do a torpedo allway deal permanent flooding damages and sunk target, or flooding damages are inconstant ?

Can possible to add permanent fire damages too ??? I don t like see a boat firing 5h and don t "die"
Damage is a little variable as far as I know. You stand a far better chance to sink a ship by flooding with this though.

Don't know about fire damage, might be possible through scripting. But that is far beyond my capabilities at the moment.
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Old 03-15-10, 06:10 AM   #4
urfisch
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"a pita"? lol..."strg+f11" is taking a screenshot...cant be that complex...
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Old 03-15-10, 06:42 AM   #5
Arclight
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I said a video smartass, not a slideshow.

But yeah, here ya go:
1st shot, G7A, 5 meters, high speed, impact only. Target is a C2.



2nd shot, same set up;



The first series was made after she was no longer flooding. Second series was made during flooding, since I was pretty sure she was going down. I was right.
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Old 03-15-10, 06:44 AM   #6
piri_reis
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Good work mate, I'll try this out and report back.
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Old 03-15-10, 06:45 AM   #7
charognard
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do your flooding effect interract on the ship speed ??

I have seen some ships with broken Propeller continu to run at 10knt...
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Old 03-15-10, 07:13 AM   #8
Arclight
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I'm limited to the zones.cfg for the moment, which means I can just alter the compartment's HP, flooding times, stuff like that;
Quote:
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=50.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=1.0
FloodingTime=1200
CargoType=None
I would like to point out again that it's in beta. Maybe if I can get an understanding of the scripting, stuff like infuencing speed depending on damage or damage over time from fire will become possible. For the moment, I can't even access all ship properties because we don't have a program that can read the .zon files, for example. (or maybe I'm just seeing it wrong, but S3D seems to be displaying 'corrupt' bytes?)
Quote:
Originally Posted by piri_reis View Post
Good work mate, I'll try this out and report back.
Thanks, feedback is much needed.

Testing was done on a 'shooting range', so they might behave differently during a campaign with a fully 'upgraded' torpedoman (i.e. torpedoes with more damage).
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Old 03-15-10, 03:31 PM   #9
Dynd
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Awesome! I hate how ships sink in SH5, very boring,unrealistic and always the same way. Keep on going!
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Old 03-15-10, 05:57 AM   #10
urfisch
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thanks! but is it possible, to get some screens - to have a preview of your mods...?

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Old 07-23-10, 01:38 PM   #11
Caustic
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Default Amazing mod!

I have been lurking around the forums for some time now and BRF is definately one of my favorite mods for SH5. Nontheless, it could be improved and I am happy to see that you are still working on the mod.
IMO, It isn't quite as effective as NSM or the NYGM ship damage mod for SH4 but I think that could change. Realistic ship physics are a key immersion factor in any sub/naval simulation.

Best of luck and thank you for all of your contributions Arclight.


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Old 07-23-10, 02:03 PM   #12
shamuboy1
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Well yesterday night after I posted I was playing around with sinking Carriers and I should two torpedo's into her bow and she began to take on water. She listed to the left a bit and kept growing as he stern rose almost completely out of the water and then out of nowhere she turned all the way upside down and her stern rose higher into the air until it was almost vertical and then sunk. It was quite a sight and my heart pumped a little bit. If it happens again I'll try to get pictures. It was truly amazing!

I hope you get the chance to balance the capsizing because that would finish this mod completely up in my mind!
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Old 07-23-10, 02:04 PM   #13
Arclight
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Glad I could contribute, and there's certainly room for improvement. Thing is, we don't know where SH5 stands right now regarding support. And a lot of mods are still in very active development, so held back to avoid conflicts with other work.

For example, I'd like to tweak the torpedoes, but that would bring it into conflict with another popular mod.
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Old 07-23-10, 03:07 PM   #14
Caustic
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The HP Balance feature does make the floatation physics behave more realistically. I removed all of the warship HP tweaks because I like the stock values, for whatever it is worth.

Earlier, I flooded a merchant using only the deck gun for the first time(Before, I could only deplete the HP+Big Hollywood Explosion) and through careful shooting, I was able to disable the engines and destroy the propellor shaft, very epic indeed. The ship went down beautifully by the stern with a slight starboard list.

The way the fuel bunkers and cargo interact with the damage model in SH5 is amazing.
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Old 08-13-10, 05:35 AM   #15
Frantic8882
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I dunno if anyone has asked this before, but I have BARF Full and Critical Hits Torp. 1.1 installed. If I am not mistaken, BARF changed the values of torpedoes just like CritHits. I get no warning in GME but any chances of the two mods getting in their way in the game?
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