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#76 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
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![]() Quote:
![]() Forget I said anything. Updated to 1.2. Hope this version lasts a while. ![]() N3 coastal merchant should sink with 1 hit under any circumstances.
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Contritium praecedit superbia. |
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#77 |
Stowaway
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Can something be done on this mod to make the ships slow down a bit when damaged? I cant imagine FLOOR IT is a good idea when there is a 20 foot hole in your boat. I would like to see the HP system removed, if you ask me. All ships should sink by flooding
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#78 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
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The easiest way to do this is a linear relationship between hull damage and max speed:
ex. A ship with 50% hull damage has top speed decrease 50% I disagree on the removal of the HP system though - the hp system needs to be kept for deck gun shots, flammable/dangerous cargoes/etc. |
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#79 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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I'd rather tie it to how much it's listing or if there's water spilling onto the deck. Should come to a full stop at that point.
Don't know how to do it yet, but definitely something I'm looking into. ![]() Made a mistake: changes after v1.0 didn't carry over to the "full" version. File has been updated again and triple-checked, all good now. Sorry.
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#80 | |
A-ganger
![]() Join Date: Mar 2010
Posts: 78
Downloads: 22
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![]() Quote:
The solution to ALL flotation problems, FLOOR IT! ![]() |
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#81 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
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Nah, torpedoes work much better to solve flotation problems.
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Contritium praecedit superbia. |
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#82 |
Lucky Jack
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Anyone tried if this can be applied mid-patrol?
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#83 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Yes, me. Didn't give me trouble, but I don't think there were any ships in that magic 30km circle during the save.
First merchant I found behaved as expected. Wouldn't recommend it unless you're absolutely sure there are no ships nearby though.
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Contritium praecedit superbia. |
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#84 |
Lucky Jack
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Right, thanks.
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#85 |
Sailor man
![]() Join Date: Mar 2010
Posts: 44
Downloads: 25
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I love this mod!
![]() ![]() Now I gotta learn some patience, not used to ships actually flooding. I've seen so far anywhere from 10mins to over an hour for a ship to finally flood and sink. |
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#86 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Sorry to hear about the lost tonnage.
![]() I've only played 1 hour, if that. Rest of my time is going into modding at the moment. Currently looking at the bigger warships, as a side-project trying to figure out how to get them to capsize, and thinking of ways to get them to stop when damaged. ![]() Also on the to-do list is checking properties as represented in the recognition manual (raked bow vs plumb bow, for example). I think the filters don't work properly, should be able to fix that.
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Contritium praecedit superbia. |
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#87 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
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Surprise! New module:
(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".) Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings. The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue. In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots. There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked. !Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius! Extract into JSGME "MODS" folder and enable. Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone. Damage assessment thread: http://www.subsim.com/radioroom/show...90#post1327590 DOWNLOAD (3KB) SPOILER Here are the numbers: Slow to 50% speed at 25% damage Slow to 20% speed at 65% damage Abandon ship at 85% damage All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc.
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Contritium praecedit superbia. Last edited by Arclight; 03-22-10 at 03:37 AM. |
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#88 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Wow, outstanding work!
Getting two good hits on a merchant and having it maintain course and speed with the convoy whilst listing heavily was getting old. Now they'll drop out of convoy and I can finish 'em off later. Brilliant. ![]() Downloading now. |
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#89 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Alright, the real deal:
More testing and tweaking done to include warships. Spend the tweaking on battleships/-cruisers only though; they needed some attention imho and share most of their zones. Heavy and light cruisers seemed to behave as expected during testing. Escorts are all over the place in terms of the zones they use; there's a lot of "unique" models (more than merchants ![]() If you run into a ship, escort particularly, that doesn't seem to want to cooperate, put some feedback here or send a PM (ship class would be nice to know). Feedback can only make this better for everyone (well, it should), not just you and me. ![]() HP rebalance is updated to 1.1, now affects all ships. Still modular and optional. Don't like it? Don't use it. Messed with the merchants some more, trying to balance, but the outcome should still be the same. ![]() Right, link updated in #1, or here * Ah yes, "a" has been dropped, will be referring to it as BRF from now on (call it BARF if you want, doesn't matter ![]() ![]()
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Contritium praecedit superbia. |
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#90 |
Seaman
![]() Join Date: Apr 2010
Location: an island in the Pacific
Posts: 42
Downloads: 23
Uploads: 0
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I just got a nice 1 shot off on a Cimmaron Tanker in the English Channel. Split her in two with 1 shot. Down she went. I'm also using deck gun critical hits and torp. critical hits mods so that may have been what caused it but either way, nice.
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God damn them all. I was told, we'd cruise the seas for American gold. We'd fire no guns, shed no tears. Now I'm a broken man on a Halifax pier. The last of Barrett's privateers. |
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barf, brf |
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