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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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Good, I'll test it.
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#152 |
Soundman
![]() Join Date: Jun 2009
Posts: 144
Downloads: 126
Uploads: 0
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hey arclight, quick question: does roughness of the seas affect flooding speed?
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#153 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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Second.
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#154 |
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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Possibly, fairly sure it affects the sinking itself. Say in normal weather a ship sinks and lists to a point were the water is just spilling onto the decks. In heavy weather the ship will be bobbing up and down, causing more compartments to go below the waterline.
Haven't really tested in heavy weather and I tend to sit out storms (cant see through the scope most of the time, <500m visibility). Flooding times themselfs are fixed variables though, so I don't think they're affected. On the capsizing; yes and no. Yes, I can get them to capsize (kinda), but it completely destroys any balance in the mod. Maybe needs a different aproach. ![]()
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#155 |
Torpedoman
![]() Join Date: Aug 2009
Location: Cape May, New Jersey
Posts: 118
Downloads: 362
Uploads: 6
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![]() 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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#156 |
Seaman
![]() Join Date: Jan 2010
Posts: 36
Downloads: 84
Uploads: 0
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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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#157 |
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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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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#158 |
Torpedoman
![]() Join Date: Aug 2009
Location: Cape May, New Jersey
Posts: 118
Downloads: 362
Uploads: 6
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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 ![]() The way the fuel bunkers and cargo interact with the damage model in SH5 is amazing. |
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#159 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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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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#160 |
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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No it doesn't, and just for that reason. I've tried keeping it compatible with other popular mods.
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#161 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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Good, very good. Me using less torpedoes and running by them while they are burning and sinking sure makes for a nice gaming experience after tracking them for hours. Thanks man.
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#162 |
Nub
![]() Join Date: Aug 2010
Location: leuven
Posts: 3
Downloads: 4
Uploads: 0
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where do i need to extract the zones.cfg file?
![]() edit: i just replaced the existing zone.cfg by the file from BARF is that OK? Last edited by livechatter; 08-26-10 at 07:20 AM. |
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#163 |
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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Pretty much, but it's much better to use JSGME. It allows you to roll back should you want to.
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#164 |
Nub
![]() Join Date: Jun 2010
Posts: 3
Downloads: 13
Uploads: 0
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Since i've installed the BARF v1.3 mod, i'm experiencing crashes of silent hunter 5 to the desktop. After sinking a ship through the attack periscope i'm usually changing to the outside view to watch it go down. After that if i want to look through the attack periscope again (to sink another ship f.e.), the game crashes to the desktop. Anyone experienced similar problems?
I've got silent hunter 5 patched to v1.2 Other mods installed: NewUIs with TDC for SH5 by TheDarkWraith version 4.0.3 Critical hits torpedoes v1.1 Critical hits deck gun v1.2 Maybe there are compatibility problems with other mods, but after searching this forum i've realized that no one has experienced such with these mods installed. Any help would be really appreciated. |
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#165 |
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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All I can say is that I'm 99% sure it's not BRF causing it in itself, though a conflict is a possibility.
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barf, brf |
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