SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-14-13, 04:14 AM   #1
in_vino_vomitus
XO
 
Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
Default

I've installed the fire damage mod and it's not causing conflicts - It hasn't been in use long enough for me to say how effective it seems to be. I still can't get to the LST mod though
__________________
Forget death - I'll take dishonour!
[SIGPIC][/SIGPIC]
TMO 2.5
1.5 Optical Targeting Correction 031312 for TMO 2.5
1.5 OTC Realistic Scopes for TMO
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Improved Stock environment v3_TMO&RFB
TMO_Alt_engine-sounds
TMO_Alternate_JS_Radar_performance
TMO17_19_different_smoke
in_vino_vomitus is offline   Reply With Quote
Old 07-14-13, 10:34 AM   #2
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by in_vino_vomitus View Post
I've installed the fire damage mod and it's not causing conflicts - It hasn't been in use long enough for me to say how effective it seems to be. I still can't get to the LST mod though
That's strange. Its not a big mod, so maybe someone could email it to you directly? BUT, before you do, maybe someone could offer an opinion on my first 'encounter' with the LST Mod? I will drop in a copy of comments I left on another thread:

"It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught a FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird!

Always interesting.. "

Anyone have a suggestion about what might be going on?

Thanks

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-14-13, 01:19 PM   #3
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,144
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by Gryffon300 View Post
That's strange. Its not a big mod, so maybe someone could email it to you directly? BUT, before you do, maybe someone could offer an opinion on my first 'encounter' with the LST Mod? I will drop in a copy of comments I left on another thread:

"It got even better tonight. A new 'bug' (or a modder with a seriously twisted sense of humour) got me big time with the most anti-immersive 'tick' yet. I loaded the highly praised 'Longer Sinking Times for TMO v2'. I caught a FC with 4 trailing escorts, saved, then waited while he came to me at the perfect spot at 700 yds and put three into the wee beastie. The mod DID slow down the sinking (by a couple of minutes) BUT, the effect was ruined by the dozen life rafts that were trying to imitate Mexican jumping beans! They were jumping and spinning on the waves higher than the length of the carrier (going off the screen at the top of their trajectory). It went from the sublime to the ridiculous with a few of them still bouncing away about 2 miles away 10 minutes later. Now tell me that THAT isn't weird!

Always interesting.. "

Anyone have a suggestion about what might be going on?

Thanks

Gryff
Webster's lifeboat fix will solve the fast moving lifeboat problem.
Bubblehead1980 is offline   Reply With Quote
Old 07-14-13, 01:26 PM   #4
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
__________________
Bilge_Rat is offline   Reply With Quote
Old 07-14-13, 08:23 PM   #5
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
Thanks, BR, look forward to it.

As an aside, do you know where I should go to get the DarkWraith's fire mod?

Salut!

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-14-13, 09:23 PM   #6
in_vino_vomitus
XO
 
Join Date: Jul 2009
Location: Preston, Lancs, UK
Posts: 418
Downloads: 137
Uploads: 0
Default

Quote:
Originally Posted by Gryffon300 View Post
Thanks, BR, look forward to it.

As an aside, do you know where I should go to get the DarkWraith's fire mod?

Salut!

Gryff
Here it is.........

http://www.gamefront.com/files/20131...ge_v1_4_SH3_7z
__________________
Forget death - I'll take dishonour!
[SIGPIC][/SIGPIC]
TMO 2.5
1.5 Optical Targeting Correction 031312 for TMO 2.5
1.5 OTC Realistic Scopes for TMO
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Improved Stock environment v3_TMO&RFB
TMO_Alt_engine-sounds
TMO_Alternate_JS_Radar_performance
TMO17_19_different_smoke
in_vino_vomitus is offline   Reply With Quote
Old 07-15-13, 02:32 AM   #7
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by in_vino_vomitus View Post
Thanks, mate!

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-14-13, 08:27 PM   #8
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.
PS, I could not find your mod in the SH4 "Downloads" section (and I looked fairly hard for it). It appears that this thread is the only place it appears. Maybe it would be better known and utilised if you uploaded it there as well? (Assuming it's not there and I just missed it in the Gameplay Mods thread.)

Just a thought.

Regards

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-21-13, 09:55 AM   #9
HertogJan
Weps
 
Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.

Just wondering.. is it up yet?
HertogJan is offline   Reply With Quote
Old 07-21-13, 02:13 PM   #10
Bubblehead1980
Navy Seal
 
Join Date: Apr 2009
Location: Florida USA
Posts: 7,144
Downloads: 608
Uploads: 44


Default

Quote:
Originally Posted by Bilge_Rat View Post
nice to see this is still getting play.

actually I have a new version, more of tweak really, that I have been using for a few months. I will upload it next week.

I find this mod is one of the essential ones actually, otherwise ships just sink too fast.Some ships do sink incredibly fast(as some did in rl) with this mod, just depends how the torpedoes hit and how many. Looking forward to the update.
Bubblehead1980 is offline   Reply With Quote
Old 07-22-13, 04:14 AM   #11
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
I find this mod is one of the essential ones actually, otherwise ships just sink too fast.Some ships do sink incredibly fast(as some did in rl) with this mod, just depends how the torpedoes hit and how many. Looking forward to the update.
Just spent an hour and a half composing some observations re sink times and kill credits based on the testing from last night's escapades, and teaching myself to resize and upload a screenshot and I accidentally closed the webpage and lost the lot. I'll go and sulk for a while and try again later...

Gryff with the Grumps
Gryffon300 is offline   Reply With Quote
Old 07-22-13, 07:33 AM   #12
drakkhen20
Seasoned Skipper
 
Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
Default

Defiantly dow loading when updated. sounds like a very immersive mod. Thanks guys for the hard work.
drakkhen20 is offline   Reply With Quote
Old 07-23-13, 05:21 AM   #13
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Gryffon300 View Post
Just spent an hour and a half composing some observations re sink times and kill credits based on the testing from last night's escapades, and teaching myself to resize and upload a screenshot and I accidentally closed the webpage and lost the lot. I'll go and sulk for a while and try again later...

Gryff with the Grumps
OK, I've had an Adequate Sulk, so here is the outcome of my test/mission.

Snuck into Truck via south channel under cover of darkness and over 3 hours or so hit 6 merchants with gun using a limited number of rounds (10 each) (at 2 x Nippon; 2 x Monuyama; Akita; Buzyun) at two locations. (And, just for laughs, I took out a Small Subchaser with a 'cutie'. Quite liked that!) One merchant went down immediately, and another half an hour later. I got credit for these. The others went down throughout the night.

I set up in the channel north of Truck by 06:00 to wait out the day prior to going after the at-anchor Fleet undercover of darkness - at 52', you are too visible in daylight! So, at dawn I used the camera and 'flew' back and was flukey enough to see the last 5 minutes of the life of my second Nippon. At just after 7:30, I was able to watch as she slid under, heavily on fire. But, no credit.

This behaviour was confirmed later with the Fleet. I put on the bottom 2 x HCs; an ASW CV; an FC; and, the piece de resistance, the Yamato. The only one that I got 'credit' for was one of the HC's, because, courtesy of a previous mission, I knew just where to hit her with a single shot to take out the magazine. Huge multiple explosions, and almost instant announcement that she was going down. I'll see if I can show you an image of the other HC that I 'failed' to sink.


If the lights are on - it can't be sunk!

(As an aside, what's with the impossibly tough Small Subchasers? I had to put 10 HE and 3 APs into one and got the one last night with a perfect 'cutie' shot, but even so, they both subsequently took over 15 mins to sink!! Then, neither got marked on the map - but I did get Captain's Log credit for one).

So, in summary, without understanding the code for 'credits', it would seem that to get a red map marker and credit, you need to be within line-of-sight/hydrophone range AND garner enough Hit Points OR sufficient Fire and Flood PROVIDED it is in deep enough water to count as 'sunk'.

If you are after tonnage, and have the patience, limiting the ammo or torps you expend, then allowing time for the fire & flood to do their thing could get you a lot more tonnage. BUT, if you want credit (and, therefore, renown), you need to hang around. That can be bothersome (boring &/or dangerous!)

On the other hand, submariners and airmen would hit and run, often not knowing their results - hence JANAC and equivalents in other services...

Your choice - strategy vs realism. So there!

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-14-13, 08:20 PM   #14
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Webster's lifeboat fix will solve the fast moving lifeboat problem.
Gracias, amigo. Will try that out!

Gryff
Gryffon300 is offline   Reply With Quote
Old 07-16-13, 09:30 PM   #15
Gryffon300
Engineer
 
Join Date: Dec 2007
Location: Perth, Australia
Posts: 213
Downloads: 58
Uploads: 0
Default

Quote:
Originally Posted by Bubblehead1980 View Post
Webster's lifeboat fix will solve the fast moving lifeboat problem.
Thanks, BH. Yep, that indeed fixed the problem (I ran the 'offending' scenario by re-starting the saved game just prior to my attack half a dozen times with the mod variously on or off. Bouncing rafts every time without, no probs with it on. So. Sorted.

Danke.

Gryff
Gryffon300 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.