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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Downloading now, thanks Arclight. Still I'm gonna have to take a break from Modding and start playing abit. Have all these great Mods downloaded and waiting to be tried out
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#92 |
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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Yeah, haven't played SH5 since I started modding (apart from testing).
![]() Been playing ArmA a bit though, got our own server now. ![]() I hope to have an update for this next weekend, but probably closer to the one after that. The idea is to work on torpedo damage (more the radius, instead of damage), and see how that works out.
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#93 |
Watch
![]() Join Date: Mar 2010
Location: Sweden
Posts: 16
Downloads: 26
Uploads: 0
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Maybe a tad over tweaked? I sunk a heavy cruiser and a fleet carrier with two torps each??? I have this mod plus the floatation, so not sure which one would cause it. No other gameplay mods loaded.
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#94 |
Sailor man
![]() Join Date: May 2005
Posts: 50
Downloads: 169
Uploads: 0
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this mod is the flotation one.. which was the other one you had?
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#95 | |
Watch
![]() Join Date: Mar 2010
Location: Sweden
Posts: 16
Downloads: 26
Uploads: 0
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![]() Quote:
EDIT UPDATE: To follow through on my mistake, I went into the mod and just posted the comment directly there on the mod page. Just wanted to be sure the info got to the right person. Sorry for my noobness.... |
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#96 |
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, not overtweaked; what you see is stock behaviour.
![]() Considering there are so many shared zones between types, others would become harder to sink again. Have to strike a balance somewhere, or make it horribly complex. ![]() For the record, carriers weren't exactly resistent to torpedo damge. ![]()
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Contritium praecedit superbia. |
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#97 |
Watch
![]() Join Date: Mar 2010
Location: Sweden
Posts: 16
Downloads: 26
Uploads: 0
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Sounds reasonable. THank you for the update. I do love the mods, so I'll be keeping them. Great work!
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#98 |
Stowaway
Posts: n/a
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Got a fast moving battleship in norway, 1940 with a long distance (4.5KM or more) shot of two torpedoes. Both hit. Total lucky shot. Dove away and never got to see it sink
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#99 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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2 torps its not enought for Battleship in real life.
![]() unti you have some critical very lucky hits? ![]() |
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#100 |
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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Try hitting on the stern, much like most other ships, they don't respond very well to that.
![]() Sunk a QE with only 2 hits once, totally lucky though. ![]()
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Contritium praecedit superbia. |
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#101 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
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"2 hits on a battleship isn't enough"
Really? Considering the majority of battleships in the Royal Navy are refit WW1 types, are you essentially saying they should be magically running a modern WW2 armor and flooding control/protection schema in this game? Why exactly? "On 25 November 1941, while steaming to cover an attack on Italian convoys, Barham was hit by three torpedoes from the German submarine U-331, commanded by Lieutenant Hans-Dietrich von Tiesenhausen. The torpedoes were fired from a range of only 750 yards providing no time for evasive action, and struck so closely together as to throw up a single massive water column. As she rolled over to port, her magazines exploded and the ship quickly sank with the loss of over two thirds of her crew." Honestly... two torps would have done the same, it'd just have taken a little longer to roll. Maybe had the ship been sitting still it would have been different, but for moving - two torps is fine. |
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#102 |
Bilge Rat
![]() Join Date: Apr 2010
Posts: 1
Downloads: 1
Uploads: 0
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"Extract into JSGME "MODS" folder and enable."
This is my first attempt at moding SH5. How do I install this? I have the mod downloaded but haven't found this folder anywhere. And how is it enabled? thanx for the help |
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#103 | |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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![]() Quote:
for example a JSGME User Guide: http://www.subsim.com/radioroom/showthread.php?t=163447 |
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#104 |
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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Basic recap; you need to install JSGME (generic mod enabler) to you game's root folder (..\Ubisoft\Silent Hunter 5\). Run the program once, and it will prompt you to create a new folder where you can place your mods. It's called "MODS" by default. Close the program and check if the folder was properly created (should be inside the "Silent Hunter 5" folder).
Move/copy your mods in that folder, and they should show up in JSGME's left pane. Select one and click enable (arrow pointing right iirc). Make sure the mod is in good order though; should have a folder with the mod name, and in that one called "data" and possibly another called "Documentation". If you don't have the "data" folder directly blow the mod's folder, the files will end up in the wrong place. ![]()
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Contritium praecedit superbia. |
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#105 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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... and if u use Vista or Win7 start JSGME always by "Run as Administrator".
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barf, brf |
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