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 08-14-09, 11:09 PM   #1
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default Gettinng rid of ship sunk message..

Anyone tell me how. I've tried twice and failed.

I think it's stupid to have a message that the ship is sunk until it goes under. Just think how that would make you deal with things differently
Armistead is offline   Reply With Quote
Old 08-15-09, 03:50 PM   #2
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
Default

You should ask RFB's creator or whomever's sinking mechanics mod was used in RFB. Removing the sunk message entirely would be great but I think some of the best sub modding minds in the biz have hit a brick wall and was only able to stall the message as long as possible.

With RFB I'm getting the message well after the ship is confidently sunk through visual inspection.
Frederf is offline   Reply With Quote
Old 08-15-09, 04:50 PM   #3
Canonicus
XO
 
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
Default

Why not just delete the written text located in Data/Menu/menu....

Stock reads like this...

4140=Enemy Unit Destroyed
4141=Friendly Unit Destroyed
4142=Neutral Unit Destroyed
Canonicus is offline   Reply With Quote
Old 08-15-09, 08:39 PM   #4
Armistead
Rear Admiral
 
Join Date: Dec 2008
Location: on the Dan
Posts: 10,880
Downloads: 364
Uploads: 0


Default

In 'Menu.txt' you'll find both "Ship sinking" and "She's going down"...
I disabled those and the 4140, still not working. Got to be something else.
Armistead is offline   Reply With Quote
Old 08-15-09, 08:47 PM   #5
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
I wish you luck

But not for me, casual gamer likes it.
donut is offline   Reply With Quote
Old 08-15-09, 10:43 PM   #6
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
Default

How'd you disable it? I think if you just delete the entry it uses some binarized backup or something. Try replacing the text with "TEST TEST TEST" to see if a modification goes through.
Frederf is offline   Reply With Quote
Old 09-02-09, 01:38 PM   #7
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default

did anyone figure out how to remove the message or at least delay it? im usin the TM mod, maybe someone from the RFB mod could enlighten us
Laffertytig is offline   Reply With Quote
Old 09-02-09, 02:06 PM   #8
FIREWALL
Eternal Patrol
 
Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
Default

Quote:
Originally Posted by Frederf View Post
How'd you disable it? I think if you just delete the entry it uses some binarized backup or something. Try replacing the text with "TEST TEST TEST" to see if a modification goes through.
Quote:
Originally Posted by Laffertytig View Post
did anyone figure out how to remove the message or at least delay it? im usin the TM mod, maybe someone from the RFB mod could enlighten us
Bringing two minds together is gratifiying.
__________________
RIP FIREWALL

I Play GWX. Silent Hunter Who ???
FIREWALL is offline   Reply With Quote
Old 09-02-09, 02:57 PM   #9
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

To delay the message you need to effectively stop the unit from being destroyed until it slips under the waves. To achieve this in the TSWSM I've had to;

1) Remove any critical=yes from the zones definition file (unless of course you want soft spots in ships .... and even if you do, there are far too many critical zones in stock game).

2) Increase ships hit points in .zon file to a huge number

3) Add a custom zone to the ship with a huge number of hitpoints, but no flotability.

4)Not so sure about this one - remove references to cargo=ammo in the zones.cfg.

5) Increase hitpoint of any zones with type = engine room to the point where not ALL engine zones can be destoyred because all engines destroyed = ship sunk.

Not easy as you can see... and I think there are still one or two other things I can't find which cause unit to be declared destroyed before its sunk.
polyfiller is offline   Reply With Quote
Old 09-03-09, 11:38 AM   #10
Laffertytig
Grey Wolf
 
Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
Default

so the moral to the story is, to achieve this play RFB!
Laffertytig is offline   Reply With Quote
Old 09-03-09, 03:36 PM   #11
Wilcke
The Old Man
 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
Default

Quote:
Originally Posted by Laffertytig View Post
so the moral to the story is, to achieve this play RFB!
With S3D you can take a peek at the way it was done in RFB. The folks that did that work put a ton of time into it and it was royal PITA. When you play the sim you take it for granted but yes its a totally different experience than stock.
__________________
Wilcke


For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php
Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

Signature Art by Gunfighter
Wilcke 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 03:34 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.