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Old 05-05-11, 06:17 AM   #1
minispace
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Default [WIP] tiny! - Torpedo Mod

tiny! torpedo mod
Torpedo Improvement
(Nerf? Yes!)


~ being a tiny mod by a mini space ~

tiny! is an attempt to refine Silent Hunter 5's weapon damage to better simulate reality and improve game play. This mod is meant to compliment TheDarkWraith's "FX Update" or similar mods that add fire/flooding damage over time. I have found that with my current mod load out, u-boat munitions seem to be too effective, and I hope to dial down the destruction a little.

Version 1.0
- ¡Cinco de Mayo! edition (2011-05-05)

Download
:
http://www.gamefront.com/files/20302...do+mod+v1_0.7z

Installation
Install with JSGME.

This mod will overwrite your torpedoes_g7a-e and shells .zon files, altering the damage from your u-boat weapons. It should be compatible with all mods, with the exception of the overwritten damage stats.

Changelog
-v 1.0 - 2011-05-05
All torpedo types, & AP/HE shell damage stats altered:
Code:
G7a TI/FaT/LuT  Stock    tiny
------          -----    -----    
MinEF           120      100    
MaxEF           180      190    
AP              100      100    
MinRadius       3        3    
MaxRadius       7        9    

G7e TII         Stock    tiny 
------          -----    -----    
MinEF           120      97    
MaxEF           180      186    
AP              100      97    
MinRadius       3        2.5    
MaxRadius       7        9

G7e TIII/FatII  Stock    tiny 
--------------  -----    -----    
MinEF           120      98    
MaxEF           180      188    
AP              100      98    
MinRadius       3        2.5    
MaxRadius       7        9

G7e TIV "Falke"  Stock    tiny 
---------------  -----    -----    
MinEF            80       94    
MaxEF            160      178    
AP               100      96    
MinRadius        3        2.5    
MaxRadius        7        8

G7es TV “Zaunkönig”    Stock    tiny 
-------------------    -----    -----
MinEF                  80       95    
MaxEF                  160      180    
AP                     100      97    
MinRadius              3        2.5    
MaxRadius              7        8

G7ut VII "Steinbarsch"    Stock    tiny 
----------------------    -----    -----
MinEF                     120      95    
MaxEF                     180      185    
AP                        100      98    
MinRadius                 3        2.5    
MaxRadius                 7        9

G7es TXI “Zaunkönig II”  Stock    tiny 
-------------------      -----    -----
MinEF                    80       95    
MaxEF                    160      180    
AP                       100      97    
MinRadius                3        2.5    
MaxRadius                7        8

88mm Armor Piercing    Stock    tiny 
-------------------    -----    -----
MinEF                  8        10    
MaxEF                  16       20    
AP                     22       40    
MinRadius              .5       .2    
MaxRadius              2        .5

88mm High Explosive    Stock    tiny 
-------------------    -----    -----
MinEF                  10       5    
MaxEF                  25       25    
AP                     20       20    
MinRadius              1        1.5    
MaxRadius              3        4
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Old 05-05-11, 06:18 AM   #2
minispace
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Hi all!

This is my first Silent Hunter 5 mod, so let me know what you think! I wanted to release version 1.0 as soon as I could, but I will try to refine this mod again soon.

Why did I make this tiny mod? I remember playing Silent Hunter 3 with GWX and I think the damage model of that game just felt right. So far my experience with SH5 has not compared. To be honest, I'm getting tired of 1-shot killing almost everything I hit! I'm hope to recapture the feeling I had playing SH3, and maybe this mod can help.

At the moment, damage values don't look too far of from stock SH5, but they're a big decrease from my previous mod combination (Magnum Opus and UHS, I believe). I'm also using TheDarkWraith's FX Update, so the extra fire damage only makes killing stuff even easier. Those are all such great mods, btw.

So what I've tried to do give each torpedo type different damage characteristics.
In reality all straight run and pattern torps had the same payload, a 614 lb hexanite warhead. Acoustic torps had a slightly smaller payload (just 10 lbs less), to make room for the sensors. You will find this reflected in the mod. There's just a small percent difference (admittedly for flavor) between the T1, TII, and TIII torps. The TIV, TV, TVII, and TXI torps are about 6% less powerful, roughly matching the different warhead size.

Does anyone have any thoughts about how much damage the 88mm shells should do? I've done some really sketchy math that leads me to believe a shell would deliver about 1/200 to 1/36 as much energy as a G7 torpedo, but that would make the SH5 deck gun almost useless! Right now they do about 1/10 as much damage as a torp.

I'd love to get some feedback on my changes. I've run some tests with my values, and I still think the damage my still be a little high. I may decrease them some more in the next version, if necessary.

Enjoy!
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Old 05-05-11, 07:22 AM   #3
jwilliams
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Awesome

I agree that torps are now too powerful with FX_Update.

Downloading now to test.

Thanks.
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Old 05-05-11, 08:30 AM   #4
Jaguar
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My very first mod was about more powerfull torpedoes ( Critical hits for torpedos which changed damage to 100-400), since I found very unrealistic the need of 3+ torps for each merchant and 2 for DDs. Now with FX_Update is almost 1 torp 1 ship.

No I´m going to do the opposite and give this mod a try . Will report soon.

EDIT: you may split this mod in two also, one for torpedoes and one for shells.
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Old 05-05-11, 08:51 AM   #5
Zedi
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Quote:
Originally Posted by Jaguar View Post
My very first mod was about more powerfull torpedoes ( Critical hits for torpedos which changed damage to 100-400), since I found very unrealistic the need of 3+ torps for each merchant and 2 for DDs. Now with FX_Update is almost 1 torp 1 ship.

No I´m going to do the opposite and give this mod a try . Will report soon.

EDIT: you may split this mod in two also, one for torpedoes and one for shells.
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
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Old 05-05-11, 08:57 AM   #6
stoianm
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Quote:
Originally Posted by Zedi View Post
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
ddrgn made already an update in his UHS for torpedos... i will try this one also... seems interesting
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Old 05-05-11, 12:46 PM   #7
Jaguar
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Quote:
Originally Posted by Zedi View Post
Same here.
Actually the perfect combo is this: crit hit + BARF or this mod + FX Update.
thx for the advice.

Last edited by Jaguar; 05-05-11 at 01:54 PM.
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Old 05-08-11, 03:29 PM   #8
Sepp von Ch.
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My "dud torpedo settings" is on, I use UHS 1.7 and I had never a dude torpedo...

I like your mod minispace. Particular the deck gun is very good (realistic) balanced.
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Old 05-08-11, 03:39 PM   #9
stoianm
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Quote:
Originally Posted by Josef von Posorschitz View Post
My "dud torpedo settings" is on, I use UHS 1.7 and I had never a dude torpedo...

I like your mod minispace. Particular the deck gun is very good (realistic) balanced.
I am using the ddrgn mod and i had often dud torpedo... i had a dud torpedo in one of my tutorials also... see the video tutorial ''how touse hit and run method in SH5'' - in last part after i fired my torp you will see that the first one was a dud torpedo... and this was an example caughted by misteake in my movie... situation like these i had manny time:

go to 4:58


Here you can see that the torpedo magnetic are not working at all like ddrgn said... it is a game bug:

go to at 5:32
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Old 05-08-11, 04:05 PM   #10
Sepp von Ch.
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Quote:
Originally Posted by stoianm View Post
I am using the ddrgn mod and i had often dud torpedo... i had a dud torpedo in one of my tutorials also... see the video tutorial ''how touse hit and run method in SH5'' - in last part after i fired my torp you will see that the first one was a dud torpedo... and this was an example caughted by misteake in my movie... situation like these i had manny time:

go to 4:58

OK...then I´m happy captain, because II´ve never seen a dud torpedo in my SH5 campaign-career


Quote:
Originally Posted by stoianm View Post



Here you can see that the torpedo magnetic are not working at all like ddrgn said... it is a game bug:

go to at 5:32

I know this shortly after the release of SH5...
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