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03-09-10, 03:14 PM | #16 |
Weps
Join Date: Feb 2004
Posts: 353
Downloads: 120
Uploads: 4
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Anyone get a CTD when using this mod?
I just hit a Battleship in Scapa Flow and as soon as the torpedo made contact the game crashed (first ever for me in SHV). |
03-09-10, 03:17 PM | #17 |
Loader
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Thats weird, i cant think of a way that my mod would cause the crash.
Anyone having similar experience? To all people, how is the balance? torps to strong/weak? Burning/Flooding working? |
03-09-10, 03:20 PM | #18 |
Captain
Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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You know, I'm going to give this a try. I was a little leery, glancing at the thread title I thought at first it was another "TIII into Mk48" kind of thing, but you're reasoning and approach convinced me that something needs to be done about the DM. Well done!
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03-09-10, 03:28 PM | #19 |
Loader
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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I know what you mean.
All these Type XIII Nuclear Torps for SH 3 + SH 4 Mainproblem is that stock damage is allmost allways the same, this leads up to 2 torpedos for a small merchant and 3-4 for a bigger one with little variety. Thats why i did this mod, to give the torps a more random feel and to fix the no flooding/burning damage. Seems like most people like how these new torps are balanced, you could still need 3-4 torpedos to sink a single merchant or just one with some luck |
03-09-10, 04:26 PM | #20 |
A-ganger
Join Date: Mar 2010
Posts: 78
Downloads: 22
Uploads: 0
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I would absolutely love this and the deck gun mod, if you made 50% toned down versions.
Basically, still critical chance for deck guns and torpedoes, but lower max damage, like say 100-300 torpedo damage and the equivalent decrease in your deck gun mod. In vanilla they do too little damage, but in your mods they can do too much dmg imo |
03-09-10, 04:34 PM | #21 |
Torpedoman
Join Date: Mar 2010
Location: Wisconsin
Posts: 111
Downloads: 14
Uploads: 0
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Well I have been getting CTD a ton lately and now to think of it I installed the deck gun mod as well as some others. Perhaps the mods are crashing me. A shame if they are I love them all so much. I think I will try vanilla and see what happens.
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03-10-10, 01:32 AM | #22 |
Weps
Join Date: Feb 2004
Posts: 353
Downloads: 120
Uploads: 4
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Ok - I managed to load that same game with the mod and it worked perfectly ... as a matter of fact ... this mod kicks complete ass. You never know for sure what you are going to get. I managed to take out a merchant with 1 and then needed 3 to get the next one. I love it.
Thanks for making and sharing this mod! |
03-10-10, 01:49 AM | #23 |
Seasoned Skipper
Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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The cannon mod is way to über. I wiped out a 15 ship convoi. I sank half the ships with just 3-4 shots each with the cannon.
If you could make a version with 50% less power than it is now would be very nice. The torpedo mod works nicely. Haven't noticed any über behaviour like the deck gun. Thanks
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03-10-10, 01:49 AM | #24 |
Stowaway
Posts: n/a
Downloads:
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Thanks for your effort
Is this mod historically accurate? |
03-10-10, 04:29 AM | #25 |
A-ganger
Join Date: Sep 2008
Posts: 72
Downloads: 118
Uploads: 0
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Might need a bit of tweaking. I ran into a carrier tonight and launched a 4 torp spread. Only 1 hit but it set her whole deck ablaze and she sank in about 20 sec. I guess that one eel must of been packin a bit extra.
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03-10-10, 05:07 AM | #26 | |
Loader
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Quote:
I will tone down the damage on the critical deckgun mod right now Edit: New version, critical hits for deckgun with 25% lower damage is out. Deleted the old version it was way to strong Just overite it, disable + enable it in JSGME i think i hit the spot in the torpedo mod pretty well Last edited by Darkreaver1980; 03-10-10 at 05:27 AM. |
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03-10-10, 05:20 AM | #27 |
Watch
Join Date: Jun 2007
Location: under thermal layer
Posts: 24
Downloads: 45
Uploads: 0
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Very nice, thank you!
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03-10-10, 05:56 AM | #28 | |
Torpedoman
Join Date: Apr 2005
Location: Switzerland
Posts: 113
Downloads: 13
Uploads: 0
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Quote:
i have some troubles with the DL http://www.subsim.com/radioroom/showthread.php?t=163663
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always good hunting snakech RIP Ben 25.12.87 - 30.05.2006 our son, he says, it's not my world |
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03-10-10, 06:05 AM | #29 |
Loader
Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Yes, thats because the old subsim site isnt working yet. Should take some hours than everything will work again.
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03-10-10, 06:56 AM | #30 |
Watch
Join Date: Jun 2007
Location: under thermal layer
Posts: 24
Downloads: 45
Uploads: 0
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Not sure if this did happen because this mod or if there is another sub around, but when i was returning from Scapa Flow, there was one battleship and multiple escort, first i thought they were after me, so i tried sneak silently away, suddenly one destroyer did sink and maybe 10 minutes after, another one went bottom, both were on highly deep water when this did happen.
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