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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-06-11, 07:00 PM   #481
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
You're closing in on the merchant and firing your deckgun on it. At what point do you start taking phantom damage? Is there some kind of event that correlates to damage taken by the sub?
It is same as described by others, just seems random and comes after hitting a merchant with torps.

I surface, finish with deck gun. One time at 500m torp shot I took a phantom hit while surfaced and it made most of my subsystems orange but hull stayed 100%.

I do not hear any damage, just things all break all the sudden and people screaming. Will test more tonite.

Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 5\MODS]
Carotio_IntercontinentalRadioPack
Magnum_Opus_v0_0_1
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Church's Felix the Cat Emblem 1.0
IO_MapCourseLine_sharp pencil_mod
No Ship Wakes 1.2
sobers smaller water drops
stoianm Atlantic blue water color for MO
stoianm EnvNights compatible blue Atlantic water for MO
Wooden_Lifeboats_Mod_1.1
Menu - Das Boot Alarm Theme
sobers base wave mechanics V15 SH5
sobers realistic hydrophone operator SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_13_ByTheDarkWraith
Church's Compass Dials Mod v2.2 - Option Two
compASS
Original map colors
sobers & stoianm base fog mechanics V8 SH5
Stormys DBSM SH5 v1.3 Basemod
UserOptions
Church's NavMap v1.0 - Blue Waters
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
stoianm EnvWeather V1 SH5
mobucks is offline   Reply With Quote
Old 03-07-11, 07:27 AM   #482
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by Josef von Posorschitz View Post
One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?

If not, these mods are compatible?

Thank you for reply.
Good question ! Can anybody (TDW?) this answer please ?

Best regards,
Magic
__________________
Magic1111 is offline   Reply With Quote
Old 03-08-11, 03:19 AM   #483
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Happened again. For some weird reasons, my game is trapped in some foggy weather loop, so I play only in fog. So I hunt only unescorted ships/convoys.

Last night tracked down a lonely small merchant, sunk her with 1 hit. Few hours latr, got another.. this time a Hig Islander. Sent 1 torpedo that managed to break her engine so the ship stopped. Sent another shot, but she survived the shot. So I parked my boat on the limit of the visibility range, around 600m, and waited.

After about 30 minutes the ship finally start to sink slowly and I get the confirmation for the sinking when I hear a big booom coming from the ship and sudden my boat gets a total burst of damage. Hull down with 8%, every other equipment with 5-6%. All officers gets injuries, but only the radioman, sonar and WO stays in bad condition, others heal after a couple of seconds.

I was at surface, so Im 100% sure that this was not from a plane attack or anything else. I also did a full sonar sweep.. nothing in range. The only thing in common with the previous incident was that my victim was in abandoned state, completely halt and the explosion happened after about 30 minutes she stopped. Maybe this help to figure out why is this happening.
Zedi is offline   Reply With Quote
Old 03-08-11, 10:24 AM   #484
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

Very similar situation as magnum, I waited 6 hours for a completely stopped merchant to sink, ended up surfacing and put one shot of deck gun into it, and as its sinking and im backing away, massive damage.
mobucks is offline   Reply With Quote
Old 03-08-11, 01:07 PM   #485
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

I know SH5 has some very strange quirks just from making some of the new effects for SH5. Maybe the secondary explosions are 'losing' their parent when the vessel is destroyed and thus falls back in the 'chain' to the object that caused the vessel to be destroyed (which could place it back at the player's sub and thus these reports of damage). Long shot, yes, but possible. What I will try is adding another controller that stops the effect from happening if the object is underwater (depth < 0m). It will need to be tested to see if it stops the damage from happening.
TheDarkWraith is offline   Reply With Quote
Old 03-08-11, 11:09 PM   #486
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

v0.0.14 released. See post #1 for details

Curious to know if the problem of damage from secondary explosions is still happening or not
TheDarkWraith is offline   Reply With Quote
Old 03-08-11, 11:27 PM   #487
marleymen
Planesman
 
Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
Default

Good to depart base with full stuff. Thanks
marleymen is offline   Reply With Quote
Old 03-09-11, 03:05 AM   #488
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by TheDarkWraith View Post
v0.0.14 released. See post #1 for details

Curious to know if the problem of damage from secondary explosions is still happening or not
Thanks TDW, will test it this evening when I´m beeing at home !
__________________
Magic1111 is offline   Reply With Quote
Old 03-09-11, 10:29 AM   #489
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

Quote:
Originally Posted by Josef von Posorschitz View Post
One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?

If not, these mods are compatible?

Thank you for reply.
Compatible they should be! But better try!

Quote:
Originally Posted by Magic1111 View Post
Good question ! Can anybody (TDW?) this answer please ?

Best regards,
Magic
No, my funnel smoke mod is not included in TDWs FX Mod.

greetings
Han

@TDW

If you need a fix for the old "lighthouse flare shining through objects" fix, just let me know via pm!
__________________
HanSolo78 is offline   Reply With Quote
Old 03-09-11, 10:59 AM   #490
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default



Engaged Tanker purely with deckgun, it started sinking around 1500m away from me. As log shows, I took damage 1 minute after sinking it. It's pitch black and heard no damage, this time it seemed to be no damage to crew, no damage to subsystems, but maybe 2-4% hull damage. Crew diddnt get upset either.
mobucks is offline   Reply With Quote
Old 03-09-11, 11:04 AM   #491
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by mobucks View Post
Engaged Tanker purely with deckgun, it started sinking around 1500m away from me. As log shows, I took damage 1 minute after sinking it. It's pitch black and heard no damage, this time it seemed to be no damage to crew, no damage to subsystems, but maybe 2-4% hull damage. Crew diddnt get upset either.
ok, I'm on the right track then
TheDarkWraith is offline   Reply With Quote
Old 03-12-11, 04:47 PM   #492
marleymen
Planesman
 
Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
Default

Yesterday happened to me that damage in the u-boat after I sank a ship.

I sank a Cimmaron Class Tanker. After 1 min. i heard all my crew go crazy. I took much damage. One Engine lost (0%). Severe flood. Injuried crew.

I was asking myself what caused that. I was at 1400 of the ship, aprox.

Is that collateral effect normal TDW?

Thanks for your work and sorry for my bad english again

PS. Actually using v. 0.0.14
marleymen is offline   Reply With Quote
Old 03-12-11, 06:34 PM   #493
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by sober View Post
I found you need to be at least 30 mts under not to be spotted by planes .
I donno what kind of radar use these planes but they spoted me at 50 metters .... after i was hit i exit on the external camera and i saw an plane in the nearby


Last edited by stoianm; 03-13-11 at 04:53 AM.
stoianm is offline   Reply With Quote
Old 03-13-11, 12:36 PM   #494
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by marleymen View Post
Yesterday happened to me that damage in the u-boat after I sank a ship.

I sank a Cimmaron Class Tanker. After 1 min. i heard all my crew go crazy. I took much damage. One Engine lost (0%). Severe flood. Injuried crew.

I was asking myself what caused that. I was at 1400 of the ship, aprox.

Is that collateral effect normal TDW?

Thanks for your work and sorry for my bad english again

PS. Actually using v. 0.0.14
Have not added in collateral damage yet. Did you get bombed or torpedoed by an airplane

Has v0.0.14 solved the mysterious damage to sub problem from the secondary explosions? If some are still experiencing damage, would you be willing to run a test version so I can see if it is infact the mod causing damage to your sub? This test version will cause columns of water to rise everytime the ship you have targeted takes damage from fire or from secondary explosions. Then if you take mysterious damage you can quickly external cam out to see if you see columns of water rising around your sub or not.
TheDarkWraith is offline   Reply With Quote
Old 03-13-11, 12:54 PM   #495
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by TheDarkWraith View Post
Have not added in collateral damage yet. Did you get bombed or torpedoed by an airplane

Has v0.0.14 solved the mysterious damage to sub problem from the secondary explosions? If some are still experiencing damage, would you be willing to run a test version so I can see if it is infact the mod causing damage to your sub? This test version will cause columns of water to rise everytime the ship you have targeted takes damage from fire or from secondary explosions. Then if you take mysterious damage you can quickly external cam out to see if you see columns of water rising around your sub or not.
I have a test mision with four ship lined up. one of those is a Cimerron
and when it gets one of those 2nd explosions, I take damage.

As this is a test mission only, there are no aeroplanes.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Reply


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 05:11 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.