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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Gouldjg
Dec 4 1941 Grid BF14 approach to Irish Sea Approx 19:00 Dark, heavy seas, visibility good Came upon a single Tribal class DD head on. Crash dive to 80m, Silent Running directly under DD-no response secure SR- no response, request nav do multiple pimgs for depth-no response. turn on gramaphone-no response.(??????) Surfaced, reverse course directly for DD @ 1/3 speed-ship changed course so I figured I got his attention and took the boat down, he began dc'ing an area 2000m away. I ordered surface at full speed, changed course to intercept- 19:17 finally closed to within 1500m DD noticed me and got off 3 - 4 rounds as I crash dived. Using outside view I observed no hits to boat. Stern compartment again took damage. Immediately went orange. Tube 5 & decoy launcher damaged, compartment flooding. Repair team in compartment at work. 19:22 all repairs completed/flooding stopped/compartment operational. DD is dc'ing an area 1000m to my NW. Changed depth to 40m/course to 323 heading toward DD. No SR. ahead 1/3. At one point I was running parallel with DD 300m off stbd bow pinging for depth and gramaphone playing-DD has no clue. Increased speed to ahead std and departed area leaving the destroyer behind-good riddance. Heading to Irish Sea. 1. I'm now convinced the stern compartment is too vulnerable. Shell explosions were clean misses 3 - 10m away from boat. 2. I have either run into the most verklempt destroyer crew on the planet or could there be something amiss in the area of detection. To be honest this is the only time I've run into a situation like this. I did enable the 16km mod for this mission. I do not want to disable it but I may need to if you think something is in conflict. Perhaps this is why I cannot get enemy warships to notice me-however I'm only guessing here.
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#32 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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Hi
I have changed back to armour though it is still very light class armour. I have re-added the -1 to re-connect compartments back to the hull. I am re-setting the stern torpedo room to be a lttle more resilient. As far as DD detecting I am a little unsure which sensors file to use. I want a harder one than RUB because it is simply too easy to escape on the 505 mission. If I remember correctly it was a late elite DD that had a perm hook on the player so a tweak had to be made. Now I understand Orgy got rid of elite DDs and newbie DDs. I personally like the idea of what he had done but am not sure on the science between all these DD detection rates. To be honest I think it maybe time for those involved to review and hopefully explain the problems. I know Jungmann is working on getting some sensors upto date. I am starting a new thread to see if I can get anything to work with in the future or to confirm what others are doing on this Issue.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#33 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
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Yes, I agree the stern compartment is the last area above water in a dive and obviously its the most vulnerable but right now it seems a little bit too fragile. Other than that everything is working out great.
I just wrapped up this fourth test mission. On the way home I ran into a convoy. Absolutely nothing I did could get the escorts to pay any attention to me so this was not a fluke with the verklempt destroyer from earlier. I'm going to disable the 16km mod right now and try it again. Overall this mission was pretty much a bust except for my thinking the stern area being too vulnerable.
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#34 |
Grey Wolf
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I now think some of the weird experience people have had coul be related to things being set as destructible in the zones.cfg
I know from previous test that these type of tweaks caused problems going back to the first Hollywood. I set some things as destructible and ended up with a cloaked sub. I think the stern torpeod had ammo cargo and that was part of the fault with easy damage. At the moment I am setting much of the zones.cfg close the the vannilla except for the flooding and hull changes. I have halved the armour values abd am just running some test. This would all be much better if the late elite DDs could not drop such accurate DCs. I was even considering changing the ranges so that they had to be very close before any serious damage occured but then again I alway give the DD the slip easy and sometimes wonder if many players simply do not monitor and evade fast enough when under attack. The results have been good as far as thrill factor when I have had heavy flooding. It is good not to crush at 70 metres unless I walked directly into line of DCs. It is even better when you get hit at 170 mtres and try to fight back up before your hull breaches. The repairs have been prolonged better but I am afraid thats the best we are going to get. There will never be Hour long repairs unless we got rid of all qualifications which would make the game a little drab. I am just a little concerned about the DD bahaviour and will maybe try some vannilla games to see differences. I am just hoping that things have not been so nerfed that it is now becoming a counter productive scenario. I am just waiting for the latest RUB and Sh3 commander and will be comparing much tommorow.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#35 |
Ace of the Deep
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Gouldjg
Just started a fresh test campaign mission w/o 16km. Jan 1944/Bordeaux I figure the chance of getting hit is increased considerably. So far the"thrill factor" is way up in my opinion.
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#36 |
Grey Wolf
![]() Join Date: May 2005
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comparing damage models and crew management to NYGM and this, whose is more realistic???
I was digging in some archives and found this post, looks greaaT! any updates?? |
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#37 |
Ace of the Deep
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Gouldjg hasn't been heard from for some time now.
I use the Hollywood damage mod and the crew mgt works great. There are a number of different fatigue versions you can choose from to fit your own style. Haven't tried the NYGM version yet but if its anything like the rest of the NYGM family you can be sure it's well thought out.
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#38 |
Weps
![]() Join Date: Feb 2004
Posts: 353
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I can not believe I missed this mod ... just sort of returned to playing a few weeks ago.
I take it this does for sub damage what NYGM Ship Sinking does for merchants and escorts? I assume then you can use both together? |
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#39 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
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Here is a collection of all the fatigue models I put together so far.....(this file is for commander so you can select different crew fatigue models) http://www.subsim.com/phpBB/viewtopi...hlight=#453928 hollywood has its own configured for its own hull settings just liek the NYGM one so you might not get the optimal reactions you want unless you switch around the files it asks you to install in readme.... I'm using NYGM's right now...which i really like because they get alot more tired in long run....so you can actually see a livened crew when you first start missions and exhausted crew when they return.... you should try the Hollywood Advanced for RUB and IUB....its really good one from this series....the advanced includes a feature where it might take days to repair stuff instead of minutes or a few hours....and if you use its crew fatigue they tire quickly when they work hard jobs like torpedoes or reapair....the NYGM seems to do the same from what I can tell using the Hollywood stuff.. Does anyone know where to get a copy of this Hollywood Pro? Is Pro before or after Advanced Hollywood? these naming systems are getting confusing....I like to stick with version 1, 2, 3 4, 4b, etc because then I can use my fingers to figure out what version we are at... |
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#40 |
Weps
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Fantastic .... thanks Tiki ...
Yes I am loving the NYGM Fatigue system too. I think I liked the pervious version of the Ship Sinking Mod (.36 over .39). Man this sim has come a *long way* |
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#41 |
Watch
![]() Join Date: Jan 2006
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I cant download it, rapidshare says inactivity time exceeded.(The hollywood pro mod)
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#42 | |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
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Go to general sh3 downloads an search for Holywood Advanced for RuB IuB Bear in mind that it is NOT very JSGME ready. You have to put all files (except SH3cmdr folder) under a "data" folder and then JSGME-it. If you use any NYGM mods or any other mod that affect the zones.cfg, just copy and paste the U-boat section of Holywood's zones.cfg, delete Holywood's zones.cfg and then JSGME (used as a verb ![]() Personally I don't use neither RuB nor IuB, so I made some small modifications to suit my system. I have also made some "intensity" tweaks to zones.cfg in the framework of the Die Hard Mod and some other tweaks that you will have to discover them yourself while being DC'd... If you or someone else wants it, I can put a Rapidshare link. But on a different thread. I don't want to hijack gouldjg's thread. This is by far the best mod I've ever seen. Too bad gouldjg or Jungman are not around to tell us the progress (if any) of the Holywood Advanced Damage / Die Hard Project... |
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#43 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
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I still lurch around but cannot touch any game for the next few months at least due to circumstances. (It kills me but has to be done) (no I am not in prison)
If you look at the new Greywolves mod, these guys took off and have added a hell of a lot of other stuff since. I very much appreciate you respecting the thread etc but the plain truth is that I had to take off (yet again), so this leaves everything to do with Hollywood in the hands of any person whom knows how to change it but keep to the original aim. There were many competent people in the Greywolves team so I thought it best to stay offline for a while and leave it to them cos I could not afford the time to help them further. I cannot return to the game till June (then I will play for a solid year). Please ensure that any kudos goes to the lads who done Greywolves as they took charge of unnfinnished work from my part and turned it into a better product. I don't really deserve my name in their credits but it was nice of them to put it in even though they finnished off and improved the damage aspects beyond what I could have done in the time scale.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#44 |
Ace of the Deep
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Gouldjg, nice to hear from you again. Glad to hear your ok. Its good your not in prison.
I never heard of greywolves mod
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#45 |
Ace of the Deep
![]() Join Date: Aug 2005
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Master gouldjg,
We've never talked before, but out of respect, just two words from me. The CONCEPT of a new idea is priceless. Especially like the Advanced Holywood, which created a new game for me. (I find myself trying to make noise just to be DC'd and see what happens) It must cost a lot to be away of this game. See you in June then! VonHelsching |
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