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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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This mod is a simple .zon modification to the battleships. Now all the battleships are no more mortal than you are. Battleships have been given a level:
Level 1: Yamato, armor 96, hitpoints 10,000 Level 2: Iowa, armor 90, hitpoints 7500 Level 3: North Carolina and King Geroge V, armor 85, hitpoints 6000 Level 4: Colorado, Fuso, Ise and Kongo, armor 70, hitpoints 5000 Level 4 ships will of course sink much faster than a Level 1 or 2, but not quite as fast as they did before. Here`s a few shots I took from the Battle of Samar. Look at what has happened to the Kongo and the Yamato after each recieved several minutes worth of bombardement. The Yamato still needed several minutes worth of bombarding before she sank. Without this mod, you can do the same after two broadsides. ![]() ![]() ![]() This is what my Iowa looks like: ![]() ![]() It too recieved a pummeling. Before this mod came to light, the ship didn`t even get so much as a scratch. Now, she`s sinking agonazingly slow.
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#2 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
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Two Words.
Freaking Awesome. |
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#3 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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This is officially a REL: http://www.mediafire.com/?rdebxl9lyo4t91z
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#4 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
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Thanks Karle. I'll make a Quick Test Mission Later tonight or Tomorrow to see this mod in action Will bring pics!
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#5 |
Planesman
![]() Join Date: Sep 2008
Posts: 184
Downloads: 23
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Karl if your looking to add more complexity to your damage models talk to polyfiller as we have something similar but further along on the tswsm. Also would be intresting in joining the team to get an initial release out the door?
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#6 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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I am already a member of the team. This is just a simple tweak to add more realism in BB-on-BB fights. Small numbers change. I guess you guys are rewriting the entire damage system, right?
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![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#7 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
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Welp,Made a Test mission.For some reason the US Battleships wouldnt fire.However,the Japs did,with Leathal Accuracy.One of the Colorados in the American Formation took a full broadside from a Kongo and I think an Ise.She Exploded in a massive Fireball,and sunk within 3 minutes. Amazing work Karle!
I can't work on the Americans not firing now,so if you guys know the solution let me know! ![]() |
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#8 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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![]() Quote:
__________________
![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#9 |
Weps
![]() Join Date: Sep 2005
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Karl - we should compare notes. Developing the damage model also requires re-balancing of the weapons. To give you an idea of the features we've worked on;
1) Adding side armour / compartments so you can take non lethal damage and exit an engagement with an appropriate list. 2) Creating some damage zones which, for a player unit, act like a magazine - as in, you take a hit and the whole ships goes up .... taking a drive in the HMS Hood with this system illustrates the point. 3) Making fuel system resilient, yet prone to leaking if damaged. 4) Stopping systems from working when hit - from propellers to the main armament - you wouldn't believe what you have to do to actually stop main amrament from working once it's 100% damaged. Also doing same for radar and torpedo systems ... takes some time. 5) Now the tricky stuff .. balancing flooding rates and also building in things like torpedo bulge functionality for those BB's which were are proved themselves to be very torpedo resilient ... as opposed to those which proved themselves highly vulnerable. Am still working my way through this one. 6) most importantly - being able to take damage, have some flodding, and then repair and pump enough water out to continue with mission, albeit with some atfer battel scars and listing. Then having all the above for playable units ... some of these mods require a re-visit of all the AI units.... lots of work. |
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#10 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
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Downloads: 253
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What I did was just to have longer battles between battleships, both AI on AI and Playable on AI and not make up en entirely new damage system. As is visible this is a very arcadeish level/tier system I have used. Something similar to the generations of fighters. All this mod does is to make sure that ships last longer without completely redesigning the damage system. It has worked quite well for such a simple mod. I myself am not that good with anything other than 3D modelling. Even there I do have limitations. I always make complicated things easier, more for my own sake than for others. In other fields it`s the other way around.
__________________
![]() ![]() Find my mods here: https://www.mediafire.com/folder/lzgciodldp58p/SH4_Mods My SH4 blog here: http://karle94.blogspot.com/ |
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#11 |
Medic
![]() Join Date: Apr 2008
Location: Albany,NY
Posts: 160
Downloads: 199
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Alrigthy I'm back.And I fixed my Issue with the Americans not Firing.a Little tweak I made did it,
![]() The American Line opens fire. ![]() The Japanese Line Breaks Formation and Returns Fire ![]() Defaint Untill the End,she Exploded a few Seconds later. ![]() The Japanese are not much better off.The Yamato sits dead in the water.Behind her are the Remains of an Ise,and farther back a Kongo. ![]() I ran this same Scenario 5-6 times,each with Different Loses and Outcomes.Each battle lasted between 10-20 minutes.Great Going as Usual Karle! Last edited by Char; 10-19-12 at 06:25 PM. |
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#12 |
Swabbie
![]() Join Date: Dec 2010
Location: vulcania
Posts: 5
Downloads: 99
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Cool
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