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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 | |
The Old Man
![]() Join Date: Sep 2005
Location: de_dust2
Posts: 1,417
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#62 | ||
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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#63 | |
The Old Man
![]() Join Date: Sep 2005
Location: de_dust2
Posts: 1,417
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#64 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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Cool thing Noob!
You could post the results if you like. ![]() |
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#65 | |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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Thanks very much nvdrifter! Personally I consider the gameplay fixes / mods the most important ones! ![]() Any possibly conflict can be easily taken care of. Keep up those ideas coming! Hail for nvdrifter ![]() |
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#66 | |
The Old Man
![]() Join Date: Sep 2005
Location: de_dust2
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![]() ![]() ![]() But anyway, Thanks Dudes! ![]() |
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#67 |
Stowaway
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Patrol report- Febuary 12, 1944
Was cruising at snorkel depth off the west coast of England. Struck a mine. Took heavy damage and flooding to bow quarters, command room, radio room, and conning tower. Light damage was reported in the diesel and electric engine room. Flooding caused us to sink to the seabed. Tried to maintain snorkel depth, but could not. Main pump, periscopes, radar, flak guns, early warning, hydrophones, and radio all took very heavy damage. Fortunately, the diesel engines, rear batteries, and fuel tank sustained only light damage. Unfortunately, the forward batteries were destroyed upon striking the mine. It took about 30 hours to complete all repairs, with the damage control team working non-stop. Luckily, we were not detected during the time we were disabled. Also, no crew injuries were reported (amazingly). We are now limping our way back to Lorient. Cannot complete patrol. The crew was highly stressed, but performed their duties well. They should all be commended for saving our disabled boot. Last edited by nvdrifter; 06-10-06 at 10:26 PM. |
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#68 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Wow seems to be working well
![]() 30 hours off the west coast eh - lucky you didnt attract half the RN with all that repair noise :rotfl: |
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#69 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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I think it's fair to say that this is the feel & scenario you worked towards. Amazing story and mod! Say mate, what's your setup...mod wise! |
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#70 | ||
Stowaway
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#71 |
Stowaway
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Patrol report (from the grave)- Febuary 15, 1944
While limping home after surviving a brutal collision with a mine a few days before, we were detected near the southern coast of England by a British destroyer. We were heavily depth charged by 2 or 3 destroyers. Heavy flooding and damage once again sent us sinking to the sea floor. Disabled and blind, we still weren't ready to give up. But our boot couldn't take much more of this abuse. Our front and rear batteries were destroyed, starboard diesel engine destroyed, radios and other equipment either disabled or destroyed. We also had 5 crew casualties. The flooding was growing worse and worse, as were the depth charge attacks. After much discussion, we decided to surface. We blew our tanks and popped to the surface. Before any of the crew could abandon ship, we were rammed by a destroyer, with a loss of all hands. This was a our first and last patrol. May our souls rest in peace. Last edited by nvdrifter; 06-11-06 at 04:44 AM. |
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#72 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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![]() Well but on the bright side, the journey to the grave....well it was very "Das Boot-ish" they didn't made it either! ![]() Aside this one question about yer cool mod matey: Can one actually get flooding that will finish the Boot off in say 10 min or so...i mean really heavy flooding! |
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#73 |
GWX Project Director
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Awesome work Nvdrifter!!!
![]() ![]() ![]() GET SOME FUSES QUICK!!! ![]() ![]() ![]() |
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#74 | ||
Stowaway
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Maybe there is a way to add a critical chance of flooding to the compartments. What I did was increase the hit points of the compartments so the flooding would be slower than before, and I also slowed down flooding speed settings. No more instant death from flooding. But to compensate for this, the equipment can be damaged easier and takes much longer to repair. But flooding can still kill you if your boot takes heavy damage. Just not instantly any more. The loss of flotation from flooding can also send you past crush depth really quickly. I made these changes because the longer repair times also affects flooding recovery time. The flooding times have to be longer becuase the repair times are longer. At first, I left the flooding times alone, but it always meant imminent death from flooding due to the slower repair times. So I had to slow down the flooding times for playability and balance reasons. Last edited by nvdrifter; 06-11-06 at 05:46 AM. |
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#75 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
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using the NYCM zones.cfg and submarine .zon files, the entrys from the stock version of your basic.cfg file (my game setup is a little ehm.. special
![]() i have to say even in this early stage of development your mod is working very well!! ![]() ![]() ![]() I can confirm the observations from the above posters, it totally changed gameplay and immersion factor!! I´m now getting rapair timers i´d call realistic. minor problem i´ve spotted is the crew you assign to damage control team does not get fatigued, but this maybe an issue with my strange game setup...
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nie das Boot verlassen |
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