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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Beast, would you do me a favor? Give this version a try, see if that fixes it: http://www.filefront.com/15924247/Da...ssessment.zip/
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Contritium praecedit superbia. |
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#17 |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
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Arclight, I'm using all these and not having any issues:
A Fistful of Emblems v1.5 Accurate German Flags AilClouds AilDeckwave AilMoon AilSmoke 1.7 Capthelms Lighting Effects mod for sh5 Detailed Caustics 1.0 Enhanced Ship Recon Manual V1.02 ETOSNoSurfaceTrail impurity blue Lite Campaign LC 1.2 Menu - Das Boot Departure Theme MightyFine Crew Mod 1.1.1 Stock Faces MiniChrono MoraleMod NDB,NDH OM#1 - No Dialog Indicator No Submerged Mark No Surface Hydrophone Radio Koln E52 REL_AI_Detection_Tweaks Remove binocular crossair Stormys DBSM SH5 v1.1 Window_Lights_Redone_V1 Less Annoying Footsteps Interior working dials v1_21 BARF 1.2 full Better Torpedo Graphics v2 ImprovedWaves_Improved Pitch&Roll ETRP-improved pitch and roll - wamphyri zoomableexternalcamera OldStyleSHControls_1_3_1_ByTheDarkWraith 1500M Overlay Pascal-sh5-uniforms-Version-2 Damage assessment Critical hits 1.1 Torpedos Only changes I made were merging a digital clock and some TAI map fixes from Gutted to the Darkwraith's UI. I made one and half patrol so far, sinking about 8 ships and I love the results. This mod, BARF and the torpedo critical hits mod really work well together. No problems with sounds or commands not working on my end.
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#18 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Thank you, very much appreciated.
![]() Sometimes I wonder if total silence means it's working well, or that everyone has abandoned it. Makes me nervous. ![]()
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Contritium praecedit superbia. |
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#19 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I would not worry about this mod being abandoned, I use it and love it!
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#20 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Glad to hear it.
![]() No news is good news, I suppose. ![]()
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Contritium praecedit superbia. |
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#21 |
Chief
![]() Join Date: Jan 2008
Posts: 320
Downloads: 81
Uploads: 0
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I used it for 3 patrols already along with BARF and noticed definitely better behaviors than stock physics.
Only thing i could hope for is a slightly longer sinking time.
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-Fighting is a lifestyle- ![]() |
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#22 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Tried the "full" version? Increases flooding times by a factor of 10.
Depends on the ship, but can take a long time already before she finally sinks.
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Contritium praecedit superbia. |
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#23 | |
The Old Man
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![]() Quote:
![]() I tried this and sound it working and the commands that were causing CTD before are not doing that anymore. ![]() Now I need to hunt something down to see if it actually works ![]() |
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#24 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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No worries, got plenty of time.
![]() Good news, I think it will hold up if the first test was succesfull. But will wait a bit, if no other problems occur I'll update the link with the new version. Technical bit: declared my new state in the "init.aix" and assigned it an index number. Suspect another script was requesting crewstate, and since my new state wasn't in the index, it returned null or something. Anyway, should have done that from the start, but hadn't noticed the init script. ![]()
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Contritium praecedit superbia. |
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#25 |
Gunner
![]() Join Date: Sep 2001
Posts: 93
Downloads: 13
Uploads: 0
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Hi,
I just wanted to thank you a lot. This mod is a must-have! Tested it yesterday a bit and I like it a lot. Cheers, Loerelau |
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#26 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
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I remember making a picture-perfect attack on a QE battleship; launched a spread of 3 and all hit. First one clipped the bow and other 2 struck a bit further back, below the armor belt.
She steamed on, slowed down a bit, but didn't sink and screws turning like crazy, clearly making full steam. That kinda defied my expectations: http://www.hmsbarham.com/images/ship...com-barham.wmv At the very least she should have slowed to a crawl, to avoid more compartments buckling from the force of the water being pushed in. Call it a rage-quit, but I just couldn't take it. Quit the game and started modding some more. ![]() Aaanyway, glad you like it, loerelau. ![]() Ow yes, should anyone be having issues, try the updated one in post #16. I'll update the link in the first post with the new version soon if I don't get any reports on further issues. Beast reports CTDs are gone, but the sound glitched again. I consider no CTDs an improvement. Will have to contact DarkWraith about it and see if this is indeed related to his UI. ![]()
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Contritium praecedit superbia. |
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#27 |
Gunner
![]() Join Date: Sep 2001
Posts: 93
Downloads: 13
Uploads: 0
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I did kind of the same yesterday. QE battleship, 3 torpedo's, all hit in front of the ship. The ship started to tilt a bit to the right and some more and some more, at a certain moment it only went 5knts or less (could keep up submerged). At a certain moment the 9 escorts even left the ship behind...
Unfortunately didn't I have any torps left, so I couldn't finish the job ![]() |
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#28 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Working to improve that, but the behaiour is a mess. Hit both engine rooms on 1 side, and she goes down. Hit empty space and it doesn't do much. Hitting engine room on North Carolina consistently sets the entire ship ablaze.
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Contritium praecedit superbia. |
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#29 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Nice mod, installed this and BARF Full, going out on a patrol finally, will be testing these
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#30 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
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Let me know what you think, there's always room for improvement.
![]() Updated link to v1.1. Pack now includes "init.aix", which contains a change that should have been there from the start. Something I did not realise, considering my low experience with scripting. ![]() TheBeast had issues, such as CTD and sound cutting out. CTD was fixed with this update, and he now confirms the sound issue occurs without this mod as well. Since he's the only one reporting an issue and everyone else confirms proper functioning, there are no further known issues with this. I suggest updating, even for the ones who are experiencing no issues, just to be on the safe side. ![]() Functionality remains unchanged, just the addition to improve stability. p.s. Beast, I removed your comment on the mod's page since it is no longer relevant.
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Contritium praecedit superbia. |
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Tags |
barf-da, damage assessment |
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