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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Rear Admiral
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edit:12Apr07
WARNING: After patch 1.2, DO NOT use this version of this mod. I will be coming out with a new version, in a new thread. New version 1.7 http://www.ducimus.net/sh4/release/R..._taste_1-7a.7z ( 3.82 mb ) ---------------------------------------------------------- Recommended additional mods to run with this one: http://www.subsim.com/radioroom/showthread.php?t=108359 http://www.subsim.com/radioroom/showthread.php?t=108555 http://www.subsim.com/radioroom/showthread.php?t=110064 http://www.subsim.com/radioroom/showthread.php?t=110655 http://www.subsim.com/radioroom/showthread.php?t=110756 http://www.subsim.com/radioroom/showthread.php?t=108917 ---------------------------------------------------------- New to version 1.7 - Radar adjustments. (the max elevation =181 fix) - enhanced watchcrew visual. - new fanfare music fo that rare occasion you acutally see a band at the dock - renabled radar station access, cause im not sure if physicially using the radar caused buggy behavior or not anymore. - toned down 20MM HE a little more What is this mod? It's just a personal project, and for me is acutally a source of enjoyment. I can't just play this game, i have to get into its inner workings too. When i really get into a game like this, i tend to hone it around the edges to make the game more to my liking. Hence the name "flavored to taste", for want of a better term. This mod represents modfications to refine the game to how *I* would like to play. I document what changes i make as best i can and provide the package as sort of a gesture of good will if it will help make the game more enjoyable for you. You can change, edit, and remove whatever you don't like to flavor the game more to your own taste. Scope of mod This is not meant to be a "super mod", nor will i intentionally go down that road. My overall intent is to make the game more pleasing to play, and to provide a challenge to the player . In the course of those two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". SImply put, i've always felt that sometimes one must compromise on historical accuracy for various reasons. Either for reasons of gameplay, or by limitations imposed by the game itself. Why did you remove the next/ previous camera? This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there. List of features: - increased hitpoints for compartments, watchtower, and bullkhead. Intent is to reduce the likleyhood of fatal damage. Also doubled the time it takes for a compartment to flood. - doubled crew hitpoints. Intent is so they don't die as fast. - adjusted AI to present a little more of a challenge. - adjusted depthcharges to be be semi "realistic" and not pin point drops. - first early version of SJ radar now available at war's onset. - moved conning tower change's forward in date a ilttle bit. (IE, I hate that bathtub around the AA gun with a fervant passion) - SD radar should pick up less surface contacts. After extensive testing i've come to the conclusion that its nearly impossible to eliminate surface contacts entirely. Only to reduce their frequency. - "snorkel depth" (the ; key) has been re-enabled and is now "radar depth". - Remapped "R" key to toggle radar on and off - lowered frequency of night air attacks, and reduced number of aircraft at JP airbases. - lowered contacts report radius, hopefully reducing the number of messages you get which lags the hell out of the clipboard in game. (bugfix) - Compromised realism cam. As in gwx flavored to taste, the next/previous ship cam has been removed, but the F12 free cam remains. Realism values adjusted accordingly. - updated help menu, alot more helpful now. Now has speed/range chart in attack section. (metric version available on support directory) - sligthly lowered volume on some klaxon sounds. - sub tweaks galore. CCIP's battery fix, adjusted crash dive depth, adjusted crash dive speed, and slightly increased crush depths. - removed annoying clicking noise when rotating periscope and UZO. - removed the A key, (Bugfix) - Added missing commands that were hotkeyed onto the UI order bar itself. Such as Identify target, max range at current speed, nearest visual contact, weather report, etc etc. couple screenshots: ![]() ![]() KNOWN ISSUES: - It's been long reported that some users have trouble with the 0 kb movie files that disable the intro movies. If your game crash's after enabeling this mod when first starting sh4, then just delete the movie files from this mod and your good to go. Readme: Quote:
Last edited by Ducimus; 04-17-07 at 12:47 AM. |
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#2 |
Ocean Warrior
![]() Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,537
Downloads: 129
Uploads: 0
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I knew it wouldn't take you long. You've barely said good bye to SH3 and already you're trying to change your new mistress. You crazy man.
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#3 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
Uploads: 0
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Sounds good.
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#4 | |
Rear Admiral
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#5 |
Ace of the Deep
![]() Join Date: Sep 2006
Posts: 1,169
Downloads: 0
Uploads: 0
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With you, NvDrifter and the devs working hard to be fixing the game, we "might" get a decent version of SH4 much sonner then some people thought.
Great work! |
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#6 |
Rear Admiral
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First version up. I have no time table for this little work in progress. STuff will come up as the itch to scratch annoyances occurs.
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#7 |
Eternal Patrol
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A major sound mod based on Pacific Aces and other sources has just been done. I don't have my computer handy so I can't listen to it, but it looks pretty good. PA used several different submarine movies to good effect.
http://www.subsim.com/radioroom/showthread.php?t=108512 Ducimus, did you edit the U-571 file at all? The annoying thing is that he sounds the klaxon three times instead of two.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#8 | |
Nub
![]() Join Date: Jan 2002
Location: Perth Western Australia
Posts: 4
Downloads: 0
Uploads: 0
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Thanks Ducimus for the Mod it works great
I had trouble with a ctd with this part on load on a clean install of 1.1 once removed from the pack all was well. Once again thanks for the work you put in. Quote:
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#9 |
Mate
![]() Join Date: May 2001
Location: Toronto, Ontario, Canada
Posts: 58
Downloads: 9
Uploads: 0
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Ducimus, I would like to add my thanks for this great (and timely) mod!
Hilarious that Ubi rushed the game out the door before the user interface was even finished... Typical. A quick question: Did you happen to notice if there is a working "radar depth" command that can be mapped? Seems to me that this would be a far more useful feature in SHIV than SHIII, and I can't seem to find a key to make it work... |
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#10 | ||
Rear Admiral
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#11 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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Could I get info on how to add the "maximum range at current speed" hotkey added if I for now, don't want this entire mod. I really miss that range information.
I can edit it manually ..should not need a mod just for that one tidbit. ..thanks Rick |
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#12 |
Rear Admiral
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One reason i include the readme that i do, is so that you can see what files do what, and delete what you don't like. Just becareful though a couple files might inter relate in subtle ways. But that i've annotated what changes support what.
Im giving this reply, because i don't want to get bombarded with questions about how do remove this, that or the other thing. As an aside, the name of the mod is "flavored to taste". Who's taste is this mod cooked up for? Well, mine ![]() |
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#13 |
Nub
![]() Join Date: Mar 2007
Posts: 4
Downloads: 50
Uploads: 0
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please help me to get the captains bunk to find, after i instal this mod
it seems i have only one camera point in the command room |
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#14 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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Hi Ducimus,
First patrol with latest version of your mod install. I think something's out of wack with the SD fix, I had an SD installed on my boat and the first warning I got of several (3) aircraft was visual contact. Not one radar call. Does the SJ need to be installed for the SD to work? IIRC, in stock the crew would still call out aircraft (and ships of course) with just SD. I have other mods installed, but yours is the only one that alters the sensor settings. PD |
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#15 |
Watch
![]() Join Date: Mar 2007
Posts: 25
Downloads: 0
Uploads: 0
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Well I thought I'd wait out for the next Patch, but decided I couldn't - so promptly modded. Torpedos are still hardly working but I gather they didn't until 43 anyway. At least the air attacks have subsided....
But, one thing has made a difference, and that is the mods: they have certainly made a difference. So, thanks! ![]() |
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