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Old 01-11-08, 02:32 AM   #1
Philipp_Thomsen
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Default MOD - Thomsen's No Instant Death Screen Plus Effects V1.1

Hi there!

This is the new version of this mod (see previous = http://www.subsim.com/radioroom/showthread.php?t=128593)

The new version is a more complex version.

1) The nem system was tested against heavy fire surfaced, although you shouldnt be doing this, it will always be suicide. With the version 1.0, if you received heavy gun fire while surfaced, you would go pretty long without losing equipment, now its more real and after some shells you'll be really worried about water all around, loss of fuel and battery, loss of motors and engines and crew loss. But I should say that the real purpose of this mod is to better simulate being depth charged.

2) Now if you receive a shell hit in the conning tower while surfaced, you'll be able to see your watch crew flying into the sea.

3) Now if you receive a shell hit in the deckgun or flak gun, they could catch on fire and eventually they can be destroyed in a small explosion.

4) All the external parts of the uboat, like rudder, propeller, diving planes and stuff are able to be destroyed by gunfire/depth charges.

5) The flooding times due to shell hit have being increased... I mean decreased... I mean... you will get... damn this is tricky... well, the water will get in faster... so I guess the flooding times have being decreased! :rotflshell hit causes punctures in the pressure hull, which allowes water to get in faster. Depth charges shakes the uboat, which makes some tubes inside the uboat break and let water flow out, but a lot less than shell hit.

6) Both periscopes now can be destroyed, which means you wont have any access to it.

7) Now the hull can be crushed a lot faster, so you wont be able to go past the 400 meters even if you try. (except in VIIC/42 and XXI, of course)

8) Now the damaged fuel tank will leave an oil trail and that oil trail can catch on fire if the uboat is hit by an explosive shell near the floating oil.

I spent all night trying and trying and experimenting and testing, but there are certain things I couldnt figure out yet. One thing is related to another and sometimes its impossible to make it all right.

I tryed to include an event for a very small chance of a shell to cut the hull into the torpedo room and detonate a warhead causing an explosion, but in result the entire uboat was blasted to smitherinies. Actually is was quite funny... there were hundreds pieces of metal flying and the uboat disapeared, but you could still access all the internal parts of the uboat, just couldnt move or dive, and the stupid DD kept on firing in the empty sea trying to hit what was my boat. :rotfl:

I want you all to know that its complicated to mod on thing without ruining another in this area that I am trying. So of course you will find lots of flaws, but instead of cursing me and uninstalling the mod, reply to this thread reporting me what went wrong and in case of a death screen, report the reason that it showed, like "uboat destroyed by pressure". There are hundreds of triggers for that death screen and I still didnt figure out all of them.

So keep testing and trying, and keep up the feedback, kaleuns!

This is the link for the mod, its JSGME ready and GWX 2.0 compatible.
http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html
If you have trouble downloading this, PM me and I'll send you the file via email.
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Old 01-26-08, 05:44 PM   #2
nikpinero
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Hello, Philipp:

Would you (or anybody else who has tested both mods at the same time) happen to know whether your mod is compatible with Racerboy´s SH4 effects for SH3?

Quote:
Originally Posted by Philipp_Thomsen
Hi there!

This is the new version of this mod (see previous = http://www.subsim.com/radioroom/showthread.php?t=128593)

The new version is a more complex version.

1) The nem system was tested against heavy fire surfaced, although you shouldnt be doing this, it will always be suicide. With the version 1.0, if you received heavy gun fire while surfaced, you would go pretty long without losing equipment, now its more real and after some shells you'll be really worried about water all around, loss of fuel and battery, loss of motors and engines and crew loss. But I should say that the real purpose of this mod is to better simulate being depth charged.

2) Now if you receive a shell hit in the conning tower while surfaced, you'll be able to see your watch crew flying into the sea.

3) Now if you receive a shell hit in the deckgun or flak gun, they could catch on fire and eventually they can be destroyed in a small explosion.

4) All the external parts of the uboat, like rudder, propeller, diving planes and stuff are able to be destroyed by gunfire/depth charges.

5) The flooding times due to shell hit have being increased... I mean decreased... I mean... you will get... damn this is tricky... well, the water will get in faster... so I guess the flooding times have being decreased! :rotflshell hit causes punctures in the pressure hull, which allowes water to get in faster. Depth charges shakes the uboat, which makes some tubes inside the uboat break and let water flow out, but a lot less than shell hit.

6) Both periscopes now can be destroyed, which means you wont have any access to it.

7) Now the hull can be crushed a lot faster, so you wont be able to go past the 400 meters even if you try. (except in VIIC/42 and XXI, of course)

8) Now the damaged fuel tank will leave an oil trail and that oil trail can catch on fire if the uboat is hit by an explosive shell near the floating oil.

I spent all night trying and trying and experimenting and testing, but there are certain things I couldnt figure out yet. One thing is related to another and sometimes its impossible to make it all right.

I tryed to include an event for a very small chance of a shell to cut the hull into the torpedo room and detonate a warhead causing an explosion, but in result the entire uboat was blasted to smitherinies. Actually is was quite funny... there were hundreds pieces of metal flying and the uboat disapeared, but you could still access all the internal parts of the uboat, just couldnt move or dive, and the stupid DD kept on firing in the empty sea trying to hit what was my boat. :rotfl:

I want you all to know that its complicated to mod on thing without ruining another in this area that I am trying. So of course you will find lots of flaws, but instead of cursing me and uninstalling the mod, reply to this thread reporting me what went wrong and in case of a death screen, report the reason that it showed, like "uboat destroyed by pressure". There are hundreds of triggers for that death screen and I still didnt figure out all of them.

So keep testing and trying, and keep up the feedback, kaleuns!

This is the link for the mod, its JSGME ready and GWX 2.0 compatible.
http://rapidshare.com/files/82890128/Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1.rar.html
If you have trouble downloading this, PM me and I'll send you the file via email.
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Old 01-27-08, 04:04 PM   #3
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Yes it is, coz I use it too. The modified files from my mod and racerboy's mod aren't the same, so it works no problem. And even if it was, I have it installed and I would have modded over his files, so it would be compatible anyway.

Im glad all you people are enjoying the mod. Its the best feeling in the world to make other people happier and enjoying your work.

But still I know theres a lot of things to improve and it would be awesome if you guys come up with new ideas and changes for this mod or even for a new mod.

KEEP THE FEEDBACK ALIVE!
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Old 01-27-08, 04:44 PM   #4
CapitanPiluso
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Hi Philipp !!
I ve tested this mod and it s a must have, thanks for this good job !!!
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Old 01-27-08, 08:52 PM   #5
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Thank you for letting me know that!
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Old 01-27-08, 09:19 PM   #6
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As everything messes with zone files I'll not try it.
However.
Try checking the Eventcamera.dat
Look at it in Hex.
End_Mission_Underwater
End_Mission_Surfaced
Both reference and allow you to adjust "things."
And you don't mess with other critical settings.
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Old 03-08-08, 09:26 PM   #7
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Default Thomsen's No Instant Death Screen

Thanks a lot for your reply,loaded it in and everything works fine.
Great mod,keep up the good work.

Bill
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Old 03-15-08, 04:59 AM   #8
Einsman
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Hi Philipp!

Great work

I am a little lost.
What should I install?

Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1 ?
Thomsens_No_Instant_Death2 ?

What is the difference between them?
Do I have to press Ctrl + S always want to use this mod?

Thank you very much

PS. Sorry my english
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Old 03-15-08, 07:17 PM   #9
Philipp_Thomsen
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Quote:
Originally Posted by Einsman
Hi Philipp!

Great work

I am a little lost.
What should I install?

Thomsen_s_No_Instant_DeathScreen_Mod___effects_V1. 1 ?
Thomsens_No_Instant_Death2 ?

What is the difference between them?
Do I have to press Ctrl + S always want to use this mod?

Thank you very much

PS. Sorry my english
The thomsens no instant death2 is the fixed version of v1.1, a fix involving crew dying on the bridge.

Ctrl+S is only for hearing the sound of equipment testing and engine start, at the beggining of the patrol.

Please, as questions about my mods on the Thomsen's Junkyard thread. Thanks!
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Old 03-28-08, 11:58 PM   #10
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Great mod keep it up!
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Old 03-29-08, 12:02 AM   #11
Philipp_Thomsen
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:rotfl:

My treasures keep being unburied from the beyond...

Thank you for the encoragement! Any questions about any of my mods, please do it in the junkyard!

Thanks!
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Old 04-27-08, 04:30 PM   #12
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Works this mod with GWX 2.1 ? :hmm:
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Old 04-27-08, 06:59 PM   #13
Philipp_Thomsen
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Quote:
Originally Posted by Hartmann
Works this mod with GWX 2.1 ? :hmm:
The 1.1 version (this thread) don't work with 2.1 and dont even exist anymore...

But the 1.3 version in my FileFront page is compatible with 2.1 and have a lot of bugs fixed and stuff improved.
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Old 04-27-08, 09:49 PM   #14
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Great ! thanks
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Old 01-11-08, 11:29 AM   #15
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you will make compatible with nygm?
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