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Old 03-19-11, 11:47 AM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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[REL] Depth charge water disturbances

This mod will cause water disturbances when depth charges explode underwater. These water disturbances will mess with the destroyers/escorts sonar and hydrophone allowing the player's sub to take more evasive maneuvers and higher speeds for a short period of time after the depth charge(s) explodes. This is to model natural effects that happen in real life in the water.

Each person may want to tweak the size (m2) that this area effects to their taste, the ilfetime (in mins), and the noise value (don't know what/how this one works in game)

Can be enabled/disabled at any time

To install:
unzip straight to MODS folder and enable via JSGME

v1.0: first release
v2.0: adjusted lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion

http://www.gamefront.com/files/20143...ce_v2_0_SH5_7z


Last edited by TheDarkWraith; 03-20-11 at 10:22 AM.
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Old 03-19-11, 11:52 AM   #2
stoianm
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@TDW i just tested you mission RAOFB practice and i decided to surface my uboat... then surprise... i heard from first time untill now wistles and horn from ships... was soo cool.... maybe you will add in your next FIX these sounds for all ships

Thank you for this mod... now i can use again my evasion tactics like in real life... you put this game on the water line with all your mods

Edit: the life time what is control? - the time that the noise persist?... you know the limits (max and min value) for this parameter? - i am supousing that noise value should be how big is the noise volume or i am wrong?... this parameter are limits (like min an max)?

thank you

Last edited by stoianm; 03-19-11 at 12:07 PM.
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Old 03-19-11, 12:17 PM   #3
Magic1111
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Thanks TDW for this MOD from me too !
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Old 03-19-11, 12:19 PM   #4
charognard
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install after IRAI ?? or no importance ?
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Old 03-19-11, 12:23 PM   #5
TheDarkWraith
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Quote:
Originally Posted by charognard View Post
install after IRAI ?? or no importance ?
I would install as last mod but it really doesn't matter
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Old 03-19-11, 12:25 PM   #6
CCIP
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This is gonna make IRAI very, very interesting indeed. Great work, looking forward to having a go at this soon!
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Old 03-19-11, 12:22 PM   #7
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
Edit: the life time what is control? - the time that the noise persist?... you know the limits (max and min value) for this parameter? - i am supousing that noise value should be how big is the noise volume or i am wrong?... this parameter are limits (like min an max)?

thank you
The lifetime controls how long this disturbance (from each DC explosion) lasts. The time is in mins and thus is why I have a value of 0.1333 (0.1333 * 60 seconds = 8 seconds). The min value is 0 and the max value is whatever you want.
The noise value I have no clue what it does/how it effects the game. The .act file says the value should be >= 0. Now if that isn't vague I don't know what is You'll have to experiment with the noise value and report back your findings so we can determine what exactly this does. The min value for noise is 0 and the max value is
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Old 03-19-11, 12:33 PM   #8
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
The lifetime controls how long this disturbance (from each DC explosion) lasts. The time is in mins and thus is why I have a value of 0.1333 (0.1333 * 60 seconds = 8 seconds). The min value is 0 and the max value is whatever you want.
The noise value I have no clue what it does/how it effects the game. The .act file says the value should be >= 0. Now if that isn't vague I don't know what is You'll have to experiment with the noise value and report back your findings so we can determine what exactly this does. The min value for noise is 0 and the max value is
thanks for this formula: 0.133*60 seconde = 8 seconds (how in the name of god you figured this out?) ... i saw in an movie tha the noise persist around 45 seconds in medium (from the time that dept charges touch water line and the time the last one finish to explode... this is for each DDs attack)

I will try to change numbers and i will repor if i will find something interesting... thanks for sharing this with us
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Old 06-11-11, 08:38 PM   #9
Shadriss
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This a part of Magnum Opus already, or is it completely standalone? Love the idea, just dont wanna install it twice if it's already there.
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Old 06-11-11, 11:51 PM   #10
Obelix
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Quote:
Originally Posted by Shadriss View Post
This a part of Magnum Opus already, or is it completely standalone? Love the idea, just dont wanna install it twice if it's already there.
It's completely standalone.
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Old 09-03-11, 05:15 AM   #11
Hypospray
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The link on first page don't work. Any change to re upload this nice mod ?

nevermind , I was able to dl in after a while

Last edited by Hypospray; 09-03-11 at 07:03 AM.
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Old 09-03-11, 07:09 AM   #12
Obelix
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Quote:
Originally Posted by Hypospray View Post
The link on first page don't work. Any change to re upload this nice mod ?

nevermind , I was able to dl in after a while
I can not confirm that. Link working, just checked.
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Old 09-05-11, 03:27 PM   #13
Magic1111
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Quote:
Originally Posted by Hypospray View Post
The link on first page don't work. Any change to re upload this nice mod ?

nevermind , I was able to dl in after a while
Here:

http://www.mediafire.com/?1y18d5pnt17c7cq
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Old 11-09-11, 03:54 PM   #14
THE_MASK
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Is this mod part of another mod now ?
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Old 11-09-11, 04:47 PM   #15
Magic1111
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Quote:
Originally Posted by sober View Post
Is this mod part of another mod now ?
No, not yet, because I´ve enable the MOD at last in my List and it overrides no other file from a TDW-MOD (each newest versions)!

Best regards,
Magic
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