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Old 04-13-10, 12:29 PM   #1
ddrgn
Korvettenkapitän
 
Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
Default [REL] Feared Hunters 2.1 - Updated 04/27/2010

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Feared Hunters 2.1 - by ddrgn (AI, DC and SENSOR MOD)
Patch 1.2 compatible (Checked May 12, 2010)

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Special thanks to all the fine modders past and present.

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Overview and goal:

In this mod I have tried to increase the chances that the player will make mistakes and either die or become crippled realistically from his errors.
You can still evade DD's by using deep dive and run silent tactics. Turning will also improve your chances of avoiding charges. The accuracy of the DD's
charges is a little better but most of the time they are misses. Anything within 25m of your boat you will feel it and take damage. Although not always
realistic this mod tries to put the fear "back" into the player when seeing a DD, forcing a thinking mans game, instead of point and shoot.

I have tried to balance the the AI sensors to work with the more deadly charges an found a nice balance. Sensors (visual, sonar, hydrophones) are weaker
but when your detected they will unleash hell upon you ;}When in range of a DD go silent running (1 knot) or they will detect you if in close range.

Remember the closer you are the quieter you need to be.

The DD's should not damage themselves or other units around them, except enemies of course.

All comments are welcome.

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Features of this mod:

-Increased depth charge damage
-Damage from well laid, more precise charges increased
-Minor AI tweak allows ships to race at contacts at full speed
-Longer lost detection time
-Balanced AI sensors and cannons.

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Changes 2.1:

-Fixed problem where Corvettes would randomly hit themselves or other units with charges.
This problem was rarely seen but happened in stock as well.

-Changed lost contact time to 60 mins. They will hold on to you longer, 2.0 was 20 mins.

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Change Log 2.0:


-Changed max range enemy can visually spot submarine from 20k to 7k

-Increased night factor. Night time visual contacts take more time.

-Changed Max and Min Effect for Depth Charges
(3rd accurate pass and you should be dead if you havent taken proper avoidance steps)

-Changed Min and Max radius of Depth Charges (charges when accurate will take more hit points from the sub)

-Destroyers now go full speed towards contact (as per Nisgeis's mod)

-Enemies visual detection time is now increased
(In stock, the enemy can spot your scope the second it comes from the water night/day,
this will allow for some human error on the enemies side and give players
a chance to make a solution before being spotted, good for convoys)

-Max error angle on the enemy cannons has been increased to 9
(this should remove the perfect cannon fire from all ships)

-AI guns range increased to 2500m

-Hydrophone thermal layer removed, stills exists in sonar but reduced 33% in this mod

-Enemy visual contacts in fog decreased by 25% for a total of 60% reduction in this condition.
(Meaning it should take about 60% longer to acquire you than in day, associated with max vis range and visual detection time)

-Lost contact time increased to 20 mins, any longer than this and your dead for sure.

-Hydrophone and Sonar sensitivities decreased to half it was in stock (compensating for improved dc's)

-Enemy Surface factor on Sonar is now reduced to 52 sqm to allow units to ping with more accuracy in a cluttered environment (multiple ships)

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Files changes (5):

sh5/cfg/sim.cfg
sh5/library/dc_barrels.zon, ai_sensors.sim
sh5/scripts/ai/ship-navigation.aix
sh5/sea/nco_flower/nco_flower.zon

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Install via JSGME.

You have permission to use my mod in combinations with other mods as long as credit is shown in your readme.
I would contact me for the latest version and help making sure the version is the best possible for your mod.

Download: http://www.subsim.com/radioroom/down...o=file&id=1737

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Good Hunting!
-ddrgn

Last edited by ddrgn; 05-12-10 at 01:29 PM.
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