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Old 11-04-05, 11:49 AM   #1
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default HOLLYWOOD PRO beta finnished

I am doing a new series of Hollywood mods

Please locate the Hollywood adavanced thread for released version.

Part 1 deals with the sub and different crew models
part 2 deals with the ships
Part 3 deals with planes

This is nearly release worthy but I just want some of you folks to pass your comments on how it feels.



Get it here

http://rapidshare.de/files/7177630/H...d_Pro.rar.html

Contains the New living Crew model and HOLLYWOOD PRO damage tweaks.

Warning = this is a test model only so do not use unless you know how to replace files and are aware of the usual risk when swapping files.

I used a RUB installation then copied the folders onto it. I would not use Sh3 commander just yet but I am going to be releasing the settings for commander after its new release. Therefore, while we are waiting for this weekend to come, we can all beta test each other’s work (suggestion).

To install just copy all relevant folders to each location and make back ups of those replaced.


The Living Crew mod

Quick guide

This crew model is very realistic and yet flexible enough to let people choose their own shift times. If you do not like the long micro management to get to patrol areas, just change your 3d render settings so that after 32 you pause the fatigue just like in stock. Either way, I think some will love it once they get used to it.

1. Only use combat and repair compartments when in combat or doing repairs

2. Choose to place men on shifts (set by your selves) between 4 - 16 hours but be aware that it takes longer to regain energy. i.e. A fully fatigued man will need at least 8hrs sleep.

3. Do not use WO or Navigator unless you need them as they can be used as back up officers

4. Do not change the 3d render settings to 1024 if you want to only use these setting in times less than 32 time compression.

5. This is probably the closest we will ever get to a real crew model and it also benefits the damage model.

6. Try a new campaign and test for yourself and you will see the realism and immersion factor it gives. I am still open to suggestions on things that happen within 24-hour day on a sub but I will not be doing a non-fatigue or long term fatigue model to coincide with the damage model. All I can do is post setting tweaks so that these type of models gets some results also.

7. People can still use their own personal fatigue models on the new damage settings but I will have to post different settings so that they can get see benefits in the damage models.


The Damage Model

Basically, to get longer repairs and more intensive deaths, floods and shells, the game requires a reduction in the men’s skills as well as reduced repair compartment efficiency.

On top of this, it has been necessary to change the hull integrity values so that the sub does not just go to the death screen in 1 second flat after a critical hit. (This does not mean the sub is now a tank, as you will discover)

The zones cfg has been completely balanced to introduce a more intense flooding system. Your sub will sink slower than before but take longer to control some major floods. I had a couple of fantastic test, which tested my crew management to the limit.

You can in some scenarios, be forced to swap men around very tactically in compartments to deal with emergencies.

You can in some scenarios, be on a slow decent and hear your sub breaking up but still miraculously make it back up. Sometimes you cannot and have to watch your self go to crush.

You can now choose to ignore some minor leaks to sustain silent running.

There are loads of tweaks done to give a completely new experience.

Can I suggest people test this on the 505 missions in different subs and use different tactics to see the potentials.


I will be writing a full change log and tutorial after the weekend once I wrap it all up and make a special effects version, realistic version, Not so realistic version, Rub, IUB, Fatigue version and non fatigue version blah blah blah. :rotfl: :rotfl: :rotfl: Everyone wants something different :rotfl: :rotfl:

I will also be thanking all contributors on the release version which should be done Monday after the Big mods all release and I tweak so fit them.
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Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
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