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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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**Released** Drifter's Realism Mod v1.02 (compatible with Grey Wolves v1.1 or vanilla SH3).
**This mod unavoidably changes a few key features in Grey Wolves v1.1. Please use DRM v1.02 at your own risk** The goal of this mod is to make SH3 more realistic, challenging, and dangerous. Main features of this mod include: a) Much longer U-boat repair times than vanilla SH3- This was implemented because the usual one or two minute equipment repair times in vanilla SH3 game is just plain ridiculous, and borderline cheating. Real U-boat damage could take up to a few days to repair, or couldn't be repaired at all, and the U-boat would have to abort back to base early. This is what I am trying to model with this mod. It will now be very rash to run in attacking convoys recklessly without considering the consequences. Also, it is highly recommended that you qualify some crew with the repair skill. Expect heavily damaged equipment to take up to 24 hours (or more) to repair. Also expect to abort more often back to base from heavy damage, just like it was in real life. b) Less crew compartment deaths, and greatly increased chance of crew deaths on top deck- This was implemented because crew deaths inside U-boat compartments caused by depth charges happen much too often in vanilla SH3. In real life, most U-boat crew deaths were caused by drowning due to flooding or pressure hull failure, being killed on the top deck by enemy gunfire from aircraft or ships, being killed by bomb explosions on top deck, or drowning or freezing to death in the open sea after abandoning the U-boat. Most U-boat crew deaths were not caused by the actual depth charge explosion. c) Removed the cheat message saying 'We may have been detected.'- This is an obvious cheat that had to be removed for realism reasons. d) Much slower compartment flooding times- This was implemented for two reasons. First, due to the decreased crew efficiency (to make the repair times longer), I had to slow down the flood times because the crew couldn't ever stop the flooding before the compartment filled up. Now, this isn't an issue. Second, when a compartment completely fills up with water, you are dead- game over. I think this is also ridiculous. With DRM, the compartments fill up much slower with water, sometimes taking more than 1000 minutes to completely fill up. This will give your crew more time to battle the flooding, without always getting the instant flood death game over screen. So realize that there is a good chance that you will die from being crushed at extreme depths due to pressure hull failure, and much less likely to die from actual complete compartment flooding. e) Less instant death (game over) screens from 0% Hull Integrity- I am trying to lessen the instant death screens due to hull integrity reaching zero percent (due to depth charges, enemy shells and bombs). What I have done is greatly increased all u-boat hitpoints and gave each compartment it's own armor rating (no more dependence on hull integrity). Now there is less relevance of hull integrity, except when diving past crush depth. All u-boat crush speeds were greatly increased to make up for the increased U-boat hitpoints. You won't have much time to live once hull failure begins (when going past crush depth). Internal and external u-boat equipment will still be damaged normally. f) Deadlier air attacks- I always felt that air attacks in SH3 were never deadly enough. Therefore, all aircraft bombs and air depth charges are now much more powerful, also with a slightly larger blast radius. This will make air attacks more deadly (as they should be). I am basing this on much historical research that I have done. ----------------------------------------------------------------------------------------------------------- Playing SH3 with this mod installed is hard. Really hard, but more realistic. Much harder than the vanilla version or even the Grey Wolves version of SH3. But if you want a taste of realism... the extreme dangers of what it was really like to try and survive as a U-boat captain in WW2, then I challenge you to try playing SH3 with this mod installed. Just remember this- by the end of world war two, 28,000 of the 39,000 men in the German U-boat force disappeared beneath the waves... never to return. I am excited about this mod and have put a lot of time into it. Hours and hours of playtesting and tweaking, trying to get the right balance. I hope you enjoy this mod as much as I have. I also wanna say a big thank you to everyone on the Subsim message board for their support, feedback, and great ideas. The awesome movie 'Das Boot' inspired me to make this mod. Hopefully, you too will experience your own Das Boot moments. ![]() Changes in Drifter's Realism Mod v1.02- -changed compartment names (on the repair screen) to sound more logical while being repaired. Added the word 'room' to most compartment names, so now there will be less confusion as to what is damaged or being repaired. Also changed the words 'Not Working' to a more correct 'Heavy Dmg', meaning heavy damage. I made this change because the equipment that was listed as 'Not Working' actually still worked. -compartments will now withstand more damage before flooding starts. -greatly increased compartment hit points. -greatly decreased compartment armor ratings. -greatly increased chance of death for crew members on topside (for realism reasons). If you try to fight it out with an enemy warship or aircraft on the surface, there is a good chance that your crew on topside will be killed. You have been warned. ![]() -greatly lengthened compartment flood times (to balance out the other compartment changes). -slightly decreased weight of water in flooded compartments. It will now take slightly longer to get dragged down by flooding. -greatly increased depth charge shock waves (for realism reasons). Depth charge damage was unchanged. -most u-boat equipment is slightly tougher now. -u-boat rudders are now much stronger (for playability reasons). -slowed the crush speeds (when passing crush depth) somewhat. You will now have a little more time before your hull completely collapses. (for playability reasons). -greatly increased battery hitpoints (they were being destroyed too soon). -dive planes are now more vulnerable. -increased the blast damage of all aircraft bombs and air depth charges by 50%. Also slightly increased the blast radius of all aircraft bombs and air depth charges. Air attacks will now be much deadlier now. (for realism reasons). -Doubled naval mine blast damage. (for realism). Download here: http://rapidshare.de/files/32519056/...v1.02.zip.html Last edited by nvdrifter; 09-09-06 at 12:30 PM. |
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#2 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
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![]() ![]() Mirror: http://home.arcor.de/gizzmoe/files/D..._Mod_v1.02.zip Update to v1.02a: http://home.arcor.de/gizzmoe/files/D...02a_update.zip Last edited by Gizzmoe; 09-10-06 at 10:31 AM. |
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#3 |
XO
![]() Join Date: Jul 2006
Posts: 401
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Yey!
Thanks for another great mod! Loved 1.01 , sure will love this one .
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Came back after a long time ...ahoy mates! |
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#4 | |
Stowaway
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Last edited by nvdrifter; 09-09-06 at 12:34 PM. |
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#5 | ||
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
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Thanks a lot, nvdrifter. I hope you will make Drifter's Realism Mod for GWX, after release of GWX. Game should be more interesting, but harder. I must try it. BTW, which version is your favourite: 1.01 or 1.02? |
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#6 | |||
Stowaway
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#7 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
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Thanks a lot again
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#8 |
Stowaway
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Since installing GW, I notice that the realism screen is not operating. Realism is stuck at 0. Is that the way the sim is designed while using GW or do i need to do some further work to get it running? I installed manually over a clean SHIII install and V1.4 update.
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#9 |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
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Can it be installed while in campaign? I tried v1.01a while in campaign and as soon as I loaded a save my H.I. went down to 2% (glass from gauges was popping and lights flashing) and some of my crew had exclamations that didn't before. Or were these bugs that v1.02 fixes?
Also, are the green efficiency bars still missing in the new version? I'd like to have them. Thx. -- ![]() |
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#10 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
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Drifter - thanks for a great mod!!!
I have been having some problems getting it to work, I am sure that are on my end . . . When I put in SH3 Commander - say - roll it back and re launch it - it seems to overwrite my Basic.cfg - is there any way to get around this so that my damage still works? I did some testing by surfacing in the Bismark mission, to take some damage, and it was all repaired in the dreaded one minute!!! Let me know if you have worked around this before. Thanks for the awesome Mod!!! |
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#11 | |
Stowaway
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[DAMAGE] OpenComp=10 PartiallyOpenComp=0.005 EnclosedComp=0.002 [COMPARTMENT] NumberOfCrew0=15 Interval1_0=.0001 Interval2_0=9.6 Interval3_0=10869.7 NumberOfCrew1=6 Interval1_1=.0001 Interval2_1=54.1 Interval3_1=10858.5 NumberOfCrew2=9 Interval1_2=.0006 Interval2_2=6 Interval3_2=10862.1 NumberOfCrew3=12 Interval1_3=.0001 Interval2_3=7.8 Interval3_3=10876 NumberOfCrew4=8 Interval1_4=.0001 Interval2_4=5.3 Interval3_4=10861 NumberOfCrew5=10 Interval1_5=.0001 Interval2_5=6.5 Interval3_5=10863.7 NumberOfCrew6=7 Interval1_6=.0007 Interval2_6=44.7 Interval3_6=10859.7 NumberOfCrew7=5 Interval1_7=.0007 Interval2_7=3.5 Interval3_7=10877.3 NumberOfCrew8=3 Interval1_8=.0006 Interval2_8=2.3 Interval3_8=10874.65 NumberOfCrew9=4 Interval1_9=.0002 Interval2_9=22.9 Interval3_9=10856.1 NumberOfCrew10=14 Interval1_10=.0005 Interval2_10=8.2 Interval3_10=10864.3 NumberOfCrew11=2 Interval1_11=.0001 Interval2_11=.7 Interval3_11=10854.1 NumberOfCrew12=1 Interval1_12=0.0005 Interval2_12=0.7 Interval3_12=10851.1 Also, set each crewmembers hitpoints to 150 like this: Hp=150 I hope this solves your problem. |
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#12 | |
Stowaway
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What you are describing might be because you had saved your game underwater and then installed this mod and then tried to continue that mission. It is best if you install DRM while still in base. This should solve the problem. Also be sure to uninstall any previous versions of DRM or LRT first. As far as the effeciency bars missing, there is nothing I can do to put them back in the game and still have longer repair times. The longer repair times are created by greatly decreasing compartment efficiency numbers. |
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#13 |
Stowaway
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Everyone else having problems getting DRM v1.02 to work, please uninstall any previous versions of DRM or LRT first. Then install v1.02. Don't try to resume an in-game campaign mission after installing DRM. This might mess up your mission. Wait until you dock back at base, then install DRM.
Also make sure that if you are using the JGSME mod installer, please install DRM last... over everything else. If you are still having problems, then install each file manually (click 'yes' to overwrite each file when prompted). This will work. :p Last edited by nvdrifter; 09-09-06 at 11:41 PM. |
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#14 | |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
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#15 | ||
Stowaway
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Last edited by nvdrifter; 09-10-06 at 02:22 AM. |
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