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Author Topic: (OT) SH3 New Damage Mod WORTH READING!!  (Read 7067 times)
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« on: May 11, 2005, 06:00:43 pm »

...fellow sub pilots that are still waiting for the PF upgrade! Herr Kapitan Marx has come across this little jewel that was released just this day from fleet headquarters. Please read this and install AFTER you have upgraded to the new 1.3 patch.(YES, it's true..Ubi has released THREE upgrades for SH3 is a very short period of time!!) This MOD'er has found yet another way to get some serious damage/eye-candy/realism into this sim.....

Go have a painful death

http://rapidshare.de/files/1704101/Hollywood_Mod.rar.html

(the link to the file)

Well here it is.

This is the first Damage mod that aims to improve the damage to both your sub and to some other Ships. I can guarentee that when we study this more, the future editions will be fantastic.

Please take not: - The possibilities are endless with this type of Mod and therefore it may be to some peoples liking and not others, (I am only human).

Future Mod Makers may want to study the changes made and I know for a fact that you will soon discover this Zones.cfg is an absolute blessing from the DEV team.

I am posting this one now so people can play with and have some thrills as well as enjoy a more slow and painful death. I am hoping that our realism mod experts can use this data and create a super combined damage and crew fatigue mod for their project. (good luck Beery lol)

Installation

1. Please back up your Zones.cfg file as found in your Data folder in the SH3 directory.

2. After that just copy this file into that Folder.

3. You can replace this file with the original at any time should you wish to revert back.

CHANGES

You may not notice many changes but they have been made.

1. Some of the upper decks on ships have been strengthened BB. This needs testing to see exactly how effective this is, as many people were not happy about its vulnerability i.e. catasrophic explosions caused by one shell.

2. Have increased the time it takes for some DD ship compartments to flood. I know the DD can still sink after a collision so this will at least give it some extra time to haunt you. Did not want to play with keel etc until I got various feedbacks.

3. You will get more of the exploding soldier effect on ships. (Have a go at the troop ship with your deck gun)

4. You can get Crew being ejected out of planes when they explode. (Side note here as you could also decrease special effects to help those with frame issues).

5. Your Conning Tower can now be blown off. (A bit of imagination has to be used as it may not guarantee game over) It also has Ammo cargo and a percentage factor of it exploding so beware when duelling DD.

6. I have placed various Ammo cargos within the sub to simulate internal explosions and fires. I.e. they cause damage to nearby systems and crew.

7. I have increased the time it takes for a compartment to flood but gave them more chance of flooding. Also played with buoyancy settings.

8. I have added various oil leak special effects to outside sub when certain subsystems take damage.

9. I have tuned the torps to act somewhat random damage and possible catastrophic.

10. I have slightly increased chances of losing propulsion in one way or the other.

11. The Hull is a little stronger when taking hits, however the aim of this sub is punishment and I want you punished for bad sailing. This increased the chances of experiencing various deaths.

12. Lots of tweaks to get a good game. Too many to mention actually.

A lesson in the Zones.cfg

The Zones.cfg helps set the conditions of the destruction, boyancy and special effects of ships, subs, and planes damage.

I will post a read me explaining the Zones.cfg later this weak. As it will have a tutorial so people can tune the game to their liking.

Dont forget I am posting a tutorial later this week, so you dont have to test for days.

Also note this will be the start of a long series of diffent playability condition that can be perfected from arcade to realism.

Would appreciate some feedback on what you guys liked or disliked so I can make a balanced update.

Fellow modders, did you notice this figure at the bottom?


[Global Params]
CargoExplosionRange=25.0; The range of cargo explosion
AmmoExplosion=#Splinter_explosion
AmmoForceMultiplyer=4.0; The explosion of location filled with this cargo type is multiplied by this factor
FuelExplosion=#oil_explosion
FuelForceMultiplyer=0.5; The explosion of location filled with this cargo type is multiplied by this factor
Penetration Threshold=0.2
Armor Level Factor=4

Looks like we can also set the penetration strength and Ammo explosion force and range.

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« Reply #1 on: May 11, 2005, 06:07:00 pm »

...GOOD LORD!!! Alert Fleet Headquarters as we now have "Fletcher" class destroyers in a Mod! Take a gander at this post and look at the detail that these guys put into the "from scratch" destroyer that you can now add!!! I sure wish we could do this kind of thing with IL2/FB/PF!!!!!http://forums.ubi.com/eve/ubb.x/a/tpc/f/9091085392/m/8101039913TX-CudaMinister of Information
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« Reply #2 on: May 11, 2005, 06:35:36 pm »

FLASH TRAFFIC FOLLOWS:http://forums.ubi.com/eve/ubb.x/a/tpc/f/857101043/m/3431081023TX-CudaMinister of Information
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