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Old 08-01-07, 09:00 PM   #271
Ducimus
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Now your cookin' with gas!
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Old 08-02-07, 03:25 AM   #272
Anvart
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Quote:
Originally Posted by WernerSobe
yes but its quite confusing i couldnt figure out how its put together. Now i see the structure behind it.

Anyway there is a problem. The compartment index is a byte value. Meaning we are limited to a maximum of 255 compartments. That doesnt provide enough compartments for every single ship. Ill need to make groups

Current groups looks like this:

small merchants
merchants
escorts
warships

i think ill extend it like this:
small merchants
medium merchants
big merchants
patrol crafts
destroyers
cruisers
cariers
battleships
I think, that it is possible to add new items in zones-list too...?
But it's hard work ...
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Old 08-02-07, 04:07 AM   #273
Farinhir
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Quote:
Originally Posted by Ducimus
Primarly for two reasons, its annoying (to me), and it makes harbor raiding a moot point since nothing will sink. Ships in harbors can acutally be tougher to sink then in deep water as it, even without a damage model added.
Heh. I gave up on sinking in harbors since I can not seem to get enough hits spreadout on most of the ships in them. I have sat and looked at a ship that was half awash for 3 ingame days without it going under. This was after hitting it with 4 torpedoes in separate spots. Adding that dificulty to using the hardcore torpedo tweak that CCIP setup (I think it was him) it becomes too hard to sink the moored ships.

Well, I am going to wait for the new NSM (looking forward to it also). Take your time Werner. I know you are reworking a lot of the compartments to get a better result. Good luck
~F~
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Old 08-02-07, 04:17 AM   #274
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Just got all my mods pretty and running and had a run with your mod again now that I'm TM1.4.

Everything went pretty well running your test mission. 30 minute sinkings on most things, faster with a 2nd torpedo. AI got a lucky hit when I accidentally left the deck gun on killing a med or large (back center) merchie in only a few rounds. Total devistation sale.

The near left large merchie and the near center small/medium merchie did something weird though. The left near was hit center by a surface torp and leaned over toward the hole after 10-20 min. Looked good so far. It didn't look damaged enough and had stopped sinking so I put a few deck gun rounds into it.. then some more, then some form the far side. Eventually I got a "Unit Destroyed" signal from the game and the game considered it dead but it NEVER SANK. It just stayed there at the original 30 deg list or so looking actually quite healthy despite being legally declared dead.

The center near merchie also took a single torp to the center and settled squarely down into the water, water well above decks. It stayed alive this way for a long long time and then eventually did the ghost death due to a few deck gun rounds. No sinkie.

I was happy with the test except for basically one thing: Merchie's turning into submarines either alive or dead without sinking. Could you adjust the crush depth of a compartment or two so that it crushes/ catestrophically fails at a certain depth? Something has to give once some or all of the hull compartments are below water level.

The more water gets in the faster the ship should sink right? It seems just the opposite in SH4 where they sink to a certain level and stop. Maybe it's a problem with the bridge/superstructure acting as floatation?

Also I found quite a few bow first sinkings tended to bob up and down quite a number of times. 5-6. I know the Titanic did it but it seems silly to have it going up and down like a cork. Any trapped air pressure in the aft compartment would have insane pressures as it was being dragged down with the ship, unlikely to be contained by deck hatches.

Overall a big awesome from me, I realize you're working on an overhaul and wanted to give you a thumbs up and the best info I could to help you along. I'm keeping RSP installed despite the few quirks. A testiment to your work!
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Old 08-02-07, 05:29 AM   #275
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While you're overhauling the system, could you please look into Medium Old Split Freighters? I've had those eat 4 torpedoes or so without sinking (even after 2 days). They also flooded very fast after the torpedo hits yet they never sank, purring along at 5 knots as usual.
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Old 08-02-07, 05:58 AM   #276
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Default Many thanks to you Werner

Dear Sir,
Just a small thank you for your efforts, you mod is a breath of fresh air, it and the trigger maru and patch 1.3 have made this game playable in the same way that NYGM and GWX mad me dust off SH3 and have another go.

I now look forward to playing SH4 whereas before I couldnt be bothered, thank you.

Quote:
Originally Posted by WernerSobe
progress news: i was able to resize and reposition some compartments in existing layout for kasagisan maru. It works. Moving main compartments more to left and right made the vessel flip over and capsize instead of normal sinking. That opens up a lot of pissibilities to add different sinking behaviers. Next step will be trying to add new compartments to existing layout.
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Old 08-02-07, 10:45 AM   #277
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Hi Werner,
I get an error that says Invalid password. Do you perhaps please have an alternate download link for me?

cheers,
Rattail
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Old 08-02-07, 11:16 AM   #278
WernerSobe
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Quote:
Originally Posted by Rattail
Hi Werner,
I get an error that says Invalid password. Do you perhaps please have an alternate download link for me?

cheers,
Rattail
hm strange there is no password required. Can someone else confirm?
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Old 08-02-07, 11:21 AM   #279
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Quote:
Originally Posted by Anvart
I think, that it is possible to add new items in zones-list too...?
But it's hard work ...
Yes adding new items to zone list is not that hard. Connecting the compartments in ships.zon file to new compartment list is some work. But most time takes the resizing and reallocating the compartments. Ive figured out already that there are major bugs with compartment size and location in most ship files. You can clearly see it, when in example 4 compartments of same type are located symetricaly and one of them has x and y values flipped.
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Old 08-02-07, 11:27 AM   #280
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progress news: I could balance two small ships sofar. They sink in a lot more realistic way. I could destabilize them by displacing more weight to the upper parts of the ship. That makes them swinging a little more in waves and they tend to capsize more often. Also completely reworked flooding for those two ships. The idea is to make small ships sink faster then others. It is possible now because i have separate compartment list for different ship size. It is possible to balance small ships without affecting the compartments of medium and big size ships.
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Old 08-02-07, 11:32 AM   #281
Anvart
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Quote:
Originally Posted by WernerSobe
Quote:
Originally Posted by Anvart
I think, that it is possible to add new items in zones-list too...?
But it's hard work ...
Yes adding new items to zone list is not that hard. Connecting the compartments in ships.zon file to new compartment list is some work. But most time takes the resizing and reallocating the compartments. Ive figured out already that there are major bugs with compartment size and location in most ship files. You can clearly see it, when in example 4 compartments of same type are located symetricaly and one of them has x and y values flipped.
I understand you and envy your patience ...
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Old 08-02-07, 01:08 PM   #282
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problem with taihosan maru (small modern composite).

I have CTD when hiting its ruders or propellers. Its not coming from the mod i tried it with original file and it crashed too. I remember there was a CTD fix for that ship when it was loaded with ammo. Maybe it is the same problem because when a ship is destroyed by ammo explosion the rudders are destroyed too.

Anyway i cant find the thread where that fix first appeared. I must know who made it so i can ask what he has changed.
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Old 08-02-07, 01:19 PM   #283
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MY BAD, Jace11 did it, Tater posted it
http://www.subsim.com/radioroom/show...light=taihosan
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Old 08-02-07, 01:28 PM   #284
WernerSobe
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yea tnx. looks like its just a file from 1.0 version so the reason for ctd was never discovered. Anyway the CTD is gone. Just the work of 3 hours balancing the compartment layout is gone too.

Well my bad i better test the ships for all bugs before i start moding them.
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Old 08-02-07, 03:22 PM   #285
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thanks...so far looking good, cant wait to get the update. Im a huge fan of this Mod.
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