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Old 05-07-12, 08:37 PM   #76
Webster
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Quote:
Originally Posted by Bubblehead1980 View Post
I'm not sure if its working for me, does it overwrite any files for you when you enable it jsgme? Watched planes burn and fly like in stock lol(its supposed to affect planes also right?)
yes but it does it slowly over time so you mainly only see the effects on ships since they stay around long enough to see it being effected.

i would think a plane needs a large fire in order to die before it flies away
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Old 03-10-14, 09:02 AM   #77
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Anyone have a link for this?
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Old 03-10-14, 09:46 AM   #78
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The very first post has the link to the latest version. Worked for me.
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Old 03-10-14, 01:46 PM   #79
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Not sure I'm seeing it, what I got;

\data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat

And that's all that's in the zip, nothing more, no readme telling me I need an additional file or files from other mods.
Is that file self activating, or does another file need to be edited to call it? I'm not sure how the game works, does it go to the library folder and load any file it finds with a DAT extension, or does it ignore files not on the shopping list? I went ahead and installed it, checked \data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat in the test copy of SH4, then watched three US light cruisers and 2 US heavy cruisers hammering away at a Maya heavy cruiser for half an hour. I had three fish left and a battleship coming from the south so I left to deal with that and came back a few hours later to check the Maya.



1315 hours after 30 minutes of hammering.



Six hours later still floating, no settling deeper, no increase in number or size of fires. If that's what the mod is supposed to do I would say it needs some tweaking, assuming it's actually doing anything at all.
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Old 03-10-14, 01:48 PM   #80
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Quote:
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The very first post has the link to the latest version. Worked for me.
Thanks, not sure how I missed that
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Old 03-10-14, 05:43 PM   #81
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Anyone tried using this with Traveler's Mod?
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Old 03-10-14, 06:15 PM   #82
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Originally Posted by Sniper297 View Post
Not sure I'm seeing it, what I got;

\data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat

And that's all that's in the zip, nothing more, no readme telling me I need an additional file or files from other mods.
Is that file self activating, or does another file need to be edited to call it? I'm not sure how the game works, does it go to the library folder and load any file it finds with a DAT extension, or does it ignore files not on the shopping list? I went ahead and installed it, checked \data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat in the test copy of SH4, then watched three US light cruisers and 2 US heavy cruisers hammering away at a Maya heavy cruiser for half an hour. I had three fish left and a battleship coming from the south so I left to deal with that and came back a few hours later to check the Maya.

Six hours later still floating, no settling deeper, no increase in number or size of fires. If that's what the mod is supposed to do I would say it needs some tweaking, assuming it's actually doing anything at all.


Not really sure about the workings of it, all I can say is I intercepted a convoy a while back and hit a Nagara Maru with 2 fish... 2 other were duds so I didn't hit anything ells.. Made a endrun spotted the Nagara Maru trailing the convoy about 8 hours later.

She was still making 9knts and listing but not that much, fires were out too. I figured I'd get her with a MK10 stern torpedo when I finished the rest of the convoy so I carried on.
I steamed ahead of the convoy and as I was making stadimeter readings on the lead vessel I heard a very loud explosion... I turned my scope and saw the remnants of a huge fireball, shortly after the Nagara sunk.


In retrospect, the only thing not there were the fire and smoke...(they were there at first when I hit her but stoped after an hour ot two) which was a shame.
I mean, when a ship explodes after damage from fire there should be fire going somewhere and that should mean smoke... I think

Non the less, it was a awesome experiance

It might have bein a combination of 'Longere Sinking Time' Mod and this one though, who's to say.


You could ask TDW over on SH5 forum, he's still active.


HJ
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Old 03-10-14, 06:17 PM   #83
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Anyone tried using this with Traveler's Mod?
Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file
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Old 03-10-14, 07:30 PM   #84
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Quote:
Originally Posted by HertogJan View Post
Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file
Yes, it's a single file. I 'hook' onto a certain event in the particles.dat file to make this work. Thus is why you can't figure out why it works and is only a single file.
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Old 03-10-14, 07:46 PM   #85
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Okay, in real life a couple torpedo hits and/or a hundred 6 or 8 inch HE rounds start fires, most of the boilers have their safeties lifted or have already exploded so there's no power to run bailing or firemain pumps, fire spreads setting off secondaries which cause more damage and spread fires / start new fires, chain reaction eventually sinks ship. If that's what's supposed to be happening with this mod I'm not seeing it.
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Old 03-10-14, 07:49 PM   #86
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If you want to see if the mod is working or not make a single mission with a stationary ship. Fire some shells into it to start some fires. Sit back and wait
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Old 03-10-14, 10:51 PM   #87
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Did that. In stock game a fire is burning, ship will burn for 40 days and 40 nights till the dove comes back with an olive branch, fire still burning same rate. With mod fire burns for 40 days and 39 days 23 hours 59 minutes 17 seconds, then a firecracker pops adding 1 point of damage. So I did some destructive testing, changed all the damage numbers and blast radius numbers, adding two zeros to each so damage of six became 600, blast radius 4 became 400. Ran into convoy 8 merchants with three escorts, fired 3 fish, got 3 hits, sank 10 ships. Only reason number 11 escaped he was off on a sweep several miles from ground zero.

Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

So I restored the original and multiplied all numbers by 4 instead of 100, tested with the Gone Asiatic mod that starts with a raid on Manila Bay. I spent over a year working on the second version of that mod trying to get a balance between US and Japanese surface forces, but hit a Maya or Takao with one mark 14 each, stops DIW and burns at the same rate for 3 hours while sinking every US cruiser that passes by. Thousands of hits from 6 and 8 inch guns on the enemy cruiser and it just shrugs them off, continuing to hammer away at every US ship in range.

Worked better with the modified version of your mod, 2 US heavy cruisers and 3 US light cruisers eventually sunk by this one enemy cruiser, but the cumulative damage eventually sinks it with no help from me.

Last test on a KONGO class BB steaming slowly toward Corregidor, 1400 put 1 fish under the stack, stopped DIW but no fire no list.
1415 US cruiser groups open fire, starting a conflagration at the base of the bridge superstructure.
1445 all US cruisers sunk, no incoming shots but observed a secondary explosion from the bridge conflag.
1500 small fire first stack and aft upper deck near turret 3
1515 smoke from turret 1, two small fires and one medium fire envelop turret 3
1545 two large fires one small fire turret 3
1615 small fire turret 4 and port side aft



20 minutes after the last induced explosion she starts sinking by the bow.



That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu.
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Old 03-10-14, 11:25 PM   #88
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Hit a small old split today with about 10HE round from dks. Fires broke out almost instantly across the ship and she was down in about 10mins. Seems to be working to me. I am just taking a shot in the dark here but fires are not gonna sink a ship as fast as a torp would. They have to have time to pop mags or boilers etc. Although I did hit a plane with two good 40mm hits and he was burning bad and just flew off, needless to say he didnt want to try and bomb me after taking the hits.

[IMG][/IMG]

I like the mod
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Old 03-10-14, 11:47 PM   #89
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Like others you're having a placebo effect, the unmodified mod actually doesn't do anything to stock 1.4. 10 rounds of 3 inch 50 will sink a small split freighter in stock SH4. The way to see a difference is to fire a couple clips of 40MM HE until a fire starts, then cease fire and wait to see if the fire spreads and eventually sinks the ship. Stock game it will never do it, with the mod it will but takes a long long long long long is the war over yet long long long time unless the mod is modded to increase damage and radius numbers.
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Old 03-11-14, 01:43 AM   #90
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Test 2, Sugar boat with same modified mod with 4x damage increase. 1 TAKAO CA and one SHOKAKU CV with 2 escorts cruising around in a holding pattern.

1450 fired 1 Mark 10 at SHOKAKU and another at TAKAO aimed to hit near the bows on the assumption they would speed up when they saw the wakes. SHOKAKU slowed down instead so caught her torpedo forward and the TAKAO's fish aft.


1500 fired 1 mark 10 hit TAKAO starting Small fire aft.
Both steamed off south with one escort.



1700 remaining escort was making a nuisance of himself so up to periscope depth and sank him. Surfaced and headed south.
1740 SHOKAKU still has same angle list to port and down by the bow, no change in almost 3 hours.



TAKAO off in the distance close to shore, no sign of second destroyer.

1745 TAKAO nearly runs aground, backs her screws.



1750 induced internal explosions sink TAKAO.



1820 found second destroyer, aground and broken in half - the lubbers did that themselves, I never fired a shot at that one.



1830 closed on SHOKAKU to fire a few 4 inch 50s to see if I could set her on fire.



4th hit made her roll over and sink without any flames, so test results inconclusive on that one. TAKAO sank a bit less than 3 hours after the small fire from the single torpedo hit, but I never saw any increase in flames and can't rule out the possibility that she did run aground and added to the damage that way. Possibly the mod caused or contributed to her sinking 3 hours after a single mark 10 hit due to the small fire, but there's no way to tell for sure in this test.

Main reason I'm so interested in this is due to the game programming failing to give credit for damaged ships the way they do in real life, if an S-boat skipper hit four battleships causing slight damage and they steamed off over the horizon with no loss in speed, he would get a medal AND a party that would leave him hungover for a week. Fire all your fish into a Yamato and leave him DIW listing 20 degrees and on fire you wouldn't get the same medal you would have if you actually SUNK him, but you'd get the next one down. Other submarine simulators in the past did give about half credit for damaged ships which didn't sink, this game ignores it completely. Having a Yamato limp off at 5 knots after you run out of fish is frustrating because you might as well have wasted the torpedoes on gunboats, but if this mod can make that long gone Yamato sink from accumulated fire damage 12 hours after you last saw it this mod will be worth it's weight in Torpex.
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