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Old 03-09-10, 03:14 PM   #16
Church SUBSIM
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Anyone get a CTD when using this mod?

I just hit a Battleship in Scapa Flow and as soon as the torpedo made contact the game crashed (first ever for me in SHV).
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Old 03-09-10, 03:17 PM   #17
Darkreaver1980
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Thats weird, i cant think of a way that my mod would cause the crash.

Anyone having similar experience?

To all people, how is the balance? torps to strong/weak? Burning/Flooding working?
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Old 03-09-10, 03:20 PM   #18
Galanti
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You know, I'm going to give this a try. I was a little leery, glancing at the thread title I thought at first it was another "TIII into Mk48" kind of thing, but you're reasoning and approach convinced me that something needs to be done about the DM. Well done!
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Old 03-09-10, 03:28 PM   #19
Darkreaver1980
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I know what you mean.

All these Type XIII Nuclear Torps for SH 3 + SH 4

Mainproblem is that stock damage is allmost allways the same, this leads up to 2 torpedos for a small merchant and 3-4 for a bigger one with little variety.

Thats why i did this mod, to give the torps a more random feel and to fix the no flooding/burning damage.

Seems like most people like how these new torps are balanced, you could still need 3-4 torpedos to sink a single merchant or just one with some luck
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Old 03-09-10, 04:26 PM   #20
Baleur
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I would absolutely love this and the deck gun mod, if you made 50% toned down versions.
Basically, still critical chance for deck guns and torpedoes, but lower max damage, like say 100-300 torpedo damage and the equivalent decrease in your deck gun mod.

In vanilla they do too little damage, but in your mods they can do too much dmg imo
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Old 03-09-10, 04:34 PM   #21
Ziggy
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Well I have been getting CTD a ton lately and now to think of it I installed the deck gun mod as well as some others. Perhaps the mods are crashing me. A shame if they are I love them all so much. I think I will try vanilla and see what happens.
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Old 03-10-10, 01:32 AM   #22
Church SUBSIM
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Ok - I managed to load that same game with the mod and it worked perfectly ... as a matter of fact ... this mod kicks complete ass. You never know for sure what you are going to get. I managed to take out a merchant with 1 and then needed 3 to get the next one. I love it.

Thanks for making and sharing this mod!
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Old 03-10-10, 01:49 AM   #23
Ragtag
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The cannon mod is way to über. I wiped out a 15 ship convoi. I sank half the ships with just 3-4 shots each with the cannon.
If you could make a version with 50% less power than it is now would be very nice.

The torpedo mod works nicely. Haven't noticed any über behaviour like the deck gun.

Thanks
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Old 03-10-10, 01:49 AM   #24
fideco
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Thanks for your effort
Is this mod historically accurate?
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Old 03-10-10, 04:29 AM   #25
ncorpuz34
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Might need a bit of tweaking. I ran into a carrier tonight and launched a 4 torp spread. Only 1 hit but it set her whole deck ablaze and she sank in about 20 sec. I guess that one eel must of been packin a bit extra.
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Old 03-10-10, 05:07 AM   #26
Darkreaver1980
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Quote:
Originally Posted by ncorpuz34 View Post
Might need a bit of tweaking. I ran into a carrier tonight and launched a 4 torp spread. Only 1 hit but it set her whole deck ablaze and she sank in about 20 sec. I guess that one eel must of been packin a bit extra.
Yes, i think you got pretty lucky and the torp did 400+ damage on the fuel tank which multiplies the damage

I will tone down the damage on the critical deckgun mod right now

Edit: New version, critical hits for deckgun with 25% lower damage is out. Deleted the old version it was way to strong

Just overite it, disable + enable it in JSGME

i think i hit the spot in the torpedo mod pretty well

Last edited by Darkreaver1980; 03-10-10 at 05:27 AM.
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Old 03-10-10, 05:20 AM   #27
DasBoot73
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Very nice, thank you!
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Old 03-10-10, 05:56 AM   #28
snakech
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Quote:
Originally Posted by Darkreaver1980 View Post
Yes, i think you got pretty lucky and the torp did 400+ damage on the fuel tank which multiplies the damage

I will tone down the damage on the critical deckgun mod right now

Edit: New version, critical hits for deckgun with 25% lower damage is out. Deleted the old version it was way to strong

Just overite it, disable + enable it in JSGME

i think i hit the spot in the torpedo mod pretty well
thanks for your nice work

i have some troubles with the DL http://www.subsim.com/radioroom/showthread.php?t=163663
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Old 03-10-10, 06:05 AM   #29
Darkreaver1980
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Yes, thats because the old subsim site isnt working yet. Should take some hours than everything will work again.
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Old 03-10-10, 06:56 AM   #30
DasBoot73
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Not sure if this did happen because this mod or if there is another sub around, but when i was returning from Scapa Flow, there was one battleship and multiple escort, first i thought they were after me, so i tried sneak silently away, suddenly one destroyer did sink and maybe 10 minutes after, another one went bottom, both were on highly deep water when this did happen.
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