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Old 03-10-10, 07:01 AM   #31
McHibbins
Seasoned Skipper
 
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Thanks mate, but should be a new version number like 1.2
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Old 03-10-10, 07:16 AM   #32
java`s revenge
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You made my day
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Old 03-10-10, 08:00 AM   #33
rascal101
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Default Cant seem to get your mod to work

Tried this - was wary at first as I thought it was another mod to max out the torps and gun - but then I read more closer and your actually trying to do what NYGM mod did in SH3 -

Now interstingly I tried this using JSGME - found a convoy and hit three ships - no apparent change - I blew the bum off a tanker - it just sailed into the distance - put two torps into a large merchant it too sailed into the distance and scored a hit on a small methant with my rear tube - it sailed off into the distance -

What am I dong wrong I want your mod but its doesnt seem to want to work - here's a list of my activated mods

Accurate German Flags
Germanator, Harder AI MOD 1.0
EngineSoundsImproved_v1.0
MightyFine Crew Mod 1.0
No Damn Bubbles, No Damn Halo Mod
MoraleMod
Capthelms SH5 Audio Mod
Conning Tower Compass Fix
REL_UboatTweaks
Critical hits Guns v 1.1
Critical hits Torps data
No U Mark data
AilClouds data
AilSmoke data
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Old 03-10-10, 08:23 AM   #34
Jander
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Are you sure you installed correctly?
In your MODS folder, it should look like this:

Critical hits 1.1 Torpedos/data/.....

and not like this:

Critical hits 1.1 Torpedos/Critical hits 1.1 Torpedos/data/....
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Old 03-10-10, 08:26 AM   #35
Darkreaver1980
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Quote:
Originally Posted by McHibbins View Post
Thanks mate, but should be a new version number like 1.2
Youre right, uploaded 1.2 now for the critical deck gun mod
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Old 03-10-10, 08:29 AM   #36
MattDizzle
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Works great for me, i sank a medium merchant with one torpedo, went under pretty fast. Did this game change the sinking mechanics in any way, or something like that that would cause a ship to go under more when its tilted?
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Old 03-10-10, 08:41 AM   #37
Darkreaver1980
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Quote:
Originally Posted by MattDizzle View Post
Works great for me, i sank a medium merchant with one torpedo, went under pretty fast. Did this game change the sinking mechanics in any way, or something like that that would cause a ship to go under more when its tilted?
No changes to any sinking mechanic. The game adapts pretty good to my mod.

If you get a very good hit than the flooding will be such strong that the ship could(!) sink in seconds. It just depends on the damage that the torpedo does.

With stock torpedos you rarely see any flooding/burning damage because the damage is just to low to trigger it. Its like the torp hits for 100, flooding damage 20 for 3-4 seconds than it stops
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Old 03-10-10, 07:03 PM   #38
reaper7
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ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.





Like the sinking effect now, although most merchants seem to sink after 1 torp.
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Old 03-10-10, 07:58 PM   #39
malkuth74
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You rock dude. Will be installing this when I get back to playing SH5 again!
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Old 03-10-10, 08:15 PM   #40
LeonTheNorse
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Thanks a lot.

Works great for me

Also thinking of trying out your deck gun mod.
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Old 03-10-10, 11:37 PM   #41
Darkreaver1980
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Quote:
Originally Posted by reaper7 View Post
ANy chance of a less damaging version of both the torp and cannon, just sank 23 ships in a convoy before running out of ammo.





Like the sinking effect now, although most merchants seem to sink after 1 torp.
Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)
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Old 03-11-10, 04:37 AM   #42
doomlordis
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Appreciate this mod but i think it is a little too powerful, i sank an Aircraft carrier with 1 and a troop ship with 1 , almost all ships i have hit have sank with 1.

I reckon a 20 -25% reduction would be better.
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Old 03-11-10, 04:46 AM   #43
reaper7
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Quote:
Originally Posted by Darkreaver1980 View Post
Most small cargoships will sink with one torpedo. This is even more the case if the ship is transporting explosive ammo (burning does alot of damage on these and because of my mod). Sometimes it can take up to 3-4 torps to sink a small cargo ship but this is very rare.

Did you get the new critical deck gun version? i just lowered the damage by 25% (version 1.2)
Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.
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Old 03-11-10, 07:03 AM   #44
Darkreaver1980
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Quote:
Originally Posted by reaper7 View Post
Ok, was using the first verion of the deck gun. Thanks will down load newer version.
I realy love the way flooding works now though, just tought thet damage dealt by the torp was a tad to much. But then again Merchants aren't designed for combat.
The problem is that if i lower the torpedo damage, chances are that it will break the flooding/burning which works great now...pretty ironicaly
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Old 03-11-10, 07:17 AM   #45
doomlordis
Wild Night in Bangkok
 
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How does this mod effect the multipliers built in to the game using torpedoman upgrade? I have upgraded , could this cause the uber torpedo?
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