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Old 03-15-2010, 08:18 AM   #16
gimpy117
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nice will try when i got out of this damn class
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Old 03-15-2010, 09:01 AM   #17
Arclight
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Quote:
Originally Posted by coronas View Post
Great stuff.
NYGM 3.3 has a very realistic damage and flooding system in SH3.
Can be implemented in same way in SH5?
Filestructure is the same as before; what worked then will work now.
Quote:
Originally Posted by HanSolo78 View Post
Hi!

Some help.... with the Goblin editor in the Sh5 root directory we can edit .sim and .zone files!
You just have to oben minimum 2 files with the goblin editor: 1 .gr2 file and 1 .zon file for example.


greetings
Han
Thanks, that opens up some new stuff.

I'll see if I can manage to put in more desired effects.
Quote:
Originally Posted by tHy View Post
Something like NYGM would be the perfect objective, but your work is a good step towards that! It makes playing the game worthwhile again, thank you for that.

Another bugger that you perhaps could target: Ships are almost always sinking along the length of the ship, they never "keel over" or even fall to the side...they almost always sink straight down, only a slight left-right-adjustment. Would be awesome to get more diversity here too. A torpedo running at 2m impact should cause severe list...
That's how this is intended; a rather crude solution, at least for the time being, on the way to a more complete solution. (not to say it doesn't work though)

Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor.
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Old 03-15-2010, 09:08 AM   #18
birdy
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nice work will try this out tonight
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Old 03-15-2010, 09:17 AM   #19
Kpt-Wolf
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Superb
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Old 03-15-2010, 09:27 AM   #20
AOTD_Rhonen
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Nive work, looking forward
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Es gibt zwei Arten von Bugs
1. Programmfehler
2. Fehler zwischen Monitor und Sitzlehne

Die 2. sind die schlimmeren, denn die kann man nicht beheben.
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Old 03-15-2010, 09:35 AM   #21
sergei
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Nice work, I'll give it a go
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Old 03-15-2010, 10:03 AM   #22
McHibbins
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One of the most important things
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Old 03-15-2010, 11:07 AM   #23
piri_reis
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Quote:
Originally Posted by Arclight View Post
Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor.
Haven't had the chance to try this mod yet.
But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can
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Old 03-15-2010, 11:10 AM   #24
charognard
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is it compatible with "critical hit for torpedos" mod ?
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Old 03-15-2010, 11:26 AM   #25
gutted
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Interesting. Thinking of trying it out on that test mission a try.


Should i remove the torpedo critical hits mod when using this? I've been sorta using that as a stop-gap till something better comes along.
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Old 03-15-2010, 11:33 AM   #26
GDFTigerTank
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Part of the problem is that flooding/burning is directly tied to damage in vanilla - the stock torps do not do enough damage to cause continual flooding, whereas the damage added via the critical hits mods gives them that damage level that allows continual flooding.

Same deal with burning and the deck gun critical hit mod.

Short version: Either fix the flooding/burning issue by upping damage (Critical Hits Mods) or by fixing the flotation model (This mod)
Using both is overkill - but then again this mod doesn't change the warships or tankers yet... so maybe as a stopgap


Anyway I tested this mod out, it faxing kicks butt, and with the critical hits mod -2 Carriers, 1 shot each ... and so in the name of realism I'm ditching the critical hits mod because the fixed flotation for the rest of the ships can't be that far off!
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Old 03-15-2010, 11:36 AM   #27
gutted
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cool, i'll wait till it's finished then i'll switch.
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Old 03-15-2010, 01:22 PM   #28
Arclight
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Quote:
Originally Posted by piri_reis View Post
Haven't had the chance to try this mod yet.
But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can
Had a look at it, but not making much sense.

No data pops up in that damage editor, nor can I set anything from the dropdown boxes. Not much luck on the data in the .zon files either, but maybe I'll learn something and start to make sense of the GoblinEditor.
Quote:
Originally Posted by charognard View Post
is it compatible with "critical hit for torpedos" mod ?
Not familiar with it; as long as JSGME doesn't report a conflict, it should be compatible. Unless the other mod really needs stock values for it's own balancing.



I wasn't planning on reworking warships; I was under the impression they sink to easily as it is. Does anyone think they should be reworked?

Once the merchants are done, I'll look into those if there's a need/desire.
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Old 03-15-2010, 01:31 PM   #29
GDFTigerTank
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I am pretty happy with warship structural integrity. the only thing you might want to look at is whether or not progressive flooding will occur should they try to maintain speed. I think that to some degree they also suffer from the "I took 3 hits and steamed away at full speed" syndrome of their merchant counterparts.

Tankers though, definitely need some flotation review imho.
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Old 03-15-2010, 01:44 PM   #30
MattDizzle
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Can it be made so that ships take longer to sink as well? Ships now either sink in 2 minutes or drive away, was it not often the case in real life that they could slowly flood for hours and hours as the crew tried to keep it afloat? One of my best silent hunter experiences was a battleship off the coast of portugol sitting low in the water for 9 hours as i put torp after torp into it, eventually it rolled over.

Operation Monson was awesome.
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