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Old 07-08-07, 10:59 PM   #91
Jungman
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:p I like your advertisement on first page, it is funny! "How do you like your ship to sink?"

I see you made some very interesting changes to floatibility, and many others compared to your original.

It will be fun to see how it play in test game. I like alot of variety of sinking modes.
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Old 07-08-07, 11:44 PM   #92
WernerSobe
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Quote:
Originally Posted by tater
DLing now. What about armor, BTW?

tater
nothing. The armor is just a factor on how big are the holes you make. It all remained.
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Old 07-09-07, 12:53 AM   #93
CaptainCox
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I think this one might have passed me unnoticed for some stupid reason. Read the thread from start till here. Looks really cool and great job there "WernerSobe"

Gonna give this a my best after work!
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Old 07-09-07, 07:57 AM   #94
ReallyDedPoet
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d\l the new version, thanks for your efforts


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Old 07-09-07, 11:41 AM   #95
tater
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Observations:

1. the smoke seems more intense. A lot more of it.

2. I see more of that bright cone of fire, which would be good, except it is a real FR killer make my machine very choppy (E6600, 2GB, 8800 GTS---not a slow machine)

3. The torpedo damage templates are HUGE now. If you didn't mod the torpedos, how is this happening? I'd prefer the smaller visual holes since with the great slower sinking effect, it kills the immersion when the hole is literally splitting the target in half.

tater
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Old 07-09-07, 11:58 AM   #96
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Quote:
Originally Posted by tater
make my machine very choppy (E6600, 2GB, 8800 GTS---not a slow machine)
That is something ^ considering your specs.


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Old 07-09-07, 12:19 PM   #97
JayW.
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I have read your all comments and I understand your concerns about ships sinking too fast or staying afloat too long.
Two examples that indictates how dyamic each ship design is better nothing than the Titanic and Andrea Doria.

The Titanic sank with a deck flooded eevery 20 minutes early on before the keel broke theorically a hour before than we thought. At 1:20AM on April 15th, 1912, the keel broke and the flooding increased from every dack for every twenty minutes to every five minute for a deck within 45 minutes. when "B" deck hit the water which was a part of the superstracture, it went like this; "B" deck 2:05 to 2:10AM, "A" deck 2:10 to 2:12 AM, and the first half of the Boat deck 2:12 to 2:17. Now, look at the Andrea Doria which sank within a 23 hr period. It suffered from a 60 X 100 hole in her side. It depends on the design of the ship, what kind of equipment she uses, and the cargo.


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Old 07-09-07, 01:47 PM   #98
WernerSobe
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Today i came across over a taskforce which exposed to be 2 passenger liners escorted by 3 destoyers. Ive attacked both liners with 3 torpedoes each. I dived away before i could see what i actualy hit but i counted 4 explosions. 3 in a row and 1 later. I think the first one was hit by 3 and the second one by one.

Anyway. After dodging the destroyers for a while i came up to perescope depth and looked around. One liner was sitting there suffering heavy flooding, no trace of the other seemed to have escaped (they traveled at 12 knots). I set up another 2 hits for the sitting liner and she sank.

I continued my patrol and two days later suddenly a single radar contact appeared. I closed up and i couldnt believe. It was the second liner. I knew it was the one that i hit two days before because it was badly list to port and there was a hole from a torpedoe hit. She was making only 3 knots. Looks like she has escaped at 12 knots until the flooding was so heavy that she slowed down and couldnt keep up with the task force. So i came across her days later hundrets of miles away from where i hit her.

Finished it with the deckgun below the waterline. Thats something you will never see in stock game.
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Old 07-09-07, 01:50 PM   #99
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@ wernersobe

i have installed your mod and load a game where i follows several damaged ships for a lot of hours. Some of them hitted with 2 torpedos and liyng half under water. At the moment the loaded game starts, four ships go down. Very nice to see that they has been overflooded by water but not reached the hitpoints.
Now it makes more sense to follow the ships and see if they sunk or if they need a little help to go down.

Nice, i love it. Thanks
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Old 07-09-07, 01:57 PM   #100
WernerSobe
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Quote:
Originally Posted by tater
Observations:

1. the smoke seems more intense. A lot more of it.

2. I see more of that bright cone of fire, which would be good, except it is a real FR killer make my machine very choppy (E6600, 2GB, 8800 GTS---not a slow machine)

3. The torpedo damage templates are HUGE now. If you didn't mod the torpedos, how is this happening? I'd prefer the smaller visual holes since with the great slower sinking effect, it kills the immersion when the hole is literally splitting the target in half.

tater
2 > Ive noticed that too but thats not coming from my mod i didnt changed the effects. In fact before i started modding ive made a clean fresh new install of the game to be sure not to steal someones content accidently. So actualy this heavy fire which causes bad framerate is coming from stock sh4 and only from burning oil (tankers and ships that are hit in their fuel bunker). You might have not seen that in stock sh4 because tankers catched on fire not that often. In my testmission there is one tanker that draws that flames and sometimes the fuel from other ships ignites too.

3 > Same here. The size of the holes is somehow calculated from the damage of the torpedoe and from armorpiercing agains the armor of the target. I didnt changed anything of that, so the holes are same size as in stock. Your huge holes might come from other mods that might have changed some of that values.
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Old 07-09-07, 02:13 PM   #101
tater
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i was using your test mission, and the only torpedo mod I run is hardcore, which is just the .sim file and ups the error rates.

BTW, I torpedoed a tanker, and the superstructure burned off. I mean there was nothing at all left above the hull after a while. DENSE, tall black smoke for a while first...
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Old 07-09-07, 02:15 PM   #102
WernerSobe
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hm i think the torpedo damage is in zon file not in sim. You also might just be used to smaller holes from playing other mods. I havent noticed them being larger then stock sh4
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Old 07-09-07, 03:04 PM   #103
Jungman
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I been doing alot testing in the Test mission.

I must tell you that if you break the back of a ship into two pieces, it will never sink. No matter how many torpedoes or gun shell you put into it.

This happens with the Oil Tanker, and the Akisuki Destroyer if you blow it into two seperate peices. They will never sink.

Anyone else see this? If they break into two pieces, the ship will never sink, no matter how much damage you do to it.
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Old 07-09-07, 03:47 PM   #104
WernerSobe
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yes ive noticed that too.

It happenes to the tankers i think because of the oil cargo. Ive set it up to have more floatability then other kinds of cargo. Oil is floating on the water. Now when you destroy a ship by ripping it in two parts the oil in those parts remain inside making those parts floating around. And since the ship is already considered destroyed there is no chance to make holes in these parts.

Ill adress that in next version. Making the oil slightly heavier then water should solve the problem.
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Old 07-09-07, 04:38 PM   #105
haegemon
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Good job. I love it.....I miss however some bubbles and splashes around ships while sinking.
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