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Old 10-22-10, 05:01 AM   #181
Reece
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Originally Posted by TheDarkWraith View Post
v0.0.5 released. See post #1 for details

Debris problem should be fixed now. Secondary explosions are more exciting now also
That's what I've been waiting for!!
Thanks TDW!!
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Old 10-22-10, 06:24 AM   #182
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TDW,

Is possible to add a splash to conning tower if it is hit by high waves or on small depth (6-8m)?
I adjusted the splash wave on the deck gun and it worked pretty good .
TDW,

Could you update post #2 with next close/far future plans about this mod?
It is good for you and for us to know about your developing program and proposals like mine or Sober's which can be drown in thousands posts...
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Old 10-22-10, 07:49 AM   #183
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Now thats a Torpedo Strike, Great TDW and Thank you.
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Old 10-26-10, 06:33 PM   #184
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Hey,

I'll keep this short; Flymar raised an interesting point in BRF thread: ships burn rather excessively. Would it be better, perhaps more realistic, to remove some of the fires?

I can understand fires breaking out and going out of control in the engineroom and near the fuelbunker(s), considering the presence of fuel. But a cargohold fire seems more likely to produce just visible smoke, rather than fire on deck (especially considering the covers always stay intact on the 3D model).

Any thoughts on the matter?

(forgive me if this is the wrong place to raise this discussion. It seemed appropriate)
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Old 10-26-10, 06:40 PM   #185
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Hey,

I'll keep this short; Flymar raised an interesting point in BRF thread: ships burn rather excessively. Would it be better, perhaps more realistic, to remove some of the fires?

I can understand fires breaking out and going out of control in the engineroom and near the fuelbunker(s), considering the presence of fuel. But a cargohold fire seems more likely to produce just visible smoke, rather than fire on deck (especially considering the covers always stay intact on the 3D model).

Any thoughts on the matter?

(forgive me if this is the wrong place to raise this discussion. It seemed appropriate)
good point. It would be very easy to change some of the fires to just smoke. It's just a time thing to do
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Old 10-26-10, 06:46 PM   #186
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Is it 'just' a matter of removing/modifying the references in the zones.cfg?

I'd happily undertake this myself as part of BRF, hopefully to be included in the supermod.
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Old 10-26-10, 06:53 PM   #187
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Is it 'just' a matter of removing/modifying the references in the zones.cfg?

I'd happily undertake this myself as part of BRF, hopefully to be included in the supermod.
nope, not that easy. You have to edit every ship's .zon file and change the type for the boxes that have fire (27h, 28h, and 29h) to smoke for those you would rather see smoke. Easy to do but very time consuming.

If you decide to take it on then let me know what you change in each one so I can update the FX Update mod to match your changes.
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Old 10-26-10, 06:57 PM   #188
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Will do, I prefer to document any changes anyway. At least then I know what the heck I just did once I'm done.
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Old 10-26-10, 06:59 PM   #189
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Will do, I prefer to document any changes anyway. At least then I know what the heck I just did once I'm done.
got an idea: why don't you use my FX Update's .zon files for each ship so that we can avoid incompatibilities? All you would need to do is add an entry in your Zones.cfg file for the flares and comment out the effect called for that entry.
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Old 10-26-10, 08:32 PM   #190
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Would go a long way towards compatibility I wager.

I'll get this started friday of saturday; I'll grab your mod at that point and see if I can make it happen.
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Old 10-26-10, 08:38 PM   #191
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Would go a long way towards compatibility I wager.

I'll get this started friday of saturday; I'll grab your mod at that point and see if I can make it happen.
if you grab the Zones.cfg file from the add-on mod FX_Update_0_0_5_BARF_1_3_Full_Fix you'll have the necessary changes for your Zones.cfg file. You'll just have to comment out the flare effects (make them look like below):

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
;Effect1=Distress_Flare, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
;Effect1=Distress_Flare, 75
FloodingTime=59.999996
CargoType=None
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Old 10-26-10, 09:03 PM   #192
Arclight
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Will do. Did some reconaisance; think I'll be able to figure it out. Think testing the thing to make sure everything is as it should is going to take a lot more time than making the changes.

But when doesn't it, right?
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Old 10-26-10, 09:13 PM   #193
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Will do. Did some reconaisance; think I'll be able to figure it out. Think testing the thing to make sure everything is as it should is going to take a lot more time than making the changes.

But when doesn't it, right?
testing should be moot. All you're doing is replacing a number with another number (fire for smoke) in the Goblin editor. It has to work barring no input errors by user.

I do see one problem: the smoke declares a parent of fire......I'll have to make you a new .dat file with a smoke in it for this....

wait a second...there's an easier way to do this....if we add another entry to the zones.cfg file mirroring the entries for fire but replace the fire effect with the smoke effect then we just have to edit all the ship's .zon files that we want fire replaced with smoke to point to these new entries. I still have to make a new .dat file for the smoke though.

When you edit the ship's .zon files for the ones you want to replace fire for smoke use the following:

218=SmokeSmall
219=SmokeMedium
220=SmokeLarge

I'm sending you a new Zones.cfg file for this. I have to make the .dat file yet

EDIT:

new Zones.cfg file based on BRF and FX Update sent to you along with a new .dat file for the zone smokes.

Last edited by TheDarkWraith; 10-26-10 at 09:56 PM.
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Old 10-27-10, 01:28 AM   #194
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Is the splash color adjusted dynamically to current foam color?
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Old 10-27-10, 05:18 AM   #195
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Is the splash color adjusted dynamically to current foam color?
which splash color and adjusting to which foam color?
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