SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-13-07, 12:43 PM | #136 |
Sea Lord
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
|
Was just going to load up my last save (1,3) here....should I wait for a fix or?
Keep up the good work WernerSobe!
__________________
|
07-13-07, 12:45 PM | #137 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
Cox, it is more likely with any mod that adds cargos to ships.
This mod doesn't change the chance beyond the stock game any, it's a problem with the stock game. It is entirely reproducible, however. I need a "super torpedo" mod to test differently... Last edited by tater; 07-13-07 at 01:05 PM. |
07-13-07, 12:47 PM | #138 |
Sea Lord
Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
|
Cheers tater! try the Torpedo Cheat maybe
http://www.subsim.com/radioroom/showthread.php?t=110505
__________________
|
07-13-07, 02:54 PM | #139 |
Commodore
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
well i didnt know.
I dont think we can do anything there. It must be a bug with the ship model itself not with the damage system. And you cannot disable that they break when they are hit criticaly. Well one thing you can try... Set the critical chance for the keel in "NEW SMALL MERCHANTS" section to 0.0 and see what happens. |
07-13-07, 03:09 PM | #140 |
Navy Seal
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
|
I tried setting the one on top =No
I tried setting the chance =0.0 neither worked, still a CTD. tater |
07-13-07, 03:27 PM | #141 |
Commodore
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
i supposed that. Well there is nothing we can do its a bug with the ship model.
|
07-15-07, 11:20 AM | #142 | |
Bosun
Join Date: Apr 2005
Location: Central Connecticut
Posts: 66
Downloads: 2
Uploads: 0
|
Quote:
Just a heads up: http://www.subsim.com/radioroom/show...=118352&page=2 Possible fix for the CTD
__________________
Dual core 2.8 Ghz HP Media Center running XP pro 2 Gb mem ATI X1650 w/512 Mb mem Realtek High Definition Audio |
|
07-15-07, 12:14 PM | #143 |
Commodore
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
ok thanks ill get it into next version if i get permission from author.
|
07-16-07, 01:05 AM | #144 |
Captain
Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
|
I tried this mod today and found myself thoroughly impressed and over-joyed as I sunk a med sized 4k ton merchant.
2 fish hit, one dead center, the other just ahead of the bridge. The ship slowed a bit from the hits, then turned away and poured on the coals in an attempt to evade. I surfaced and put a few not so well place deck gun rounds in her. Shortly afterward two life boats appeared as the ship lost its head way and began to list noticibly. I used a few more better placed eck gun rounds to spread the love around and slowly watched her tak eon more and water. The sinking took about 30 to happen after the went dead in the water. A small fire on the stern might have helped her along. Anyay, once she started to reach the brink of no return, you could see here ability to float rapidly deminish in the last few minutes. It finally made sining feel a bit more realistic...great job! |
07-16-07, 05:39 AM | #145 |
Nub
Join Date: Jul 2007
Location: uk
Posts: 3
Downloads: 8
Uploads: 0
|
Thanks!
Thankyou for taking the time and effort required ot mkae this mod, I have installed it to my 1.3 and will be testing it today and will post back my own feedback...
|
07-16-07, 09:48 AM | #146 |
Nub
Join Date: Jul 2006
Posts: 2
Downloads: 0
Uploads: 0
|
Awesome
|
07-16-07, 10:44 AM | #147 |
Lieutenant
Join Date: Mar 2007
Location: Shropshire UK
Posts: 266
Downloads: 21
Uploads: 0
|
I would also like to congratulate you on this mod! Thanks.
One question. I noticed when you hole the ship either on the stern or the bow, the ship sinks end up. Very nice. However, the last bit of the hull to sink below the depths "bobs" in the water. ie. The hull rises out of the water slightly then sinks a little further, then rises again etc. Not a critism in any way, but does this happen in real life? Is it due to an air pocket in the last bit of the hull? Cheers. |
07-16-07, 12:20 PM | #148 |
Commodore
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
|
yes it acts like a half filled bottle.
Once a ship suffers a torpedo hit the crew will seal the sheets to avoid the water being spread in entire ship. However when it has taken to much water the sheets will break sooner or later so more and more compartments will be filled. That looks like a kork. |
07-16-07, 12:52 PM | #149 |
Planesman
Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
Uploads: 0
|
I was playing around w/ this briefly just before patch 1.3 came out. I've been running without it for the first patrol of my new campagin post-1.3 and I'm already missing it. The ships in stock just sink way too fast. I'll be loading the new version back up as soon as I get back to port.
Great work, Werner! nomad_delta |
07-16-07, 01:08 PM | #150 |
Navy Seal
|
Wow!
Werner, you've taken marketing a mod to a whole new level with your initial post there. That is the best-worded, most attractively laid-out announcement we've had here. It reaches the level of effective advertising! Since English is your second language, I have to give you a special award for capturing not just the texture and taste of the steak, but also its sizzle and aroma. I used your mod for 1.2 and almost PM'd you about use with 1.3, and you're ahead of us all. I really look forward to downloading and using your new mod. Great work!
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
|
|