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Old 07-13-07, 12:43 PM   #136
CaptainCox
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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!
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Old 07-13-07, 12:45 PM   #137
tater
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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.
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Old 07-13-07, 12:47 PM   #138
CaptainCox
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Cheers tater! try the Torpedo Cheat maybe
http://www.subsim.com/radioroom/showthread.php?t=110505
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Old 07-13-07, 02:54 PM   #139
WernerSobe
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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.
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Old 07-13-07, 03:09 PM   #140
tater
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I tried setting the one on top =No

I tried setting the chance =0.0

neither worked, still a CTD.

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Old 07-13-07, 03:27 PM   #141
WernerSobe
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i supposed that. Well there is nothing we can do its a bug with the ship model.
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Old 07-15-07, 11:20 AM   #142
mgbmike
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Quote:
Originally Posted by WernerSobe
i supposed that. Well there is nothing we can do its a bug with the ship model.
Werner,

Just a heads up:

http://www.subsim.com/radioroom/show...=118352&page=2

Possible fix for the CTD
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Old 07-15-07, 12:14 PM   #143
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ok thanks ill get it into next version if i get permission from author.
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Old 07-16-07, 01:05 AM   #144
nattydread
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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!
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Old 07-16-07, 05:39 AM   #145
iratecabbie
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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...
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Old 07-16-07, 09:48 AM   #146
Vampire18
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Awesome
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Old 07-16-07, 10:44 AM   #147
BlackSpot
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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.
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Old 07-16-07, 12:20 PM   #148
WernerSobe
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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.
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Old 07-16-07, 12:52 PM   #149
nomad_delta
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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!

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Old 07-16-07, 01:08 PM   #150
Rockin Robbins
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Default 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!
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