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View Full Version : Anyone ever seen this before?


Digital_Trucker
09-10-07, 05:04 PM
So, I'd sunk one merchant and gone out of my way to chase down another for relocation to the bargain basement. After a while I get him relocated and am heading back past the first sunken merchant on my way back to my patrol area. I spy a bit of fire on the water

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.01PM.jpg

I'm admiring the nice reflections on the water (thanks Leo!) from the flames (yes, I really am a pyromaniac)

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.11PM.jpg

The closer I get, the more I'm wondering what it is that could still be burning an hour or two after the sinking. Oh well, admire some more reflections as I'm closing in on the flames...

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.23PM.jpg

Then it's "what the he double hockey sticks?" time

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.30PM.jpg

These guys must be noobs and not know how to properly operate the "Barbeque grill in the dinghy" mod

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.35PM.jpg

Oh, well, they ended up getting what they deserve for playing with matches

http://i19.photobucket.com/albums/b173/digital_trucker/Screenshots/9-10-2007-348.59PM.jpg

Sailor Steve
09-10-07, 05:08 PM
Yep, they ignored the 'No Smoking Within 500 Feet" signs.:dead:

leovampire
09-10-07, 05:10 PM
on the surface of the ocean is what you are seeing Digital_Trucker from the zone's file I sent you.

Digital_Trucker
09-10-07, 05:15 PM
on the surface of the ocean is what you are seeing Digital_Trucker from the zone's file I sent you.

I figured it was something like that and I should have taken some shots after the dinghy capsized and sank (sort of) because the flames went to almost nothing afterwards. Maybe the game engine actually knows that the "extra fuel" for the fire (the wooden dinghy) was underwater?

Yep, they ignored the 'No Smoking Within 500 Feet" signs.:dead:

They say ignorance is bliss, but in this case I don't think so :p

tater
09-10-07, 05:26 PM
I have seen some burning lifeboats before myself.

tater

leovampire
09-10-07, 05:44 PM
or the ship you sunk from earlier? I reduced the flood time for the fires on the ocean effect. But maybe I need to adjust it more. Something I did for Die Slowly and Redwine some new effect's but if it was the life boat then I have to fix that ASAP.

Digital_Trucker
09-10-07, 06:38 PM
it was coming from the lifeboat. The lifeboat was in the location of the sunken ship, so it could be a coincidence that the lifeboat was parked in the burning oil/fuel. After the lifeboat capsized and submerged the fire went almost down to nothing, but it was still there. At that point, I don't know whether the fire was burning fuel/oil or leftover from the lifeboat.

I didn't mean for this to be anything that needed fixing, I just thought it was funny. I wouldn't worry about it too much unless, of course, they start showing up all over the place. I probably should remove the "barbeque grill in the dinghy mod" and see if it happens any more.:rotfl:

leovampire
09-10-07, 06:42 PM
Redwine Plans on doing another Die Slowly release with some of my effect's so I have to fix things like that. I am very glad you told me about it. Thanks!

Digital_Trucker
09-10-07, 06:45 PM
Redwine Plans on doing another Die Slowly release with some of my effect's so I have to fix things like that. I am very glad you told me about it. Thanks!

Don't start digging too hard. I need to check something first. What files would those changes have been in. I think I did a hybrid mod for myself because I was afraid of messing with WernerSobes realistic sinking work. It may be a problem because of the way I "mixed and matched" the mods or it may not even be mod related. Besides, I'm working on a "marshmallow toasting" mission to go with it.

leovampire
09-10-07, 07:02 PM
exactly what Wernersab and Redwine base the main work in sinking effect's and so forth.

Digital_Trucker
09-10-07, 07:05 PM
but I'm almost positive I left the .zon files alone because I was using Werners "classic" version of Natural Sinking.

leovampire
09-10-07, 07:07 PM
it is inside of the Data folder just like the scene.dat file is

Digital_Trucker
09-10-07, 07:16 PM
that happens a lot to me:oops:

Seriously, no I didn't use the zones file from your mod because I thought it would cause a problem with Natural Sinking. I meant to go back and serioulsy compare the two with ExamDiff so I could decide how to combine the two, but I never have gotten around to it and hadn't noticed any major problems.

leovampire
09-10-07, 07:29 PM
so I took the zone file from Trigger Maru which is the light vs of Werner's work and built some effect's on top of his work. I didn't change a single line of his work as far as the sinking stuff and flooding of the compartment's nothing. Just added some new cargo's I created and new special effect's to go along with it.

Only shared it with friends basicly because I didn't think werner would be happy about changing anything in there. His stuff is still in full effect just new FX and cargo added. Made a specific Engine Oil and Engine Fuel for the engine rooms and Fuel Bunkers that works seperatly from the normal Oil and Fuel cargo's the tankers carry to create a whole new set of FX's then added the missing Medium Weapon's set up for the war ship's and stuff for that. Added a total of like 10 new cargo's and FX's for them and the game.

Digital_Trucker
09-10-07, 08:02 PM
I use the "Classic" version rather than the "Light" version so (if my memory serves me correctly, odds are pretty low) I was going to compare your file with Werner's light file to get the changes you made for the effects and cargo and make those changes to my "Classic" and I would have the best of all worlds. Somewhere in there, I forgot all about doing that (gonna write it down this time).

Anyway, back to where this all started from (a little humor gone awry). I don't think the burning lifeboats are that much of a problem (just a little humorous).

leovampire
09-10-07, 08:04 PM
Made them expload like they had ammo stores on board of them. One deck gun shell and BABA BA BOOM like you wouldn't beleve then comes the phrase were taking damage sir!!! Of course seeing and hitting them in the waves it helps to be closer so that was a mistake.

tater
09-10-07, 08:38 PM
I've seen the burning lifeboats with NSM classic (that's what I use).

I'd actually be interested in a less explosive "fuel" cargo for the liquid carriers. Avgas is fine for some, but they all shouldn't blow up like an ammo ship if they carry fuel as cargo, IMO.

tater

WilhelmTell
09-11-07, 04:55 AM
[CargoFuel]
Category=Fuel
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
HitPoints=100
Armor Level=-1
Destructible=No
Critical=no
FloodingTime=500
Effect1=#Oil_trace, 25
Effect2=#Fire_big, 75

I think the number just means that the effect #Oil_trace, 25 will occur as soon as the [CargoFuel]-compartment with its 100 Hitpoints has lost 25% of its hitpoints. And after taking 75% (75HP) damage, the [CargoFuel]-compartment will start to burn (#Fire_big, 75).
I am fairly certain it works this way !? :oops:
And another thing:
The ; just means that numbers and letters in the line after this ; are not read by the game. This is for comments and not used/old values in the .cfg files of SH4.:D

woodstock74
09-11-07, 05:25 AM
I take it you guys never fire on lifeboats (yes, I'm a bastard!)? I've seen that occur a number of times, one round and the darn life boat catches on fire. You even get sinking credit in your logbook (though 0 tonnage).

WilhelmTell
09-11-07, 03:59 PM
Dave, I have sent you a PM regarding that issue.:yep: