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View Full Version : Gettinng rid of ship sunk message..


Armistead
08-14-09, 11:09 PM
Anyone tell me how. I've tried twice and failed.

I think it's stupid to have a message that the ship is sunk until it goes under. Just think how that would make you deal with things differently

Frederf
08-15-09, 03:50 PM
You should ask RFB's creator or whomever's sinking mechanics mod was used in RFB. Removing the sunk message entirely would be great but I think some of the best sub modding minds in the biz have hit a brick wall and was only able to stall the message as long as possible.

With RFB I'm getting the message well after the ship is confidently sunk through visual inspection.

Canonicus
08-15-09, 04:50 PM
Why not just delete the written text located in Data/Menu/menu....

Stock reads like this...

4140=Enemy Unit Destroyed
4141=Friendly Unit Destroyed
4142=Neutral Unit Destroyed

Armistead
08-15-09, 08:39 PM
In 'Menu.txt' you'll find both "Ship sinking" and "She's going down"...
I disabled those and the 4140, still not working. Got to be something else.

donut
08-15-09, 08:47 PM
But not for me, casual gamer likes it.

Frederf
08-15-09, 10:43 PM
How'd you disable it? I think if you just delete the entry it uses some binarized backup or something. Try replacing the text with "TEST TEST TEST" to see if a modification goes through.

Laffertytig
09-02-09, 01:38 PM
did anyone figure out how to remove the message or at least delay it? im usin the TM mod, maybe someone from the RFB mod could enlighten us:)

FIREWALL
09-02-09, 02:06 PM
How'd you disable it? I think if you just delete the entry it uses some binarized backup or something. Try replacing the text with "TEST TEST TEST" to see if a modification goes through.

did anyone figure out how to remove the message or at least delay it? im usin the TM mod, maybe someone from the RFB mod could enlighten us:)

Bringing two minds together is gratifiying. :D

polyfiller
09-02-09, 02:57 PM
To delay the message you need to effectively stop the unit from being destroyed until it slips under the waves. To achieve this in the TSWSM I've had to;

1) Remove any critical=yes from the zones definition file (unless of course you want soft spots in ships .... and even if you do, there are far too many critical zones in stock game).

2) Increase ships hit points in .zon file to a huge number

3) Add a custom zone to the ship with a huge number of hitpoints, but no flotability.

4)Not so sure about this one - remove references to cargo=ammo in the zones.cfg.

5) Increase hitpoint of any zones with type = engine room to the point where not ALL engine zones can be destoyred because all engines destroyed = ship sunk.

Not easy as you can see... and I think there are still one or two other things I can't find which cause unit to be declared destroyed before its sunk.

Laffertytig
09-03-09, 11:38 AM
so the moral to the story is, to achieve this play RFB!:)

Wilcke
09-03-09, 03:36 PM
so the moral to the story is, to achieve this play RFB!:)

With S3D you can take a peek at the way it was done in RFB. The folks that did that work put a ton of time into it and it was royal PITA. When you play the sim you take it for granted but yes its a totally different experience than stock.