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TheDarkWraith
03-03-11, 12:00 AM
Just as it sounds, now the fires on ships will cause damage and flooding. If there are enough fires and given enough time the unit will lose all HPs and either explode (die) or sink from flooding. I made this for SH5 but ported it over to SH4 and SH3. Planes will now incur damage when they are smoking and/or on fire also.

Unzip straight to MODS folder and enable via JSGME.

Do not have to be inport to enable. Can be enabled/disabled at anytime.

Do to the way I made it work it can be used with stock or any mod.

TheDarkWraith :|\\

v1.0 replaced. As cool as it is that I can lock you out of the file from S3D I changed it so you can in v1.1

v1.1: replaced. Tweaking done

v1.2: replaced

v1.3: changed the way damage is incurred from fires for ships (to allow flooding to be incurred from them). Added damage from smoke and/or fires to airplanes.

v1.4: fixed looping bug in large fire damage

http://www.gamefront.com/files/20131678/TDW_Ship_Plane_Fire_Damage_v1_4_SH3_7z

I don't play SH3 or SH4 anymore (only SH5) so if you need to reach me do so via PM

Bakkels
03-03-11, 12:09 AM
Excellent! It always annoyed me that fires didn't seem to cause damage. Especially since I heard the most dangerous thing aboard a ship ironically is fire. (I don't know if that's really true though)

ryanwigginton
03-03-11, 12:21 AM
Fantastic! Thanks for sharing.

Sailor Steve
03-03-11, 01:47 AM
Excellent! It always annoyed me that fires didn't seem to cause damage. Especially since I heard the most dangerous thing aboard a ship ironically is fire. (I don't know if that's really true though)
It is really true. On the other hand, it is possible to have fires raging on deck that look a lot worse than they are, and fires in the bilges eating through the steel hull that can't be seen at all from another ship. Unfortunately the game doesn't allow that kind of fine tuning.

I read TDW's comment on the SH5 boards of slight teething problems with how long it took the fire to accomplish its task. He must have solved it to his satisfaction, but I'm still curious.

SquareSteelBar
03-03-11, 02:13 AM
Hi TDW,

TDW_FXU_Fire_Damage_SH3.dat is damaged - impossible to open by S3D

Frontier359
03-03-11, 05:24 AM
Wait, doesn't GWX already model fire damage?

KptnLt Eric Karle
03-03-11, 06:15 AM
Thanks for this Mod TheDarkWraith but I have a question, is this suitable for stock SHIII or is it aimed at supermod users?

TheDarkWraith
03-03-11, 08:26 AM
Hi TDW,

TDW_FXU_Fire_Damage_SH3.dat is damaged - impossible to open by S3D

Why do you need to open it with S3D? Use hex editor. I tested it with SH3 and it works fine, not damaged at all.

TheDarkWraith
03-03-11, 08:27 AM
Thanks for this Mod TheDarkWraith but I have a question, is this suitable for stock SHIII or is it aimed at supermod users?

I tested it with stock SH3 and it worked fine. It can be used on stock or modified game no problem.

TheDarkWraith
03-03-11, 08:28 AM
Wait, doesn't GWX already model fire damage?

No. Nobody had figured out how to do it until now ;) And it wasn't easy to figure out.

nemo7
03-03-11, 08:41 AM
Pretty cool matey. Cheers...:yep:

Hans Witteman
03-03-11, 08:57 AM
Hi mate,

Excellent work it was so stupid that fire didn't cause any damage to ships just like they can burn eternally without consequences:hmmm:

Do you granted me permission to add in U-BOOT HAHD?

Thank in advanced:salute:

Best regards Hans

TheDarkWraith
03-03-11, 09:10 AM
Hi mate,

Excellent work it was so stupid that fire didn't cause any damage to ships just like they can burn eternally without consequences:hmmm:

Do you granted me permission to add in U-BOOT HAHD?

Thank in advanced:salute:

Best regards Hans

Go right ahead :up:

TheDarkWraith
03-03-11, 09:25 AM
As cool as it is that I found a way to lock you out of the file from making changes using S3D I adjusted it so you can now in v1.1 :cool:

slipper
03-03-11, 09:27 AM
Keep getting a 'file not found' message on filefront. Can somebody confirm please?

regards

slipper

Magic1111
03-03-11, 09:30 AM
Keep getting a 'file not found' message on filefront. Can somebody confirm please?

regards

slipper

Iīve download the file a few minutes and all works fine ! :D

irish1958
03-03-11, 09:55 AM
Keep getting a 'file not found' message on filefront. Can somebody confirm please?

regards

slipper
I suggest you try a different web browser.

Hans Witteman
03-03-11, 09:57 AM
Go right ahead :up:

Hi mate,

A thousand thank my friend it will be an honor to add your name in the credits:up:

Best regards Hans

TheDarkWraith
03-03-11, 10:00 AM
Now what I'm really curious to know is the result of using this with a mod that has improved the damage model (like NYGM, GWX, etc.). The reason is because of the way I made it work should cause flooding on the vessel also besides damage (HP loss). In theory a couple large fires in SH3 with improved damage model could cause the ship to sink due to flooding over time. Can anyone confirm this? :hmmm:

brett25
03-03-11, 01:15 PM
very nice work mate. This was always annoying feature of SH3. This is no small improvement indeed:salute:

Since I play with NYGM I will provide any feedback I can. Luckily, I have a save game which has several ships on fire in NYGM. They never sink although they have large fires. I will replay this save and see how things change. Can this be added mid-patrol?

Also how does the game recognize this unique file?

TheDarkWraith
03-03-11, 01:31 PM
very nice work mate. This was always annoying feature of SH3. This is no small improvement indeed:salute:

Since I play with NYGM I will provide any feedback I can. Luckily, I have a save game which has several ships on fire in NYGM. They never sink although they have large fires. I will replay this save and see how things change. Can this be added mid-patrol?

Also how does the game recognize this unique file?

Can be added/removed at any time.

It recognizes this unique file by magic...no really, I know the file system and it will recognize it :up:

Stormfly
03-03-11, 07:00 PM
...would fires also effect playable ships that come with chineese U47`s warship mod ? ...that would be great :D

TheDarkWraith
03-03-11, 07:11 PM
...would fires also effect playable ships that come with chineese U47`s warship mod ? ...that would be great :D

any vessel that displays fire will be affected. I hook into the effects for fire (#fire_small and #fire_big) thus anytime fire is displayed damage will be taken over time.

Stormfly
03-03-11, 07:31 PM
any vessel that displays fire will be affected. I hook into the effects for fire (#fire_small and #fire_big) thus anytime fire is displayed damage will be taken over time.

hmm thats realy nice, because most of the fires on playable ships are fightable, so if i manage to stop the fire (because i reduce damage of a interrior device like left engine by repairing it, i have to say that i coupled fire and explosion effects also with damage taken on devices) i would also stop the damage effect on hull`s hitpoints ? :yeah:

TheDarkWraith
03-03-11, 07:35 PM
hmm thats realy nice, because most of the fires on playable ships are fightable, so if i manage to stop the fire (because i reduce damage of a interrior device like left engine by repairing it, i have to say that i coupled fire and explosion effects also with damage taken on devices) i would also stop the damage effect on hull`s hitpoints ? :yeah:

that would be correct. Once the fire is out (effect stopped) the damage incurred from the fire will stop.

Stormfly
03-03-11, 07:55 PM
that would be correct. Once the fire is out (effect stopped) the damage incurred from the fire will stop.

THX mate, then we have also a new gameplay element, if you couple fire effects with damaged equipment / devices in % a better trained repair crew is even more important on playable ships now ! :03:

Stormfly
03-03-11, 08:48 PM
hmm :hmmm:

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding :DL

TheDarkWraith
03-03-11, 08:57 PM
hmm :hmmm:

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding :DL

The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also :up:

Stormfly
03-03-11, 09:05 PM
The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also :up:

:o :timeout: :yeah:

java`s revenge
03-04-11, 06:31 AM
Thank you for this mod.

I have installed it.

Stiebler
03-04-11, 06:59 AM
@Dark Wraith:

This is a very imaginative mod - great work! - and I have downloaded it for testing.

Now what I'm really curious to know is the result of using this with a mod that has improved the damage model (like NYGM, GWX, etc.). The reason is because of the way I made it work should cause flooding on the vessel also besides damage (HP loss). In theory a couple large fires in SH3 with improved damage model could cause the ship to sink due to flooding over time. Can anyone confirm this?I tested it in a standard NYGM test single-mission, June 1945, surrounded by stationary merchants of different types. Unfortunately, in June 1945, even the IXD2 lacks a deck-gun. However the ships can be torpedoed without ever firing back.

It is very difficult to be sure whether a torpedoed ship, which has been set on fire, sinks slowly due to torpedo damage, or due to the added effect of your fire mod. What I found was that only three burning ships (out of 8 survivors; another four sank quickly anyway) sank between 24 and 72 hours after being torpedoed, while one burning ship had not sunk after 5 days afloat. I would expect in this test that most ships would sink within 01 - 36 hours as a result of slow sinking. Survivors after 36 hours would not sink at all.

So the results are very ambiguous. Essentially two burning ships sank when I would not have expected them to do so, and one burning ship survived five days without sinking.

I think the only way your question can really be answered is by long experience, to get a statistical averaging effect.

Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.

TheDarkWraith
03-04-11, 07:44 AM
Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.

There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead :up:

Hans Witteman
03-04-11, 10:10 AM
There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead :up:

Hi mate,

Really impressive work and for the randomness it is exactly what it is expected in such a situation kudos mate:yeah:

Best regards Hans

Stiebler
03-04-11, 11:38 AM
@Dark Wraith:

Yes, the randomness is certainly a beneficial feature, but makes testing the effect on flotability even harder!

Many thanks for your kind permission for me to use your mod with NYGM.

Stiebler.

Myxale
03-04-11, 12:18 PM
This is some really nice turn of SH3 events!

Major kudos to youzzz TDW

LGN1
03-05-11, 12:32 PM
Great work, TheDarkWraith! Thanks a lot!

Does it also affect planes? The heavily burning aircrafts flying on forever are even more ridiculous than the burning ships.

Cheers, LGN1

TheDarkWraith
03-05-11, 12:40 PM
Great work, TheDarkWraith! Thanks a lot!

Does it also affect planes? The heavily burning aircrafts flying on forever are even more ridiculous than the burning ships.

Cheers, LGN1

Unfortunately no it won't work on planes due to the way I made it work. You make a good point though so I will have to see if there's a way to make it work on them too :yep:

A6Intruder
03-05-11, 02:25 PM
Unfortunately no it won't work on planes due to the way I made it work. You make a good point though so I will have to see if there's a way to make it work on them too :yep:

Would be very appreciated!!:yeah:
Best regards:salute:

Jankowski
03-08-11, 05:04 AM
And they said this wasn't possible................

Rubini
03-14-11, 08:00 AM
Hi guys,

Cheers to all !

This is just brilliant! Thanks TDW for more this awesome mod. This is a good motivation to come back again to Sh3. I'm really without free time but more 2 or 3 months ahead and I will go back here.

This TDW's mod and his mod approach opened a new door to some old "impossible to do" mod ideas.

Yesterday I tried the planes fire damage: works flawless!

And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!:up:

TheDarkWraith
03-14-11, 09:43 AM
Yes this opens the door to many other possibilities. I'm working on fire damage to airplanes in SH5. Adding damage to my secondary explosions FX mod for SH5 also (can be done for SH3 also via my SH4 effects for SH3 mod) ;)

LGN1
03-14-11, 03:26 PM
Hi Rubini,

great to see you again! :up:



Yesterday I tried the planes fire damage: works flawless!

And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!:up:

You got planes damaged by fire? That sounds great! The second issue with the depth charges seems even better! I'm looking forward to seeing your results :up: Thanks again to TDW for sharing his great idea!

Cheers, LGN1

PS: If you need a beta tester, just let me know... :D

Magic1111
03-14-11, 03:31 PM
Hi Rubini,

great to see you again! :up:



Yes, I seconded this !!! :yeah:

Rubini
03-14-11, 03:49 PM
Hi Rubini,

great to see you again! :up:



You got planes damaged by fire? That sounds great! The second issue with the depth charges seems even better! I'm looking forward to seeing your results :up: Thanks again to TDW for sharing his great idea!

Cheers, LGN1

PS: If you need a beta tester, just let me know... :D


Nice to "see" you guys too!:up:

Yeah, my main problem is to test all the hole thing just because i don't have, for now, the necessary time. Can you help me making some beta test? Anyway, I will need 2 or 3 days just to activate all my work space for sh3 again, to organize my files and so on!:DL

Also TWD said he is working on Sh5 version of this. I can see very good new mods on the horizon very soon.:yeah:

Hans Witteman
03-14-11, 05:17 PM
Nice to "see" you guys too!:up:

Yeah, my main problem is to test all the hole thing just because i don't have, for now, the necessary time. Can you help me making some beta test? Anyway, I will need 2 or 3 days just to activate all my work space for sh3 again, to organize my files and so on!:DL

Also TWD said he is working on Sh5 version of this. I can see very good new mods on the horizon very soon.:yeah:

Hi Rubini,

Great to see you in a come back to your old love:salute:The community is booming again.

Good thing never get old welcome back:up:

Best regards Hans

MRV
03-14-11, 05:50 PM
Hi guys,

Cheers to all !

This is just brilliant! Thanks TDW for more this awesome mod. This is a good motivation to come back again to Sh3. I'm really without free time but more 2 or 3 months ahead and I will go back here.

This TDW's mod and his mod approach opened a new door to some old "impossible to do" mod ideas.

Yesterday I tried the planes fire damage: works flawless!

And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!:up:

What about fires acting as a light source just as star shells in-game do? turn that dynamic shine orange-red and you have a really epic burning-tanker-effect.

TheDarkWraith
03-14-11, 11:27 PM
I'll be releasing a new version of this soon. I've found a better way for the fires to cause damage to the ships that also causes flooding. Is it quite possible to see a ship sink due to flooding from fires now.

I've also added fire damage to airplanes. Any airplane that smokes and/or has fire emanating from it will sustain damage over time :D

Gargamel
03-15-11, 12:24 AM
I'll be releasing a new version of this soon. I've found a better way for the fires to cause damage to the ships that also causes flooding. Is it quite possible to see a ship sink due to flooding from fires now.

I've also added fire damage to airplanes. Any airplane that smokes and/or has fire emanating from it will sustain damage over time :D


Sooooo... Will I be able to sink a large ship by shooting the cargo on deck with the flak gun of my IIa? If so, I don't think that's a good idea (As much as I want to lol), and may take some more tweaking.

Note I am running this with GWX and a couple other mods with no problems right now. So good work all around!

Rubini
03-15-11, 12:47 PM
I'll be releasing a new version of this soon. I've found a better way for the fires to cause damage to the ships that also causes flooding. Is it quite possible to see a ship sink due to flooding from fires now.

I've also added fire damage to airplanes. Any airplane that smokes and/or has fire emanating from it will sustain damage over time :D
Hi TDW,

Some feedback:
Yesterday at night i made a round of test and i noticed that your file isn't working at all. Look, isn't the idea/implementation, the mod works flawless (and i also noticed that the ships don't flood, but will gain hit after hit until it explodes, sinking in two pieces). What isn't working is probably the particlegenerator node (i guess that you made it my hex, no?). For some reason Sh3 isn't "reading" it. So, please, just remake the file and its good to go!:up: (i remade it from yours using Hex/S3D and it's working)

Now returning to the theme, like i said, i also noticed that ships don't flood. I tried to put the virtual DC exploding more below water but no dice. Good to know that you achieve it!:yeah:


Sooooo... Will I be able to sink a large ship by shooting the cargo on deck with the flak gun of my IIa? If so, I don't think that's a good idea (As much as I want to lol), and may take some more tweaking.

Note I am running this with GWX and a couple other mods with no problems right now. So good work all around!


Yes, the ships will gain hit until explode (or sink by flood as TDW said above in the new version). This could sound a bit of so much always the same behaviour...but it's very slow and you can adjust the damage using S3D. Also the better way, is to make the fire_small and fire_big just burn for a time (actually they have a loop effect - they are on the particles.dat file). I adjusted mine for 15min/25min respectivelly and slow damage rate (by TWD mod)...so even if the fire extinguish, the ship have had , at least, some damage and so on. Very good and realistic, a new look for the game IMHO!

TheDarkWraith
03-15-11, 02:04 PM
I make all my files using hex editor. I don't use, nor ever will use, S3D. Using that tool makes you forget how the file structure works. When you use hex editor you have to remember everything and it keeps you sharp and focused :yep:

S3D probably can't 'read' the file correctly due to some things I put into it. I've found ways to block S3D from reading my files or to 'confuse' it so that it reads them incorrectly. I can assure you that the mod is working correctly as I've tested it many times in SH3.

The new version of the mod (that I'll hopefully be releasing today) is a much improved version. The flooding part is exceptional (it works in SH5 so in theory it will work in SH3 - will find out later when I test it with SH3). Planes taking damage from fire is also exceptional :up:

Will you be able to sink/destroy a ship from AA fire? Highly doubt it. A small fire will not take down a ship. It will cause some flooding but won't destroy it. Now depending on where the small fire happens it's possible that it can ignite other zones and cause them to 'go up in flames' and cause additional flooding. Where you place your deck gun shots with the new version is critical.

I might even add damage to the secondary explosions via my SH4 effects for SH3 mod. I've done this with SH5 and it works brilliantly! I have an FX mod for SH5 that adds debris, bodies, oil slicks, etc. just like I did for SH3. In the SH5 version when a fire is burning, at predetermined time intervals seconday explosions are triggered. These secondary explosions emit debris and cause damage to the ships. It's quite a sight to see a ship that is burning (and heavily damaged) suddenly explode into pieces after a secondary explosion happens :D

Rubini
03-15-11, 03:06 PM
TDW,

Yes i know that (about hex and some files/nodes not reading by S3D intentionally).

What I'm saying is that in my installation (GWX and Stock) the original mod didn't worked at all until i replace the particlesgenerator nodes with a standard Sh3 ones. Well, always is possible that the problem could be at my end only...let's wait for others pp feedback too on the matter.

But what is important is that the mod idea works and very well!:up:

Looking forward for new versions!

Madox58
03-15-11, 06:11 PM
Purposely creating files so others tools don't work is just wrong.
:nope:

Then to brag about it?
That would be like me saying in the SH5 threads that I'll code the upcomeing program to NOT work with anything TDW.
You know that can be done!

TheDarkWraith
03-15-11, 06:33 PM
Purposely creating files so others tools don't work is just wrong.
:nope:

If you want to edit/view my work use a hex editor then and learn the file structure. You'll be a much better modder if you do :yep:

Schwieger
03-15-11, 06:53 PM
The flooding part is exceptional (it works in SH5 so in theory it will work in SH3 - will find out later when I test it with SH3).

What exactly happens in this flooding part?

frau kaleun
03-15-11, 06:56 PM
What exactly happens in this flooding part?

The ship starts filling up with water, duh. :O:

Gargamel
03-15-11, 08:51 PM
The ship starts filling up with water, duh. :O:

*snicker*

TheDarkWraith
03-15-11, 08:57 PM
v1.3 released. See post #1 for details :|\\

Magic1111
03-16-11, 03:38 AM
v1.3 released. See post #1 for details :|\\

Thanks for update, downloaded and install !!! :yeah:

Best regards,
Magic:salute:

KptnLt Eric Karle
03-16-11, 04:03 AM
Thanks TDW, downloaded and will install when I get home from work:yeah:

Fish In The Water
03-16-11, 05:21 AM
Great job! It really does add a whole new dimension of realism. Who'd have thought we'd still see new frontiers emerging after all these years? Speaks well of the community and those who devote so many hours to make it better.

Major props for all the hard work and effort! :up:

KptnLt Eric Karle
03-16-11, 05:34 AM
Great job! It really does add a whole new dimension of realism. Who'd have thought we'd still see new frontiers emerging after all these years? Speaks well of the community and those who devote so many hours to make it better.

Major props for all the hard work and effort! :up:

I agree completely, I just returned to SH3 and these forums after a gap of several years and am amazed and heartened at the level and quality of modding this community is still producing. It really is much appreciated you guys.

clouclou
03-16-11, 07:34 AM
Dear,
I have a problem with v.1, 3. I tested in Naval Academy / Canon. I set fire to a first vessel, then the second shot. Gradually the fps went down, 60 to 2!
I redid the test with v.1, 2, and then everything was normal, the fps did not move.

TheDarkWraith
03-16-11, 09:24 AM
Dear,
I have a problem with v.1, 3. I tested in Naval Academy / Canon. I set fire to a first vessel, then the second shot. Gradually the fps went down, 60 to 2!
I redid the test with v.1, 2, and then everything was normal, the fps did not move.

Interesting. Can't say I've experienced this. I tested the mod with the Naval Academy's Canon and Flak missions. Never had any problems. I would have to suspect that a mod that you have enabled is causing the problem.
Let's try something: disable all mods except for this fire damage one and repeat the Naval Academy Canon mission. See if you experience the same problem or not.

Rubini
03-16-11, 10:15 AM
Thanks to open the file TWD (it's S3D file friend now)!:up:

And looking at the file I found a small bug: the particle ID generate by the large_fire_damage is the same of the main node, resulting in a looping what is probably causing the problem related in the post above. The others nodes/Ids are ok.

I didn't tested it in game yet (i'm at my office now), but will do later.

TheDarkWraith
03-16-11, 10:18 AM
Thanks to open the file TWD (it's S3D file friend now)!:up:

And looking at the file I found a small bug: the particle ID generate by the large_fire_damage is the same of the main node, resulting in a looping what is probably causing the problem related in the post above. The others nodes/Ids are ok.

I didn't tested it in game yet (i'm at my office now), but will do later.

That would definitely cause a loop if so. I'll check the file out and fix if necessary :up:

TheDarkWraith
03-16-11, 10:32 AM
v1.4 released. See post #1 for details.
This fixes the looping bug in the large fire damage that will cause FPS to drop to very low numbers. Thanks to Rubini for pointing this out :up:

clouclou
03-16-11, 11:14 AM
The v1, 4 is much better, no problems fps.
Thank you

TheDarkWraith
03-16-11, 11:21 AM
The v1, 4 is much better, no problems fps.
Thank you

The bright side of the looping bug in v1.3 is that you know the mod is working correctly :yep: So for those who think that fire doesn't cause damage to ships they should be convinced now.

Thank Rubini for pointing out my error in v1.3 :DL

Bakkels
03-16-11, 11:22 AM
Luckily I checked out this thread again; earlier today I installed v1.3, but also the St.Nazaire&Schluess mod. Everything worked fine until I met a convoy, all of a sudden frame rate drops to (litterary) 1 fps.
Now I was thinking it had something to do with the st.nazaire&schlues mdo, but I just remembered, one of the convoys escorts was on fire. So I guess the FPS drop I experienced could have been caused by the destroyer that was on fire and the 'loop' in v1.3?

TheDarkWraith
03-16-11, 11:24 AM
Luckily I checked out this thread again; earlier today I installed v1.3, but also the St.Nazaire&Schluess mod. Everything worked fine until I met a convoy, all of a sudden frame rate drops to (litterary) 1 fps.
Now I was thinking it had something to do with the st.nazaire&schlues mdo, but I just remembered, one of the convoys escorts was on fire. So I guess the FPS drop I experienced could have been caused by the destroyer that was on fire and the 'loop' in v1.3?

Most definitely your fps drop was due to the loop bug in v1.3. You will not have that problem anymore with v1.4 :up:

NoGoodLandLubber
03-16-11, 12:00 PM
I'm not sure if anyone else has had this happen; but the other day I lit up a four ship convoy. I took out an A&B class destroyer, a medium cargo ship, a large merchant ablaze and fire just broke out on a passenger / cargo vessel.

I was waiting on the large merchant to sink and was getting ready to finish off the passenger vessel when I got a CTD.

I went back into JSGME and removed the damage from fires mod and it worked OK after that. I haven't downloaded v1.4 yet. All I'm running are GWX, Torpedo damage final v2.0, life boats and debris, and damage caused by fires v1.2.

:salute:

Rubini
03-16-11, 12:35 PM
I'm not sure if anyone else has had this happen; but the other day I lit up a four ship convoy. I took out an A&B class destroyer, a medium cargo ship, a large merchant ablaze and fire just broke out on a passenger / cargo vessel.

I was waiting on the large merchant to sink and was getting ready to finish off the passenger vessel when I got a CTD.

I went back into JSGME and removed the damage from fires mod and it worked OK after that. I haven't downloaded v1.4 yet. All I'm running are GWX, Torpedo damage final v2.0, life boats and debris, and damage caused by fires v1.2.

:salute:

Some ships in Sh3 have problems (CTD frequentelly) when breaking in two parts, what happens when a catastrophic destructions occurs.

The damaged by fire mod allows total destruction a bit more frequently by the constant hit by fire.

But note: this isn't a mod problem neither a original sh3 ships problem. This is present only in third part ships. I already made a comment here about this problem asking the modders ship builders to test this feature(break in two parts) on their ships...

TheDarkWraith
03-16-11, 12:43 PM
the mod is not the cause of the CTDs. I merely hook the fire events for the ships and airplanes and then do a little magic to make them take damage from fire over time. I think the CTD you experienced is from what Rubini posted above :yep:

NoGoodLandLubber
03-16-11, 01:03 PM
I wasn't sure if it was or not. Figured it wouldn't hurt to ask.

Great job on the mod, BTW. I'd always assumed that since a ship was on fire that it would still be sustaining damage, since in theory damage was being done by the fire/flooding.

Carry on! :salute:

Rubini
03-16-11, 01:24 PM
I wasn't sure if it was or not. Figured it wouldn't hurt to ask.

Great job on the mod, BTW. I'd always assumed that since a ship was on fire that it would still be sustaining damage, since in theory damage was being done by the fire/flooding.

Carry on! :salute:
Sorry to hijack your thread again TDW.:DL

@NoGoodLandLubber
Is always good to ask!
This ctds related to third part ships are in truth a BIG problem as it can ruin your campaign/patrol/savegames and all we have them on ours Sh3 installations. Recentelly (well,the last time that I played Sh3 seriously) I became so hungry with this problem, that I take out almost all of third part ships apart and then finished my campaign without CTDs. It's a pity because new ships are a great addition to the game. And the problem is normally easy to solve by the ship modder builder. Just need attention to details and a good builder routine.

Another possibility is to edit the zones.cfg and erase all posilibilities of catastrophic destructions but you will lose this eye candy feature and others potential problems with third part ships will stay anyway.:damn:

LGN1
03-16-11, 03:32 PM
Great work, TDW. Thanks a lot for the new version!

@Rubini:



And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!:up:

Are you still working on this? I guess you do it via spawning small bolds when depth-charges explode :06: If yes, do you know whether Bolds affect hydrophones or only ASDIC?

Cheers, LGN1

Rubini
03-16-11, 04:11 PM
Great work, TDW. Thanks a lot for the new version!

@Rubini:


Are you still working on this? I guess you do it via spawning small bolds when depth-charges explode :06: If yes, do you know whether Bolds affect hydrophones or only ASDIC?

Cheers, LGN1
Hi LGN1,

(excuse me for hijack the thread again TDW...well, at least the below exposed have something in common with your mod idea:DL)


The addition of bolds just replacing the virtual DC as they are on the TDW mod didn't work in the end. At first I thougth that it worked (is difficult to test, the fake bold "noise" effect is a bit subjective issue).

I added a bold object/effect to a real DC under water explosion effect (the same idea on the TDW fire damage mod - he added a virtual DC to a know effect - the fire) but it gives CTD. Later I understood why/the sutil difference: Sh3 manage differentely objects that are made for player use (torpedos and bolds are good example) in contrast with others objects like bombs, DC, etc.

In others words, a full working virtual torpedo or a full working virtual bold are both yet impossible to we handle without SDK.

So, no dice with DC making noise/disturbance until now!:damn:

(Hopes that you understand me, my english is worst than ever):DL

TheDarkWraith
03-16-11, 04:51 PM
What are you trying to do with the DC? Have it make noise? I don't understand :06: Nothing is impossible, you just have to be more creative about how to implement it.

It appears you all are wanting the DCs to make noise as they are falling. This should be really easy to do. The DC needs to have a sound source attached to it with the hydro effect (I believe in SH3 it was hyd). You could probably even attach a sonar target to it so the sonarman could detect it in water. Ok, now I'll have to try this and see if it works since it's easy enough to make in a few minutes.

EDIT:

ok successfully added sound to the DCs. Now, what sound do you want the DCs to have? I need a sound file (wav) for it. Currently I'm using the torpedo sound but I need a real sound for the DCs. Works in game (you can hear the sound from the DCs in external cam and also from the hydrophone station) :yeah:

Think we should add sound to the decoys also fired by the sub. Need a sound file (wav) for it also. I'm going to go ahead and add the necessary controllers to the bolds so they can have sound also.

Rubini
03-16-11, 08:06 PM
What are you trying to do with the DC? Have it make noise? I don't understand :06: Nothing is impossible, you just have to be more creative about how to implement it.

It appears you all are wanting the DCs to make noise as they are falling. This should be really easy to do. The DC needs to have a sound source attached to it with the hydro effect (I believe in SH3 it was hyd). You could probably even attach a sonar target to it so the sonarman could detect it in water. Ok, now I'll have to try this and see if it works since it's easy enough to make in a few minutes.

EDIT:

ok successfully added sound to the DCs. Now, what sound do you want the DCs to have? I need a sound file (wav) for it. Currently I'm using the torpedo sound but I need a real sound for the DCs. Works in game (you can hear the sound from the DCs in external cam and also from the hydrophone station) :yeah:

Think we should add sound to the decoys also fired by the sub. Need a sound file (wav) for it also. I'm going to go ahead and add the necessary controllers to the bolds so they can have sound also.

Hi TDW,

Thanks to think about this but isnīt about sound that we are talking. Just a minute, I will look at a link to post here then you will understand better the matter.

Rubini
03-16-11, 08:15 PM
Ok, here:
http://www.subsim.com/radioroom/showthread.php?t=152966&highlight=depth

Itīs about to make the DDs a bit blind after a DC explode. A disturbance for the ASDIC and hidrophones, as in real life, to add to the game uncertanty and real tatics.

Itīs an old mod idea, an old wish by the players, that never was achieved by any mod or modder. A lot of approachs already was tried, neither had success. The better idea was to add a "Bold disturbance effect" to the DC explosion, this way blinding a bit the DDs.

When I saw your mod implementation idea (damage by fire) I pick up again some hope but as i said above seems that the problem is that bold (and also torpedos), wich are fired by the player, are handle in a different way by the game engine and donīt full work when we try to use them on mods.

Any idea?:hmmm:

TheDarkWraith
03-16-11, 09:26 PM
Ok, here:
http://www.subsim.com/radioroom/showthread.php?t=152966&highlight=depth

Itīs about to make the DDs a bit blind after a DC explode. A disturbance for the ASDIC and hidrophones, as in real life, to add to the game uncertanty and real tatics.

Itīs an old mod idea, an old wish by the players, that never was achieved by any mod or modder. A lot of approachs already was tried, neither had success. The better idea was to add a "Bold disturbance effect" to the DC explosion, this way blinding a bit the DDs.

When I saw your mod implementation idea (damage by fire) I pick up again some hope but as i said above seems that the problem is that bold (and also torpedos), wich are fired by the player, are handle in a different way by the game engine and donīt full work when we try to use them on mods.

Any idea?:hmmm:

sure do. The effect that is played when the DC explodes could be changed to point to either:
- a new type 4/100 node that has a bold effect tied to it that lasts for say 2-3 seconds or
- straight to a bold effect with a lifetime of 2-3 seconds

That's what I would try first

Rubini
03-16-11, 10:26 PM
sure do. The effect that is played when the DC explodes could be changed to point to either:
- a new type 4/100 node that has a bold effect tied to it that lasts for say 2-3 seconds or
- straight to a bold effect with a lifetime of 2-3 seconds

That's what I would try first

These I already tried. But the game just CTD when a DC explode. After some time looking at others possibilities to tie the bold effect, always without success, I start to think what I exposed above: probably the game donīt allow us to have a virtual full working objects that are primarely destinated to the player use (torpedo and bold), differentely from AI objects like bombs, DC, etc. In my tests any Ai object worked without problems. Only bold (I didnīt tested torpedos) lead to CTD.:damn:

Well, after hours and hours trying it i give up. But as we already saw here a lot of times, perhaps someone will finally find a way to do it in some moment in near future.:up:

Edit: So, i guess that the problem is the player "ignition" routine. IIRC when we tried virtual torpedos, they had a fixed direction, making modded virtual torpedos unuseful, showing to us that something more is needed that is hardcoded (until now); seems now that the bold also needs some hidden routine to ignite it correctly...the game donīt find it and CTD. Just a guess...

Robin40
03-17-11, 04:19 AM
These I already tried. But the game just CTD when a DC explode. After some time looking at others possibilities to tie the bold effect, always without success, I start to think what I exposed above: probably the game donīt allow us to have a virtual full working objects that are primarely destinated to the player use (torpedo and bold), differentely from AI objects like bombs, DC, etc. In my tests any Ai object worked without problems. Only bold (I didnīt tested torpedos) lead to CTD.:damn:

Well, after hours and hours trying it i give up. But as we already saw here a lot of times, perhaps someone will finally find a way to do it in some moment in near future.:up:

Edit: So, i guess that the problem is the player "ignition" routine. IIRC when we tried virtual torpedos, they had a fixed direction, making modded virtual torpedos unuseful, showing to us that something more is needed that is hardcoded (until now); seems now that the bold also needs some hidden routine to ignite it correctly...the game donīt find it and CTD. Just a guess...

Do you mean that DD's are not deaf when DC's are exploding?

Damn...I thought to use a tricky tactics to excape: when a DC explodes I increase speed to 3, then I stop engines when explosions cease

Rubini
03-17-11, 07:44 AM
Do you mean that DD's are not deaf when DC's are exploding?

Damn...I thought to use a tricky tactics to excape: when a DC explodes I increase speed to 3, then I stop engines when explosions cease

Yes, exactly they are not being deaf by exploding DC in Sh3...but DD's rear is deaf (ASDIC geometry). Perhaps one day we will also achieve to add DC disturbance for ASDIC. Then we will have new tatics to explore.:up:

LGN1
03-17-11, 03:26 PM
Thanks for the explanation, Rubini! It's a pity that it doesn't work :cry:

Probably the best solution would be to deactivate the ships' ASDIC/Hydrophones for a short period of time. But how :hmmm:

Cheers, LGN1

TheDarkWraith
03-18-11, 08:17 PM
Yes, exactly they are not being deaf by exploding DC in Sh3...but DD's rear is deaf (ASDIC geometry). Perhaps one day we will also achieve to add DC disturbance for ASDIC. Then we will have new tatics to explore.:up:

Thanks for the explanation, Rubini! It's a pity that it doesn't work :cry:

Probably the best solution would be to deactivate the ships' ASDIC/Hydrophones for a short period of time. But how :hmmm:

Cheers, LGN1

Figured out how to cause a disturbance.....and it works :rock: Yes this does make for some interesting tactics now. Now I must make this for SH5 and SH4! :D

Fish In The Water
03-18-11, 10:37 PM
Figured out how to cause a disturbance.....and it works :rock: Yes this does make for some interesting tactics now.

Great news! This kind of realism is an absolute must. Puts a capital 'S' in sim... Many thanks! :up:

Rubini
03-18-11, 11:40 PM
Figured out how to cause a disturbance.....and it works :rock: Yes this does make for some interesting tactics now. Now I must make this for SH5 and SH4! :D
Awesome mate! Many thanks! I will test it asap and post feedbacks on the correct thread.:up::up:

maillemaker
03-30-11, 12:35 PM
Wow, this is an awesome mod, can't wait to get home and try it! It's a shame that fire never caused damage all along!

Itīs about to make the DDs a bit blind after a DC explode. A disturbance for the ASDIC and hidrophones, as in real life, to add to the game uncertanty and real tatics.

Itīs an old mod idea, an old wish by the players, that never was achieved by any mod or modder. A lot of approachs already was tried, neither had success. The better idea was to add a "Bold disturbance effect" to the DC explosion, this way blinding a bit the DDs.

And all this time I thought that DCs DID cause sonar problems, and was gunning the engines and cutting them after the explosions stopped!

Is there a mod for this, now, too?

Steve

frau kaleun
03-30-11, 12:42 PM
And all this time I thought that DCs DID cause sonar problems, and was gunning the engines and cutting them after the explosions stopped!

Is there a mod for this, now, too?


:yep:

Depth Charge Water Disturbances

http://www.subsim.com/radioroom/showthread.php?t=181513

maillemaker
03-30-11, 07:40 PM
thanks frau!

frau kaleun
03-30-11, 08:35 PM
You're very welcome!

Stiebler
04-25-11, 09:57 AM
When testing this mod extensively, and the depthcharges disturbance mod, for a new version of NYGM, I found that it was almost impossible to reload any saved game. (Releases of NYGM are tested with a full career.)

The problem of reloading saved games which then cause CTDs is very well known, and can have a number of causes, but I could not reload *any* game created after sighting any enemy unit (sea or air or convoy), evading it to a safe distance, then making a saved game. I could only reload a game saved soon after departing base, when no enemy had yet been seen.

By a tedious process of systematic trial and error, it became clear that it was one or other (or both) of the TDW_Ship_Plane_Fire_Damage_v1.4_SH3 and the TDW_DC_waterdisturbance_V4.0_SH3 that was corrupting the saved game (almost certainly the Ship_Plane_Fire_Dame mod). Once these files were removed, it became possible to save and reload games again - subject to all the usual limitations!

This a great pity, because I think the Ship_Plane_Fire mod is wonderful in operation. But I cannot add it as it stands to NYGM. Sometimes one wants to save one's game.

Has anyone else noted this problem, not necessarily with NYGM?

Stiebler.

A6Intruder
04-25-11, 12:24 PM
When testing this mod extensively, and the depthcharges disturbance mod, for a new version of NYGM, I found that it was almost impossible to reload any saved game. (Releases of NYGM are tested with a full career.)

The problem of reloading saved games which then cause CTDs is very well known, and can have a number of causes, but I could not reload *any* game created after sighting any enemy unit (sea or air or convoy), evading it to a safe distance, then making a saved game. I could only reload a game saved soon after departing base, when no enemy had yet been seen.

By a tedious process of systematic trial and error, it became clear that it was one or other (or both) of the TDW_Ship_Plane_Fire_Damage_v1.4_SH3 and the TDW_DC_waterdisturbance_V4.0_SH3 that was corrupting the saved game (almost certainly the Ship_Plane_Fire_Dame mod). Once these files were removed, it became possible to save and reload games again - subject to all the usual limitations!

This a great pity, because I think the Ship_Plane_Fire mod is wonderful in operation. But I cannot add it as it stands to NYGM. Sometimes one wants to save one's game.

Has anyone else noted this problem, not necessarily with NYGM?

Stiebler.

Hi,
yes i could confirm your words. After my testings with LSH 5.1, in my opinion it has to be: TDW_DC_waterdisturbance_V4.0_SH3 Mod.
I only could reload when no enemy ship was sunk before.
Best regards:salute:

Salvadoreno
04-25-11, 01:39 PM
p.s link down.

I may have to confirm this too. I didnt realize it but i cant reload my saved games after i sink a ship either (or get depth charged). I am running GWX 3.0 and a lot of other mods, so i cannot be TOO sure, but it looks likely with all the described problems above.

LGN1
04-25-11, 03:13 PM
Hi Stiebler,

I've just made a quick test with a scr campaign file containing only a single ship. I had no problems with saving at any instance :hmmm:

I don't know which exe you use, but Privateer once mentioned that the no-cd exe (the cracked one with starforce removed) is less stable than the original exe without any starforce trace (the one h.sie uses for his patches). I use the original one without starforce. I guess you too. If not, this might be the difference :hmmm:

BTW, have you tested the water disturbance mod? I made several tests and could not find any clear sign that it is actually doing what it's supposed to do. My feeling is that it has no influence at all on the AI. See here:

http://www.subsim.com/radioroom/showpost.php?p=1642186&postcount=121

and the other posts in the thread. If you have made some tests with different results it would be great if you could share them!

Regards, LGN1

Fish In The Water
04-25-11, 03:19 PM
Interesting observations, I think I'll look into this as well... :hmmm:

frau kaleun
04-25-11, 04:14 PM
Are these problems only with NYGM and LSH? Or is it happening with GWX as well?

Edit: Never mind, just saw Salvadoreno's post above.

sharkbit
04-25-11, 04:34 PM
Hmmmm....:hmmm:

You know, I had a CTD after reloading a save after I had sunk a ship and I thought I might finally be the victim of a save game crash. I have always ignored the rules and have never had a problem until then.

I had to restart the career. The last time I played, I had just sunk a ship and was well away from the convoy and getting into position to pursue and reposition for a second attack when I had to call it quits and I saved.

I haven't loaded that save yet but now you really have my curiosity up on what might happen. I do have both those mods enabled and it is the first time I've played with them.

I will advise when I try it.
:)

frau kaleun
04-25-11, 04:58 PM
Hmmmm....:hmmm:

You know, I had a CTD after reloading a save after I had sunk a ship and I thought I might finally be the victim of a save game crash. I have always ignored the rules and have never had a problem until then.

I had to restart the career. The last time I played, I had just sunk a ship and was well away from the convoy and getting into position to pursue and reposition for a second attack when I had to call it quits and I saved.

I haven't loaded that save yet but now you really have my curiosity up on what might happen. I do have both those mods enabled and it is the first time I've played with them.

I will advise when I try it.
:)

May just be me, but it does seem like we've had quite a few reports lately of people not being able to load any saves made while at sea in mid-patrol. I don't think anyone's specifically mentioned these mods in relation to that, but who would've made the connection without a lot of extensive testing directed at them in particular? :hmmm:

sharkbit
04-25-11, 05:20 PM
Using GWX 3.0:
I loaded my save after I sunk the ship-CTD.
I loaded a previous save under a different name while I was stalking the convoy and prior to sinking the ship-loaded fine. I saved this one while surfaced, within sight of about a dozen ships, probably within 12km.

Obviously more testing needs to be done. I use the fire damage mod in SH4 and have had no problems but people have had issues with the DC disturbance md in SH4 and I haven't tried that.

:)

fitzcarraldo
04-25-11, 06:21 PM
Keep getting a 'file not found' message on filefront. Can somebody confirm please?

regards

slipper

Gamefront works fine.

Many thanks, TDW, you make ours days!:yeah:

Regards.

Fitzcarraldo :salute:

Salvadoreno
04-26-11, 03:05 AM
Uninstalled both TDW mods. Started a new career, sank a ship. Saved and reloaded. BAM! All good! Thats to bad :(

Stiebler
04-26-11, 08:57 AM
Many thanks, everyone, for this feedback.

After reading the majority opinion that the real problem was probably the depthcharge-disturbances mod, I played a long patrol in early 1944 with TDW_Ship_Plane_Fire_Damage_v1.4_SH3 mod in place, and the TDW_DC_waterdisturbance_V4.0_SH3 mod excluded.

After attacking three convoys and being bombed and depth-charged several times, and making repeated save-games, I was still able to reload successfully the last saved game after nearly three months at sea.

So those who blamed the TDW_DC_waterdisturbance_V4.0_SH3 mod were correct.

That means NYGM can still use TDW's fire damage mod, I am glad to say. I was always doubtful about the usefulness of the water-disturbance mod, after reading the comments of others, so that is less of a loss.


Just for the record, and from long experience, the following combinations of circumstances (no connexion with TDW's mods) continue to cause defective saved games that cannot be reloaded:
1. If two convoys spawn close to your U-boat at about the same time, then any game save made afterwards, wherever saved, will be corrupt.
2. Any game-save made after a convoy has spawned with Sergbuto's AI U-boats attached, will also be corrupt.

It is always safer not to make game-saves when any other unit is within 30 km.

Stiebler.




Stiebler.

Bakkels
04-26-11, 09:28 AM
Guess I'm a little too late with my input, but I can confirm your findings; I've been playing with the Ship_Plane_Fire_Damage for countless patrols now, and I often save and load while at sea (even submerged with a convoy at less than 5 km distance) and I never had a problem.
I don't have the WaterDisturbance mod, but I do have a load of other mods running, and it never crashed.

LGN1
04-26-11, 02:24 PM
Just for the record, and from long experience, the following combinations of circumstances (no connexion with TDW's mods) continue to cause defective saved games that cannot be reloaded:
1. If two convoys spawn close to your U-boat at about the same time, then any game save made afterwards, wherever saved, will be corrupt.
2. Any game-save made after a convoy has spawned with Sergbuto's AI U-boats attached, will also be corrupt.

It is always safer not to make game-saves when any other unit is within 30 km.

Stiebler.



Hi Stiebler,

I'm confused. Doesn't the second comment mean that whenever you meet a convoy with Sergbuto's AI U-boats attached you cannot save anymore? If that's the case, I wonder why they are still in the NYGM campaign files :06:

IIRC a third issue with saving is that ships from the scr layer loose their waypoints. They just continue sailing straight on. Ships from the rnd layer do not show this behavior (no idea why that's the case. Would be a great if this could be fixed. Maybe a challenge for h.sie if he gets bored :D).

Regards, LGN1

Fish In The Water
04-26-11, 03:59 PM
So those who blamed the TDW_DC_waterdisturbance_V4.0_SH3 mod were correct.

It certainly seems this way...

I just started experiencing save issues recently after a long history of care free loads. The configuration I was using was so stable I could pretty much save anywhere anytime without any regard to the usual safe practices.

Then all of a sudden, I sink a ship on a test patrol and whammo - corrupt save.

As a result, I started backtracking my recent mods and edits in an attempt to isolate the issue. From what I can see, after several tests, the water disturbance mod seems to be the culprit.

A shame really as it held so much promise for enhanced realism. :nope:

sharkbit
04-26-11, 05:03 PM
It is disappointing about the DC water disturbances mod. Hopefully someone can work it out and make it work. It would add so much to the game.

Sigh...I guess I'm going to have to disable the DC mod and restart the career. :wah:

:)

Stiebler
04-27-11, 01:34 AM
@LGN1:
I'm confused. Doesn't the second comment mean that whenever you meet a convoy with Sergbuto's AI U-boats attached you cannot save anymore? If that's the case, I wonder why they are still in the NYGM campaign files :06:You are correct, if you encounter a convoy with AI U-boats attached then you cannot save any more (since by then the convoy has spawned and the U-boats are firing at the convoy - I have never been certain whether it is the U-boats themselves that are the problem, or their associated use of 'underwater guns' to fire on the ships.)

NYGM retains these AI U-boats since:
a) They add a lot of realism to the game. They are so effective that they divert the convoy escorts away from the player U-boat, which is the whole function of wolf-pack attacks.
b) There are few convoys with AI U-boats attached, so it is not much of an issue.
c) It is not often that one actually needs to reload a saved game.
Taken all together, the benefits outweigh the difficulties.

IIRC a third issue with saving is that ships from the scr layer lose their waypoints. They just continue sailing straight on. Ships from the rnd layer do not show this behavior (no idea why that's the case. Would be a great if this could be fixed. Maybe a challenge for h.sie if he gets bored :D).I had not noticed this behaviour before. I shall watch out for it in future! Thanks.

Stiebler.

clouclou
04-27-11, 03:34 AM
This is not only Nygm a, since it also does in GWX3. The error may still be just TDW-Water-Disturbance.
Hello.

LGN1
04-28-11, 03:47 PM
Hi Stiebler,

thanks for your reply. I tested the save-game issue with ships in the scr layer again and could not reproduce it :-? I remember that I tested it long time ago when there was a discussion about the harbor traffic that loses its waypoints. Since it was long ago, I don't remember what I tested exactly.

Anyway, I just want to mention that I'm not sure anymore about the save-game issues with units in the scr layer.

Cheers, LGN1

LGN1
04-29-11, 12:46 PM
Hi,

I tested the scr layer save-game issue again. I can reproduce it for units in the scr layer that are rendered when you start your patrol (e.g., the units in your home port). Units in the scr layer that are only loaded/rendered later seem not to suffer from this issue.

Cheers, LGN1

Stiebler
04-29-11, 01:32 PM
@LGN1,


Thanks for the update on the movements of ships in campaign_SCR.mis after save/load. Not too serious a problem, then.

Stiebler.

Wreford-Brown
04-29-11, 02:13 PM
Hi,

I tested the scr layer save-game issue again. I can reproduce it for units in the scr layer that are rendered when you start your patrol (e.g., the units in your home port). Units in the scr layer that are only loaded/rendered later seem not to suffer from this issue.

Cheers, LGN1

Ships are only rendered when they are within around 30km of your u-boat. All other ships live in the _SCR (or _RND) files as placeholders, not full ship models, therefore you have rendered ships and placeholders. Both rendered ships and placeholders follow waypoints which gives them their course.

When you save a game, the game remembers all rendered ships but relies on the _SCR/RND layer for placeholders.

When you load a savegame, SH3 seems to remember waypoints for placeholders but forgets them for rendered ships, leaving them to sail blindly in a straight line.

This is the closest I can come to explaining this behaviour so I'd be grateful if anyone else can shed light on the problem.

LGN1
04-29-11, 03:38 PM
Hi Wreford-Brown,

from my tests it seems that SH3 remembers the waypoints in a save game IF the unit is not rendered when your patrol starts.

Waypoints of rnd layer units are definitely saved (this is confirmed easily with my zigzag rnd layers). As far as I know it's not possible that a rnd unit is spawned in your 'render area'. Therefore the 'scr harbor problem' does not exist for rnd units.

To summarize, as I understand the problem it only exists for scr units in the 30km area around your home port. As Stiebler pointed out, in this case the problem is not very crucial.

Cheers, LGN1

Wreford-Brown
04-29-11, 03:43 PM
Hi Wreford-Brown,

from my tests it seems that SH3 remembers the waypoints in a save game IF the unit is not rendered when your patrol starts.

Waypoints of rnd layer units are definitely saved (this is confirmed easily with my zigzag rnd layers). As far as I know it's not possible that a rnd unit is spawned in your 'render area'. Therefore the 'scr harbor problem' does not exist for rnd units.

To summarize, as I understand the problem it only exists for scr units in the 30km area around your home port. As Stiebler pointed out, in this case the problem is not very crucial.

Cheers, LGN1

:yep:
Placeholders are not rendered therefore SH3 remembers waypoints.
Rendered ships waypoints are 'forgotten', hence harbour problem.

LGN1
04-29-11, 04:02 PM
Hi Wreford-Brown,

just to make sure that we mean the same:

When you are in the middle of the Atlantic and there is no ship within 30km of your boat, it means that there are no rendered ships; only 'placeholders'. Every ship that you encounter is a rendered ship that was a placeholder before.

I don't think there is any problem with these ships. The problem exists only for those ships that have never changed from placeholder to rendered because they had to be rendered when your patrol started. Do you agree?

Cheers, LGN1

Wreford-Brown
04-29-11, 04:35 PM
Hi Wreford-Brown,

just to make sure that we mean the same:

When you are in the middle of the Atlantic and there is no ship within 30km of your boat, it means that there are no rendered ships; only 'placeholders'. Every ship that you encounter is a rendered ship that was a placeholder before.

I don't think there is any problem with these ships. The problem exists only for those ships that have never changed from placeholder to rendered because they had to be rendered when your patrol started. Do you agree?

Cheers, LGN1

Yes :yep:

LGN1
04-29-11, 04:37 PM
Thanks, Wreford-Brown for confirming!

I have made another test to investigate this issue further. I started a campaign and saved the game in the harbour. I reloaded the save game and the harbour patrol lost it waypoints and sailed on a straight course --> 'harbour traffic bug'.

Now I started a new campaign, left the harbour area without saving and returned. I spotted the harbour patrol and saved the game. When I reloaded the resulting save game, the harbour patrol continued on its waypoints, i.e., no 'harbour traffic bug' observed.

From this I conclude that the 'harbour traffic bug' is really not a property of the units in the scr layer (same unit shows this issue under certain circumstances and does not show it under different ones), but a property of units that are present when your patrol starts, i.e., units that are immediately rendered when you start your patrol.

Wreford-Brown
04-29-11, 05:15 PM
:yep:

When you start a new patrol there are no rendered ships and the SH3 engine has to render them from placeholders in the _SCR layer, so there is no harbour bug.

If you then save the game in the harbour and load from the savegame, the ships have already been rendered once and SH3 'remembers' them as rendered ships (not placeholders) therefore you get the harbour bug.

The issue is not with the _SCR file, it's with where and when you save your game, and bear in mind that ships are rendered from the SCR layer in the last few seconds before the game starts (about 95% through the load bar). RND is about 50% of the way through the load bar. It's easy enough to test - script a standalone ship (e.g. one of VonDos') into the SCR layer then disable the ship in JSGME. CTD @ 95-100% of load bar. Script into RND and CTD around the 50-60% mark.

I'm also fairly sure that there are a finite number of rendered ships that a savegame can cope with:
A few rendered ships - no problem, waypoints saved (try it next time you see a single merchant)
More rendered ships - SH3 will remember the ships but ditch the waypoints (harbour bug).
Too many rendered ships - CTD (near large convoys etc.)

Unfortunately the number of ships the savegame system can cope with seems to be computer dependent. Those with top of the range computers will suffer fewer problems than those (like me) with old ones.

We seem to have derailed TGW's thread so apologies to TDW (and the rest of you!).
@LGN1 - if you'd like to continue this we should start our own thread for it.

bojan811
05-03-11, 07:40 PM
I enebled this mod and tried to play the flack attack in academy.
I hit a tanker few times in the exam and he was all in flames...BIG fire and i tred to wait and see will he "burn to death'' so i started to shadow him for 10-11 houres shoot him 1-3 times he was all in flames...so i waited a little bit longer and the night kicked + stormy weather and i lost him form sight.
So all in all with the flames like house he managed to escape/die in silence from me...with this mod enebled.
And in the same exam the other ship (forgothed his tipe, the small one) was dead afther few hits and some wait time.

So how to be sure that this works?

LGN1
05-05-11, 03:33 PM
Hi,

I've never tested this mod, but I guess it should be easy to do so. Just open the file with S3Editor and increase the range and hitpoints of the spawned depth-charges. With large values you should definitely see an impact at some point (maybe you have to do a few test runs).

Cheers, LGN1

bojan811
05-08-11, 06:09 PM
Hi,

I've never tested this mod, but I guess it should be easy to do so. Just open the file with S3Editor and increase the range and hitpoints of the spawned depth-charges. With large values you should definitely see an impact at some point (maybe you have to do a few test runs).

Cheers, LGN1

Wait a sec...range and hit points of the spawned depth-charges.
I think we have a misunderstanding here.
Am talking about a the ships who have suffered torpedo hit and wore on fire but even with 10-15 h passed refused to die.

So the question is how much damage a fire is causing to a single ship?

LGN1
05-09-11, 02:14 PM
Hi bojan811,

just take a look at the file with Silent3ditor. You will then see why I'm talking about depth charges,... I assume you are familiar with Silent3ditor.

Cheers, LGN1

bojan811
05-10-11, 07:46 AM
I instaled it a few days ago, but i am not that familiar with it.
Little tip or help would be appreciated.

Thanks in advance

LGN1
05-10-11, 12:53 PM
Hi,

when you open TDW's file with Silent 3ditor you should see a list with names on the left side:

0:AuthorInfo
1:Start
2:Node-Small_Fire_DC
...

When you click on the '+' on the left of '2:Node-Small_Fire_DC', you should get some new names:

3:Small_Fire_DC
4:ShellCounter
6:amun_DepthCharge
...

Click on the '+' left of '8:AmmoDamageInfo' and then click on '9:AmmoDamageInfo'. In the 'Property tree' on the right you should now see the AmmoDamageInfo:

MinEF = ...
...

These are the values for the depth charges that are spawned by the fire and that damage the ship. When you click on a line, you should get some useful information about the entry in the 'Property details' below (its effect). You can also change the values there.

Just try to increase the values and see what happens (IIRC, these depth charges are not always spawned. So, run several tests to see whether there is an effect).

I hope this explanation helps.

Cheers, LGN1

PS: Just as a reference: The C3 ship has 575 hitpoints in GWX.

Myxale
05-10-11, 02:17 PM
Thanx for elaborating this LGN!
Not used the mod, but plan too!

Rubini
05-10-11, 04:06 PM
I enebled this mod and tried to play the flack attack in academy.
I hit a tanker few times in the exam and he was all in flames...BIG fire and i tred to wait and see will he "burn to death'' so i started to shadow him for 10-11 houres shoot him 1-3 times he was all in flames...so i waited a little bit longer and the night kicked + stormy weather and i lost him form sight.
So all in all with the flames like house he managed to escape/die in silence from me...with this mod enebled.
And in the same exam the other ship (forgothed his tipe, the small one) was dead afther few hits and some wait time.

So how to be sure that this works?
It works, I can asure you. I made several tests with it, it's flawless and customizable as LGN1 said.
It's based (call the damage routine) on fire/smoke original Ids...so if you have a mod that add special fx fire/smoke or just changes these ids it could not work as intent at all.

bojan811
05-10-11, 05:48 PM
@rubini
Here is my mod list is this ok like this.
http://img819.imageshack.us/img819/6154/modsl.jpg
Can you recommend some mods who could go with this?

Bakkels
05-10-11, 06:19 PM
It works, I can asure you. I made several tests with it, it's flawless and customizable as LGN1 said.
It's based (call the damage routine) on fire/smoke original Ids...so if you have a mod that add special fx fire/smoke or just changes these ids it could not work as intent at all.

Well DarkWraith said in the opening post: "...due to the way I made it work, it can be used with stock or any mod"
I'm running the 'Sh4 effects for sh3' mod. And I'd really like to know if it will interfere with this one...

TheDarkWraith
05-10-11, 08:47 PM
Well DarkWraith said in the opening post: "...due to the way I made it work, it can be used with stock or any mod"
I'm running the 'Sh4 effects for sh3' mod. And I'd really like to know if it will interfere with this one...

As the original maker of the SH4 Effects for SH3 mod I can assure you that you will have no issues :up: That mod replaced all the SH3 effects with those from SH4. I didn't make any modifications to the stock Zones.cfg file so there will be no issues. Now if you're using a version that someone did in continuance to my original mod I cannot speak for them. The last version I released was v2.04.

NGT
05-11-11, 11:04 AM
Hello,

I can confirm: this mod works perfectly with NYGM and change the gameplay.

Don't forget that the results from fire is random, maybe you have damage, maybe not.

A very smart and nice mod.

Thank you DarkWraith !

:salute:

bojan811
05-13-11, 06:48 AM
Hi,

when you open TDW's file with Silent 3ditor you should see a list with names on the left side:

0:AuthorInfo
1:Start
2:Node-Small_Fire_DC
...

When you click on the '+' on the left of '2:Node-Small_Fire_DC', you should get some new names:

3:Small_Fire_DC
4:ShellCounter
6:amun_DepthCharge
...

Click on the '+' left of '8:AmmoDamageInfo' and then click on '9:AmmoDamageInfo'. In the 'Property tree' on the right you should now see the AmmoDamageInfo:

MinEF = ...
...

These are the values for the depth charges that are spawned by the fire and that damage the ship. When you click on a line, you should get some useful information about the entry in the 'Property details' below (its effect). You can also change the values there.

Just try to increase the values and see what happens (IIRC, these depth charges are not always spawned. So, run several tests to see whether there is an effect).

I hope this explanation helps.

Cheers, LGN1

PS: Just as a reference: The C3 ship has 575 hit points in GWX.

Sorry i missed this post.
I will go now and look at this in S3E.

This is more then helpful thanks LGN1.
Finally i understand what did you mean when talking about DC :)

Best Regards
B811:salute:

LGN1
11-22-11, 04:49 PM
Hi,

does anyone know an effect that alerts the AI without using a player's object (e.g., bold, torpedo,...) ?

I ask because I was wondering whether it's possible with TDW's method to solve an old and very annoying problem in SH3: premature explosions of torpedoes are completely ignored by the AI. If one could spawn an object that alerts the AI via the dud torpedo effect in particles.dat, the problem would be solved :hmmm: This would be really great because it's so ridiculous to see a premature explosion next to a ship and no one cares :dead:

Cheers, LGN1

von Kinderei
11-22-11, 05:03 PM
I'm gettin' the web page can't be found when tryin' to download this file ... :doh:

Never had any trouble gettin' files from there before ... can anyone help me out with an alternate link possibly :06:

Fish In The Water
11-22-11, 07:50 PM
I'm gettin' the web page can't be found when tryin' to download this file ... :doh:

Never had any trouble gettin' files from there before ... can anyone help me out with an alternate link possibly :06:

You can get the latest edition, v1.4, from here:

http://www.megaupload.com/?d=ZPFS4QVD

Nice little mod, enjoy! :sunny:

von Kinderei
11-22-11, 07:53 PM
SaaaaaWeeeeeeeet ... :yeah:


Thanks once again FITW :up:

Fish In The Water
11-22-11, 07:56 PM
SaaaaaWeeeeeeeet ... :yeah:


Thanks once again FITW :up:

You're welcome and good hunting! :arrgh!:

TheDarkWraith
11-22-11, 09:21 PM
Hi,

does anyone know an effect that alerts the AI without using a player's object (e.g., bold, torpedo,...) ?

I ask because I was wondering whether it's possible with TDW's method to solve an old and very annoying problem in SH3: premature explosions of torpedoes are completely ignored by the AI. If one could spawn an object that alerts the AI via the dud torpedo effect in particles.dat, the problem would be solved :hmmm: This would be really great because it's so ridiculous to see a premature explosion next to a ship and no one cares :dead:

Cheers, LGN1

There is no effect that will 'wake-up or alert' the AI but I do have an idea that will more than likely work :yep: I'll try it on SH5 first...

LGN1
11-23-11, 03:22 PM
Thanks for your reply, TDW :up:

I'm curious about your idea and I'm looking forward to getting more information about it! It would be really great if the problem I mentioned could be solved!

Cheers, LGN1

LGN1
04-19-12, 04:29 PM
There is no effect that will 'wake-up or alert' the AI but I do have an idea that will more than likely work :yep: I'll try it on SH5 first...

Hi TDW,

any news on this idea? Have you already tried it in SH5? Does it work?

Regards, LGN1

TorpLos
04-19-12, 08:22 PM
Keep getting a 'file not found' message on filefront. Can somebody confirm please?

regards

slipper

I just got it working.

Hey TDW i could have sworn steibler and the NYGM mod models this. Is it true? I dont want any terrrible mod conflicts.

Wow in 10 minutes the page count rose to 10. lol.. crazy.

TheDarkWraith
04-19-12, 11:47 PM
I just got it working.

Hey TDW i could have sworn steibler and the NYGM mod models this. Is it true? I dont want any terrrible mod conflicts.

Wow in 10 minutes the page count rose to 10. lol.. crazy.

Nope. Noone had ever figured out how to do it until this mod :yep:

GT182
04-21-12, 09:25 PM
Megaupload has been siezed on an order by a US District Court.

This is the link I'm getting when trying to download this file for SHIII...... http://www.megaupload.com/?d=ZPFS4QVD

And GameFront will not open for downloads. Is it my only computer or is this happening to others?

Frenchy849
04-22-12, 03:43 AM
Megaupload has been siezed on an order by a US District Court.

This is the link I'm getting when trying to download this file for SHIII...... http://www.megaupload.com/?d=ZPFS4QVD

And GameFront will not open for downloads. Is it my only computer or is this happening to others?
Maybe it's because you're using IE or something...

SquareSteelBar
04-22-12, 03:54 AM
http://en.wikipedia.org/wiki/Megaupload

Borgneface
04-22-12, 06:50 AM
Megaupload has been siezed on an order by a US District Court.

This is the link I'm getting when trying to download this file for SHIII...... http://www.megaupload.com/?d=ZPFS4QVD

And GameFront will not open for downloads. Is it my only computer or is this happening to others?

Hello, GT182,
Neither can I get any download fro Game front....I have always been using IE And use to have an account with Gamefront...I just cannot get anything there now!!

Frenchy849
04-22-12, 10:37 AM
Hello, GT182,
Neither can I get any download fro Game front....I have always been using IE And use to have an account with Gamefront...I just cannot get anything there now!!
Why doesn't anyone listen to me?
It's because it isn't compatible with IE anymore,you need to use Firefox or Chrome.

Borgneface
04-22-12, 01:45 PM
Why doesn't anyone listen to me?
It's because it isn't compatible with IE anymore,you need to use Firefox or Chrome.

Salute! Frenchy849,

Got you loud & clear, Now. Just could not imagine that a website would suddenly stop being compatible with IE!!
So it means that at some point we will need to use different browser in the future!
Any way Thanks for the precise info.

GT182
04-23-12, 04:00 PM
Why not upload them to SubSim's download section, so everyone can get them.

Sounds a bit stupid that a website is no longer compatable with IE. But that's ok, I don't need the ones we can't get anymore with this selective downloading of mods seeing some of us prefer to only use IE.

Madox58
04-23-12, 04:07 PM
That whole statement about IE is crap!

I just downloaded from Gamefront with no problem.

Check your settings for IE.

Sailor Steve
04-23-12, 07:02 PM
Why doesn't anyone listen to me?
It's because it isn't compatible with IE anymore,you need to use Firefox or Chrome.
Because you don't know what you're talking about. I just followed a couple of different links to Gamefront and downloaded a couple of different files with no problem, and I don't have Firefox or Chrome. The link on the first post is having problems, but other post links in this thread and others work fine.

Frenchy849
04-24-12, 03:16 PM
Because you don't know what you're talking about. I just followed a couple of different links to Gamefront and downloaded a couple of different files with no problem, and I don't have Firefox or Chrome. The link on the first post is having problems, but other post links in this thread and others work fine.
...Well I thought so,with everything abandoning IE for the newer web browsers and crap...
Now let's try to see what I can do.
EDIT:I just went to Gamefront's main page and it works fine,maybe the links were borked or something.

fideco
01-05-13, 03:10 PM
Unable to donwload...
May someone point me to a working link?
Thanks

Troublous_Haze
01-05-13, 03:13 PM
Unable to donwload...
May someone point me to a working link?
Thanks

It works fine: http://www.gamefront.com/files/service/thankyou?id=20131678

Takes some time to load tghe page, but it's good to go

raffa
01-05-13, 04:05 PM
It works fine: http://www.gamefront.com/files/service/thankyou?id=20131678

Takes some time to load tghe page, but it's good to go

Yes, that's true.
Thanks!:)

beanodublin
01-26-13, 02:06 PM
Thanks for this mod its great.

chrysanthos
03-01-13, 11:18 AM
hey people forget about filefront!! mediafire is the perfect one;)

LGN1
03-30-13, 04:04 PM
There is no effect that will 'wake-up or alert' the AI but I do have an idea that will more than likely work :yep: I'll try it on SH5 first...

Hi TDW,

did you test the idea on SH5? It would be really great if the AI would react to premature explosions of torpedoes.

Regards, LGN1

_yos_
06-23-13, 09:42 PM
Unfortunately, unable to download the link (using chrome, and mozilla, and ie produces the same result: 403 - Forbidden )

:-(

desertstriker
06-23-13, 10:02 PM
Try going here look for hsies folder
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

Scoobared
08-14-13, 02:35 PM
Greetings Subsim! I have just recently gotten SHIII--always late to the party, as usual. This sim and the Subsim modding community are fantastic; an outstanding job keeping SHIII alive for so many years with so many wonderful mods--otherwise latecomers such as myself would most likely have missed out on the fun entirely.

Using JSGME, whenever I activate the Fire Damage mod, the smoke columns from burning ships disappear instantly once the relevant sections sink below the waterline. Deactivating this mod returns the smoke particles to the normal behavior of fading out slowly over time.

I'm running the Encore-published no Starforce DVD edition using GWX 3, SH3 Commander/SH3 Weather and the H.Sie/Steibler combined hardcode patches. When the Fire Damage mod is activated, the instantly disappearing smoke particles occur both with and without any other additional mods loaded.

Otherwise, the mod is working as intended. To test, I used the Silent 3ditor to tweak the damage from the virtual depth charges to atomic levels and was rewarded with ships splitting in two from a single shot.

All testing (tasting?) of various mod soups have been done in the first two naval academy missions. No patrols yet.

Searching the forums, it appears the problem once existed with the stock sim as well as with The Dark Wraith's lovely "SH4 effects for SH3," but I've so far found no reports of instantly disappearing smoke associated with the Fire Damage mod itself. I hope it's not just me. Any ideas of settings to tweak?

Mikemike47
08-14-13, 05:10 PM
Hi TDW,
did you test the idea on SH5? It would be really great if the AI would react to premature explosions of torpedoes.
Regards, LGN1

I don't play SH3 or SH4 anymore (only SH5) so if you need to reach me do so via PM

As stated all ready on first post, etc. etc., .........TDW spends most of his time improving SH5. Be patient, his mailbox gets full a lot.

wizardmatt
02-10-17, 07:14 AM
Whenever I activate the Fire Damage mod, the smoke columns from burning ships disappear instantly once the relevant sections sink below the waterline. Deactivating this mod returns the smoke particles to the normal behavior of fading out slowly over time.

When the Fire Damage mod is activated, the instantly disappearing smoke particles occur both with and without any other additional mods loaded.

All testing (tasting?) of various mod soups have been done in the first two naval academy missions. No patrols yet.

Searching the forums, it appears the problem once existed with the stock sim as well as with The Dark Wraith's lovely "SH4 effects for SH3," but I've so far found no reports of instantly disappearing smoke associated with the Fire Damage mod itself. I hope it's not just me. Any ideas of settings to tweak?

QFT. Confirming that the instantly-vanishing-smoke bug occurs with this mod, even if it is the only mod activated alongside your choice of FX mod. I have tested it not just with Racerboy's SH4 Effects - specifically v7, the reboot by asanovic7 - but also with GWX Enhanced Damage Effects and the FX component of Urfisch's Modstrike. In each case, all (child?) particles/smoke instantly vanish when the (parent?) source/fire disappears below the water.
I've looked at particles.dat+materials.dat in the various FX mods, plus the Fire Damage mod .dat, in both S3D and Hex Editor Neo (which I bought specifically to help with this issue). I'm pretty sure the problem is something to do with a conflict between the FX particles.dat and the Fire Damage mod .dat, somewhere in the particle generator sub-sections, and possibly the NoDeleteChildren and/or StopAllParticles variables. Another potential variable/s lie within the water interaction sub-section.
This is the final step in my decade long quest to install (what I consider to be) a definitive GWX setup. Having spent so long in Notepad++, WinMerge, etc, I am itching to just play the game before I spend more time learning Hex Editor. Any help and advice, to save me some time, would be gratefully received :Kaleun_Salute:

LGN1
08-29-17, 11:54 AM
Hi,

I found a way to solve the issue: Just copy the particle generator from the mod's file to its parent node in the particle.dat file and move it above the fast particle generator.

I don't understand why, but the ordering of the generators is important.

Best, LGN1

Kendras
08-29-17, 12:23 PM
Hi,

I found a way to solve the issue: Just copy the particle generator from the mod's file to its parent node in the particle.dat file and move it above the fast particle generator.

I don't understand why, but the ordering of the generators is important.

Best, LGN1

Is the fast particle generator still working ? :hmm2:

LGN1
08-29-17, 03:41 PM
Yes.

As said before, I don't understand why, but it works :oops:

Best, LGN1

Anvar1061
08-30-17, 04:51 AM
Yes.

As said before, I don't understand why, but it works :oops:

Best, LGN1

Could you show your method clearly?

LGN1
08-30-17, 03:51 PM
Hi,

if you open the file 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat' with S3D you can see the nodes 'Small_fire_damage' and 'Large_fire_damage'. Their parent nodes are the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat.

Copy the two nodes 'Small_fire_damage' and 'Large_fire_damage' with all sub-nodes to the file particles.dat. Take care that the index of the new nodes is lower than the index of the FastParticleGenerator of the nodes (#Fire_big and small). Then remove the nodes from 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.That's all.

Best, LGN1

PS: You can also add a new node to the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat above the FastParticleGenerator and use their IDs as parent IDs for the 'Small_fire_damage' and 'Large_fire_damage' node in 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.

B_K
08-31-17, 01:24 AM
Could it be possible without any copyrights problems if you simply uploaded fixed files?

LGN1
09-04-17, 12:34 PM
Hi B_K,

I could do that but it would require to mod the file particles.dat. And since there are so many mods changing this file I don't want to do it for all the different mods.

Best, LGN1

wizardmatt
02-17-18, 04:45 PM
Hi,

if you open the file 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat' with S3D you can see the nodes 'Small_fire_damage' and 'Large_fire_damage'. Their parent nodes are the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat.

Copy the two nodes 'Small_fire_damage' and 'Large_fire_damage' with all sub-nodes to the file particles.dat. Take care that the index of the new nodes is lower than the index of the FastParticleGenerator of the nodes (#Fire_big and small). Then remove the nodes from 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.That's all.

Best, LGN1

PS: You can also add a new node to the large fire (#Fire_big) and small fire (#Fire_small) effect in the file particles.dat above the FastParticleGenerator and use their IDs as parent IDs for the 'Small_fire_damage' and 'Large_fire_damage' node in 'TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat'.

Sir, you are a legend. I've not begun a career yet, but in all my testing in the Naval Academy naval artillery tutorial, your fix is working like a charm. Thankyou

Friede Rösing
02-18-18, 01:19 AM
Hi...

Link lost

Can somebody the enable link?

Thanks

wizardmatt
02-18-18, 01:42 AM
Hi...

Link lost

Can somebody the enable link?

Thanks

Try this link:-

ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/RACERBOY%20(THE%20DARK%20WRAITH)/

Friede Rösing
02-19-18, 12:36 AM
Try this link:-

ftp://hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/RACERBOY%20(THE%20DARK%20WRAITH)/

thanks wizardmatt;

i need user and passw, can you give me a valid pssword and user?

ivanov.ruslan
02-19-18, 01:03 AM
:Kaleun_Wink:http://www.subsim.com/radioroom/showpost.php?p=1645433&postcount=60
and http://www.subsim.com/radioroom/showthread.php?t=171019&page=26

Friede Rösing
02-19-18, 02:52 AM
:Kaleun_Wink:http://www.subsim.com/radioroom/showpost.php?p=1645433&postcount=60
and http://www.subsim.com/radioroom/showthread.php?t=171019&page=26

thanks :salute:

Den Fon Trier
01-21-19, 11:41 AM
Hello SUBSIM:subsim:!

Where can i find here mod [REL] Unit damage from smoke and/or fires?


ftp://maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/


Idont see folder name TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741) . :Kaleun_Salute:

Anvar1061
01-21-19, 12:41 PM
Hello SUBSIM:subsim:!

Where can i find here mod [REL] Unit damage from smoke and/or fires?


ftp://maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/


Idont see folder name TheDarkWraith (http://www.subsim.com/radioroom/member.php?u=254741) . :Kaleun_Salute:
RACERBOY (THE DARK WRAITH)
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2442327&postcount=2

Jeff-Groves
01-21-19, 12:46 PM
http://www.mediafire.com/file/jzdk0ijlclubiu3/TDW+Ship+Plane+Fire+Damage+v1.4.7z

Mad Mardigan
01-21-19, 02:24 PM
Will see of adding this in, after I get my sub docked at its new home port of Lorient... before I set sail to once again, terrorize merchies on the 7 seas... *insert diabolical mad scientist laugh sound here* Muah hawww hawww hawwwwwww....

:Kaleun_Salute: :Kaleun_Cheers:

von Zelda
01-21-19, 05:25 PM
I've unzipped your downloaded file, to find a DAT file in this path: data/Library/TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat

Is this correct. Most mods I've seen replace files by other files to work while yours just adds a file under Library. Just curious to know before I try it.

With all due respect, how does this file trigger or work to add damage by fire, enough to sink a ship, as you've described?

I hope I'm not off-base somehow by asking; just curious.

Mad Mardigan
01-21-19, 07:05 PM
I've unzipped your downloaded file, to find a DAT file in this path: data/Library/TDW_Ship_Plane_Fire_Damage_v1_4_SH3.dat

Is this correct. Most mods I've seen replace files by other files to work while yours just adds a file under Library. Just curious to know before I try it.

With all due respect, how does this file trigger or work to add damage by fire, enough to sink a ship, as you've described?

I hope I'm not off-base somehow by asking; just curious.

IIRC, with dropping the unzipped file, into your mods folder (in the main folder for SH3) then added into SH3, through jsgme... jsgme, will then drop it where it needs to go & will replace the appropriate .dat file... Others can cross verify, if I remembered all of that correctly... but I believe I did... hope this helps.

:Kaleun_Cheers:

von Zelda
01-22-19, 04:36 AM
M-M, you're 100% correct on the installation procedure with JSGME. Generally it will replace existing files with new files from the mod.

My question is more specific to the "TDW ship plane fire" dat file which is in the Library sub-directory of this mod. It doesn't (as far as I can tell) replace an existing file of that same name, JSGME would just add this file under data/Library/*****.

So then, how does SH3 know how and when to use this new file (or data) during the game? I'm just curious to know.

Jeff-Groves
01-22-19, 07:33 AM
SH reads all dat files regardless of it's name.
That allows Modders to create all kinds of stuff.
:D

Mad Mardigan
01-26-19, 10:20 PM
Downloaded, installed & have to say.... am loooovvvviiinnngggg this mod. Major kudos to TDW... :Kaleun_Salute:

Left port, got a couple of days out & came across a small convoy, unescorted... was like... yeee hawww.... let slip the dawggggssss of war.!!! Sank 2 of the 4 out right.. 3rd, just hung there, not sinking yet dead in the water, little small fires here & there across the length of it, small cargo ship... 4th, I popped with a torp, yet looked like it needed a bit more coaxing to give up the ghost, so I surfaced & went to deck gun. Had the crew pump a couple of shells into her, an boom, up she went in a fire ball... sweeett... turned my attention to the last ship afloat & before I could get the crew on it with the deck gun she began blazing like a viking funeral barge... so I had the deck gun crew stand down and just watched... as with the 3rd.. that one went up in a massive boom & slid beneath the waves... was soooo satisfying watching them go down like that...
:Kaleun_Thumbs_Up:

:Kaleun_Cheers:

:Kaleun_Applaud:

:Kaleun_Salute:

Rhodes
07-01-19, 01:08 PM
http://www.mediafire.com/file/jzdk0ijlclubiu3/TDW+Ship+Plane+Fire+Damage+v1.4.7z


Is this still working? And the mod is just under 2kb? I download it but when opening, winrar gives an error and the file that appears is 0kb of size.

Anvar1061
07-02-19, 06:03 AM
Is this still working? And the mod is just under 2kb? I download it but when opening, winrar gives an error and the file that appears is 0kb of size.

This is not true.

Rhodes
07-02-19, 08:47 AM
This is not true.
What is? The size of the mod? Or my question about the link?




Edit: I download it again and unpacked it and had no error message and the total size of the dat file is 9KB. Appears to be the correct size. Anvar1061, is it right?

Anvar1061
07-04-19, 08:21 AM
What is? The size of the mod? Or my question about the link?




Edit: I download it again and unpacked it and had no error message and the total size of the dat file is 9KB. Appears to be the correct size. Anvar1061, is it right?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Rhodes
07-04-19, 09:45 AM
:Kaleun_Salute::Kaleun_Thumbs_Up::Kaleun_Cheers:

blackfalcon
07-19-19, 10:46 PM
Does anyone know where the original sh5 version of this is?

John Pancoast
07-30-19, 07:49 PM
Reviving old thread..............I have 1.4 of this mod. I know he said just use JSGME to apply it, but the .dat file included is labled the same as the mod "Dark Wraith Ship fire......dat"
Obviously there is no .dat file in the game named that, that this file replaces, so how does using JSGME to apply it enable it ? I know it's already in NYGM, but for other mod use, i.e.

Hebe Vollmaus
07-31-19, 12:29 PM
Reviving old thread..............I have 1.4 of this mod. I know he said just use JSGME to apply it, but the .dat file included is labled the same as the mod "Dark Wraith Ship fire......dat"
Obviously there is no .dat file in the game named that, that this file replaces, so how does using JSGME to apply it enable it ? I know it's already in NYGM, but for other mod use, i.e. In this case it is irrelevant how the *.dat is named. You can evan rename it as you like, this would not change its behavier. This is elementary SH3-Game-mechanic. All what is needed are the internals, with its IDs. These will be loaded automatically if this *.dat is in Library. So it is not needed to Replace something. Here are things added, not replaced. Greetings.

John Pancoast
07-31-19, 12:42 PM
In this case it is irrelevant how the *.dat is named. You can evan rename it as you like, this would not change its behavier. This is elementary SH3-Game-mechanic. All what is needed are the internals, with its IDs. These will be loaded automatically if this *.dat is in Library. So it is not needed to Replace something. Here are things added, not replaced. Greetings.

I see. Thanks for the info. and reply !

leinar_06
03-01-21, 03:51 AM
Hello everyone where can I download version 1.4, because the download link isn't working anymore. Thank you:Kaleun_Salute:

FUBAR295
03-01-21, 08:07 AM
Try this ;

https://www.mediafire.com/file/jzdk0ijlclubiu3/TDW_Ship_Plane_Fire_Damage_v1.4.7z/file

Good hunting,
FUBAR295

leinar_06
03-01-21, 10:41 AM
Try this ;

https://www.mediafire.com/file/jzdk0ijlclubiu3/TDW_Ship_Plane_Fire_Damage_v1.4.7z/file

Good hunting,
FUBAR295
thank you so much:Kaleun_Salute::Kaleun_Salute:

pikke
08-30-21, 02:45 AM
Thanks FUBAR295! :up:

dex
09-12-21, 12:33 AM
Greetings...I notice for example not much big diference,I play OneAlex mod and I want to add this -unit damage smoke -file in Jsgm...I'm at the coast of Usa and I shot down one Catalina search plane but other is in big smoke and He won't wanna crush down to water,just circling around,my anti-aircraft fire works very precisely,two anti aircraft guns with veterans crew ...bug definitevly

John Pancoast
09-12-21, 11:48 AM
OneAlex removed both because they confuse the saves and then they don't load.

Strange; I've used it on multiple installs for quite a while with no problems.
Good to know though.

UrViechAlex
07-30-23, 02:04 PM
When I added this mod in ONEALEX 1.52, the ships were definitely destroyed by the fires while I didnīt notice an effect on planes...

johnboy1958
10-20-23, 12:48 PM
Yet ANOTHER DEAD LINK 404 there are more dead links on here than anywhere else I have tried :(:(

John Pancoast
10-20-23, 02:09 PM
Yet ANOTHER DEAD LINK 404 there are more dead links on here than anywhere else I have tried :(:(

:haha: It's an 18 year old game, lucky there's even a forum for it.

This will work for you: https://www.mediafire.com/file_premium/jzdk0ijlclubiu3/TDW_Ship_Plane_Fire_Damage_v1.4.7z/file

ReallyDedPoet
10-20-23, 05:55 PM
:haha: It's an 18 year old game, lucky there's even a forum for it.

This will work for you: https://www.mediafire.com/file_premium/jzdk0ijlclubiu3/TDW_Ship_Plane_Fire_Damage_v1.4.7z/file

:sign_yeah::yep:

FUBAR295
10-20-23, 06:07 PM
:haha: It's an 18 year old game, lucky there's even a forum for it.



:woot: :rock: :know:

johnboy1958
10-26-23, 10:06 AM
Just as it sounds, now the fires on ships will cause damage and flooding. If there are enough fires and given enough time the unit will lose all HPs and either explode (die) or sink from flooding. I made this for SH5 but ported it over to SH4 and SH3. Planes will now incur damage when they are smoking and/or on fire also.

Unzip straight to MODS folder and enable via JSGME.

Do not have to be inport to enable. Can be enabled/disabled at anytime.

Do to the way I made it work it can be used with stock or any mod.

TheDarkWraith :|\\

v1.0 replaced. As cool as it is that I can lock you out of the file from S3D I changed it so you can in v1.1

v1.1: replaced. Tweaking done

v1.2: replaced

v1.3: changed the way damage is incurred from fires for ships (to allow flooding to be incurred from them). Added damage from smoke and/or fires to airplanes.

v1.4: fixed looping bug in large fire damage

http://www.gamefront.com/files/20131678/TDW_Ship_Plane_Fire_Damage_v1_4_SH3_7z

I don't play SH3 or SH4 anymore (only SH5) so if you need to reach me do so via PM
Link doe's not work :(

John Pancoast
10-26-23, 11:16 AM
Link doe's not work :(

I posted a working link in the reply to your first post. Three posts up. :03:, #204

Aktungbby
10-26-23, 11:21 AM
that's 'minnysoda nice' of yaz!:arrgh!:

johnboy1958
10-27-23, 10:52 AM
:haha: It's an 18 year old game, lucky there's even a forum for it.

This will work for you: https://www.mediafire.com/file_premium/jzdk0ijlclubiu3/TDW_Ship_Plane_Fire_Damage_v1.4.7z/file


I appreciate that it is an old game, but like myself have just started using this game :up: All the links should be removed from it :( Anyway, Rant over. Thank you John Pancoast I have been searching for it for months now:Kaleun_Cheers::Kaleun_Salute:

John Pancoast
10-27-23, 11:50 AM
I appreciate that it is an old game, but like myself have just started using this game :up: All the links should be removed from it :( Anyway, Rant over. Thank you John Pancoast I have been searching for it for months now:Kaleun_Cheers::Kaleun_Salute:

It can be frustrating, no doubt. Here's a mediafire depository of most every patch, mod, whatever ever made for SH3, via it's author.

Try a link here first, but if it doesn't work and you know the author, it's probably on this list.

https://www.mediafire.com/?2h49jnyva7ncx

And a link with more things available. The above link is the same as the "Small Mod" section in this link.
https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#4ovxyd6jd8jkn

Also be sure you have access to the download section of this site.