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-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

Ducimus 08-24-07 02:41 PM

:cry: Oh well.

Quote:

I was blasting away at a junk with my deck gun (well, the gun crew was!). At that time, there was no smoke. As soon as the "enemy destroyed message" appeared, the smoke appeared of my port stern.
Come to think of it, i beleive thats when i noticed it too in the previous version, but im not sure if i remember exactly what my actions were.

GT182 08-24-07 02:46 PM

Werner, I'm using the previous verion of this mod, 3.0 I believe seeing 3.1 is now up. And have had this I've nailed a large merchant( Old Salt something or other) with 4 torpedo hits along it's side leaving large gaping holes, but she would not sink. Only the 5th fish made "Ship Destroyed" come up. But again she didn't sink. I've only seen this happen the one time. Anyother ship that stayed afloat after 4 torpedo hit would sink, and if not the 5th would put her down.

Did this newest version fix this? I've downloaded it but can't use it until I end this patrol. BTW. It might be frustrating they take awhile to go to the bottom, but it sure adds great realism.

WernerSobe 08-24-07 03:14 PM

ive started reverse engineering to find the problem and ive already surrounded it. It is definetely in zones.cfg. Removing all effects from every zone made the smoke disappear in a bugged savegame. So all i have to do now is to reactivate the effects one by one until i find the one that is responsible for that bug.

so now i know how to trigger it and where the problem comes from. Give me some time and ill fix it.

leovampire 08-24-07 03:17 PM

cool and thanks ahead of time WernerSobe
 
glad I wasn't losing my mind being one of the only ones seeing this LOL!!

;)

WernerSobe 08-24-07 04:47 PM

ok fixed. The ammo bunker for the deckgun was responsible for the bug when it was damaged.

use the link on first page to download the latest version 3.2

Ducimus 08-24-07 04:50 PM

Thanks for all your hard work! :up:

Digital_Trucker 08-24-07 04:51 PM

:up: Thanks for the fast resolution, Werner:rock:

panzer 49th 08-24-07 04:52 PM

I love this mod makes it much more realistic

YAY!!!!! 3.2 a new version

leovampire 08-24-07 05:00 PM

Yahoo you did it WernerSobe
 
way to go

tater 08-24-07 05:06 PM

Wow, nice job!

I DLed 3.1 right away but never got the tiem to try it, now I can go straight to the definitive version.

Maybe I'll finish the TF layer I am currently tweaking and just PLAY for a while.

(though I'm having fun trying to reskin some ships to add some more variability)

tater

wovik 08-24-07 06:36 PM

Quote:

Originally Posted by WernerSobe
ok fixed. The ammo bunker for the deckgun was responsible for the bug when it was damaged.

use the link on first page to download the latest version 3.2

Is the Zones.cfg file the only change from version 3.1?

sneekyzeke 08-24-07 06:52 PM

Thanx WernerSobe! :rock:

LukeFF 08-24-07 07:00 PM

Thanks, Werner! Your support for this mod has been stellar.

WernerSobe 08-24-07 07:07 PM

Quote:

Originally Posted by wovik
Quote:

Originally Posted by WernerSobe
ok fixed. The ammo bunker for the deckgun was responsible for the bug when it was damaged.

use the link on first page to download the latest version 3.2

Is the Zones.cfg file the only change from version 3.1?

yes. you can just replace this file

chopped50ford 08-24-07 08:05 PM

I just want to make sure before I overlay this:

Im getting this from JSME, any significant effect this will cause?

"Zones.cfg" has already been altered by the "REL_Trigger_Maru_1-5" mod.
"NDD_Fubuki.zon" has already been altered by the "REL_Trigger_Maru_1-5" mod.
"NDD_Shiratsuyu.zon" has already been altered by the "REL_Trigger_Maru_1-5" mod.
"NKSCS_Taihosan.zon" has already been altered by the "REL_Trigger_Maru_1-5" mod.

Thanks, just want to be sure.



http://i26.photobucket.com/albums/c1...2Torpedoes.jpg


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