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No collision either means that the torpedo's mathematical position isn't there or the mathematical position of the hull isn't there, so although the eye candy renders the objects where we expect the actual "bookkeeping" of the program is cooked so there is no collision. No collision, no explosion. So the formula is: TMO RSRD v502 RSRD patch NSM 4.0 This ought to be fun! Okay, I'm looking at the download page of NSM 4.0 and there is Webster saying: http://i196.photobucket.com/albums/a...psu4jeildu.jpg When Webster says something like that it's probably time to take a step back and survey the lay of the land. So I look inside NSM. First, I see that he's messed with the deck gun and torpedo settings. Delete the Library subdirectory in NSM and they're gone. Now let's check the mod and see if there's any improvement. |
I was just over in the RSRDC investigating stuff for FotRS Ultimate, and the way they used NSM 3.3 back then was to load it first, then do TMO & RSRDC. I don't know if changing the order would help, or if it'd trash other things...
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Not being one to heed warnings, I bravely (?) forged forward! Loaded up TMO and patch only. Fire up the mission: boom! boom! boom! boom!
Well, I expected that, now how about with TMO and RSRDC plus RSRDC patch. Boom! boom! etc. Load up NSM on top of the combo and torpedoes pass through the hull. Which is good. If you really want to have fun surface and man the deck gun. You'll only have HE shells to choose from for some reason. Pop Mogami in the superstructure and the whole computer freezes up. I had to hit the reset button and reboot! What's happening was discovered by the FOTRS Ultimate team when we started playing with Mission Editor files. Now each scenario in the game, including the torpedo training mission is made with the Mission Editor. We discovered that the Mission Editor makes missions based on whatever mods are installed into SH4 at the time the missions are made! Suppose you make a mission with a ship in it. You've been playing RSRDC or FOTRSU and are unknowingly using a ship that only appears in that mod, not the stock game when you make the mission. You have no idea that the Mission Editor, an entirely different program than SH4.exe would do such a thing. But if you load up the mission you created in a stock game, the game will look for a ship which doesn't exist. CRASH! In this case the ship exists, but changes have been made in it that the mission can't accept. just as soon as a shell hits the superstructure the game freezes. And since the ship doesn't exist, torpedoes pass right through it. And they should pass through a ship that doesn't exist. The Torpedo Training mission within SH4 is not compatible with TMO/RSRDC/NSM because of incompatible changes NSM makes with the ship files. I still don't know if that is also true of the simple TMO/NSM combination. It probably is not because TMO wouldn't have changed the zones of the stock Mogami. |
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Well, that kills that then...:03:
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I found another clue! Hyperbolicsphere uses TMO/RSRDC/NSM and found that there are two RSRDC ships that don't play well with NSM. They are Mogami and Okinoshima. He says:
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Prime candidates for figuring out the solution to the problem, and it is likely to be simple, would be Lurker_hlb himself, if he were around, CapnScurvy and Jeff-Groves. Iambecomelife might be your best candidate as he builds ships from scratch, but he's busily creating something greater than a supermod. It's going to have to be somebody as interested as I am but a better modder in that area of the game. |
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