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

rascal101 12-03-07 04:47 PM

I hope I'm not repeating anything that has already been said, from other comments in this thread I understand there is a new version of NSM on the way, if this is the case FANTASTIC!!

My Question

Would it be possible for the next version of NSM to be compatable with RFB, RSRD, TM and ROW, I mean all of them, I love each of these and am hoping to combine the lot to make one big mod for those of us who like our games as real and challenging and visually stunning as we can get.

I know I want it all, but well.... I do

R

Fincuan 12-03-07 04:59 PM

It's already compatible with at least TM, RSRDC and ROW. I think, but am not sure, that it's also compatible with RFB. RFB, however, is not and most likely will never be compatible with TM since they change a LOT of same files.

WernerSobe 12-03-07 06:45 PM

Quote:

Originally Posted by fireship4
Cool Werner. When you say that a magnetic detonation does no more damage than a normal one what do you mean? I guess it would be hard to get a keel shot with a contact torpedo no? Can this even be done.

Yes but im using a trick. Ive extended the keel zone so it sticks out of the ship few feets (you dont see it its just a virtual zone). Ive made it weak and selfexplosive so if a torpedo detonates below the ship it will in most cases break it in two.

Quote:

Originally Posted by fireship4
Will you be able to break the keel in different places or just the centre?

Yes but it seems to break more likely in the middle even if you hit somewhere else. But i have seen nose and tails breaking off in my tests.



Quote:

Originally Posted by fireship4
Does the mod affect how your sub responds depth pressure in any way?

No i wont touch sub damage system in next version.

Quote:

Originally Posted by rascal101
Would it be possible for the next version of NSM to be compatable with RFB, RSRD, TM and ROW, I mean all of them, I love each of these and am hoping to combine the lot to make one big mod for those of us who like our games as real and challenging and visually stunning as we can get.

Yes it will be compatible with TM RSRD and ROW. I dont know about RFB but should also be compatible.

WernerSobe 12-04-07 10:09 PM

check out NSM4 preview on keel dmg
http://www.myvideo.de/watch/2886715

We can now use magnetic detonators but they are basicly useless because stock game does not simulate keel damage correctly. NSM 4 will give you that feature.

How it works...

All cargo ships and the escorts can be destroyed by setting the torpedo depth about 5 feet below registered draft. That will cast a devastating explosion below the keel and in most cases break the vessel in two.

Every ship has its weak point were it is notedly weak. If you can set an explosion right under that weak point, the ship will most likely break appart. But even if you cannot hit the weakspot, an explosion under the keel will always cause heavy flooding, damage the hull structure and immobilize the ship.

Capital warships however are much more robust. You will still make more damage by hiting their keel but that will not be as catastrophic as agains merchants or small escorts.

To make it not to easy, the torpedoes will be less realiable at depth keeping. If you want a sure hit you better go for the hull. If you want maximum damage but at risk of deep runner passing underneath the target then keel is best choice. You have to decide.

Seadogs 12-05-07 06:52 AM

Very impressive, will be watching this!

ryanwigginton 12-05-07 07:09 AM

Sounds great. Just wondering WernerSobe... is it possible to have ships destroyed by the fires on deck becoming out of control. With the previous NSM, on a few occasions I watched ships sail away with what appeared to be the entire deck on fire. It's just wrong.

When we see a raging fire like that in SH4 would be best if either:
a) The flames eventually subsided, or
b) We see the crew abondon ship to escape the flames. (and not necersarily flooding)

I'm not a modder but I appreciate the stuff you do is complex... is it possible to implement this better?

Looking forward to the new version. I'm a big fan and won't play SH4 without it.

mrbeast 12-05-07 07:10 AM

Looking at that video, is it now possible to effectively blow the sterm/bow off ships?

If so is this damage always fatal, I've seen plenty of photos of ships minus bows or stern or both and still afloat.

Wilcke 12-05-07 11:37 AM

Quote:

Originally Posted by mrbeast
Looking at that video, is it now possible to effectively blow the sterm/bow off ships?

If so is this damage always fatal, I've seen plenty of photos of ships minus bows or stern or both and still afloat.

I guess it would depend on how big the ship is and how its compartamentalized? Single hull, double hull...etc....it depends on what SH4 is capable of modeling and what the modders can do with it......but it is a great idea.....I am sure Werner can shed some light on this.

Werner,

Just saw the video, looks great, you just keep coming up with more new stuff!:up:

Wilcke

WernerSobe 12-05-07 01:17 PM

Quote:

Originally Posted by ryanwigginton
is it possible to have ships destroyed by the fires on deck becoming out of control. With the previous NSM, on a few occasions I watched ships sail away with what appeared to be the entire deck on fire. It's just wrong.

Well fires itself are just eye-candy. They appear when a certain effect zone has taken a certain amount of damage. What i can do is making the sensor zone cause heavy but slow flooding. So in example when big fire effect is triggered it starts adding flooding very slowly and after few hours sink the ship. That should work but cant say for sure. Anyway thnx for idea.

Quote:

Originally Posted by mrbeast
Looking at that video, is it now possible to effectively blow the sterm/bow off ships?

If so is this damage always fatal, I've seen plenty of photos of ships minus bows or stern or both and still afloat.

No, every ship has its "breakpoint". Some ships break in the middle others lose their bow another tails but its hardcoded. There will be two kinds of keelzones. There is a "weakspot"-zone right under the breakpoint and normal keel zones. If you hit the weakspot under the breakpoint it will cause fatal damage and break the ship. Hiting other keelzones will stop the ship and cause heavy flooding but will not break it. The weakspot is pretty large you dont have to aim very accurate. You can be off by 20 feet and it will still trigger.

No, when ships break they take fatal damage. This is hardcoded.

Dutch 12-05-07 01:30 PM

Well its dissapointing to know stock doesn't include this. But I'm glad you've taken on the task good luck and godspeed! I am greatly looking forward to it.

I put two underneath an aircraft carrier and it was dead in the water after about 20 minutes so I finished it off with my aft tubes. I must have gotten lucky or something lol.

Doolittle81 12-05-07 01:42 PM

I feel good. Even Werner uses Auto targeting sometimes! :D

WernerSobe 12-05-07 02:02 PM

Quote:

Originally Posted by Doolittle81
I feel good. Even Werner uses Auto targeting sometimes! :D

yea when you have to sink 500 ships to find out how they work, it saves time.

fireship4 12-05-07 07:38 PM

http://www.youtube.com/watch?v=RV8MF-440xg
http://www.youtube.com/watch?v=pwm5C...eature=related
http://www.youtube.com/watch?v=XkUu2...eature=related

http://www.youtube.com/watch?v=8vh0B...eature=related

Any use?

btw are you able to fix the range at which magnetic torps explode from ships? its two small methinks

jazman 12-05-07 09:30 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by Doolittle81
I feel good. Even Werner uses Auto targeting sometimes! :D

yea when you have to sink 500 ships to find out how they work, it saves time.

You are ace. That is true Donkey Work, and we thank you. Normally it's a thankless task, but I'll make an exception this time. :)

WernerSobe 12-05-07 11:18 PM

Quote:

Originally Posted by fireship4

Tnx for the videos. And yes i am working on detection range but this is hard to balance. I know that germans have set they torpedoes to go 3-7 meters below the keel. Magnetics in SH4 work only at about 5 feet maximum. Thats obviously not realistic.

Its hard to balance because i will also need to increase the effective radius of explosion. And that might be a problem with contact detonators. Big radius can also affect the weak spot under the keel even if you hit the hull. But im working on that.


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