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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 |
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.
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check out NSM4 preview on keel dmg
http://www.myvideo.de/watch/2886715We 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. |
Very impressive, will be watching this!
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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. |
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. |
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Werner, Just saw the video, looks great, you just keep coming up with more new stuff!:up: Wilcke |
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No, when ships break they take fatal damage. This is hardcoded. |
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. |
I feel good. Even Werner uses Auto targeting sometimes! :D
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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 |
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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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