@Dark Wraith:
This is a very imaginative mod - great work! - and I have downloaded it for testing. Quote:
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. |
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Go right ahead :up: |
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Really impressive work and for the randomness it is exactly what it is expected in such a situation kudos mate:yeah: Best regards Hans |
@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. |
This is some really nice turn of SH3 events!
Major kudos to youzzz TDW |
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 |
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Best regards:salute: |
And they said this wasn't possible................
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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: |
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) ;)
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Hi Rubini,
great to see you again! :up: Quote:
Cheers, LGN1 PS: If you need a beta tester, just let me know... :D |
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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: |
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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 |
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