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WernerSobe 02-08-08 09:49 PM

Quote:

Originally Posted by jazman
Quote:

Originally Posted by WernerSobe
Bare in mind that at about March 43 problems with torpedoes were fixed. So you wont expirience any malfunctions after that date.

None at all? Or just a low level of malfunctioning?

There will be no more deep runners and dud chances for impact detonators are greatly reduced.

And it makes sence historicaly. They realy fixed most problems with their torpedoes. They were reliable at the end of the war.

hyperion2206 02-09-08 11:34 AM

I just downloaded your mod and noticed something:

My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up.
Here's my installation order:

TM 1.7.6
RSRDC_P3_TM_v320
RSRDC_V320_Patch1
NSM 4.0 Classic

:FI:Rabitski 02-09-08 11:43 AM

I had the same thing happen to me, I'd fire a spread of 3; One of which strikes home on the stern of the target and it cracks in half this was when I set the torpedo's to run shallow and for contact. It happened so much I reverted back to NSM 3 I get my kick's from watching them sink slowly. I also want to say a big thank you for all your time and effort you put into these NSM mods. Great work:up:

WernerSobe 02-09-08 11:52 AM

Quote:

Originally Posted by hyperion2206
I just downloaded your mod and noticed something:

My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up.
Here's my installation order:

TM 1.7.6
RSRDC_P3_TM_v320
RSRDC_V320_Patch1
NSM 4.0 Classic

this should not happen with this setup. Are you sure you did not overwrite zone.cfg or the torpedo files?

rascal101 02-09-08 04:40 PM

Hi to all I think I am noticing this as well, when I hit something it always seems to wind up with them breaking in two

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by hyperion2206
I just downloaded your mod and noticed something:

My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up.
Here's my installation order:

TM 1.7.6
RSRDC_P3_TM_v320
RSRDC_V320_Patch1
NSM 4.0 Classic

this should not happen with this setup. Are you sure you did not overwrite zone.cfg or the torpedo files?


WernerSobe 02-09-08 04:41 PM

strange. doesnt happen to me.


You may have deep runners that actualy explode under the ship. There are a lot of deep runners. Otherwise you have a conflict with another mod. Make sure none of NSM files were overwritten.

kriller2 02-09-08 05:44 PM

Nice work Wernersobe,

But I experinced something strange in nr. 3 training mission. The warship took 6 hits of torpedos and was still sailing like nothing happened, the ship was a little deeper under water though and you could see where the torpedos hit her, with 2 small holes.

Is this normal?

I am runing SH4 and ROW and ROW Special Effects for NSM4 from Dr. Beast.

hyperion2206 02-09-08 07:04 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by hyperion2206
I just downloaded your mod and noticed something:

My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up.
Here's my installation order:

TM 1.7.6
RSRDC_P3_TM_v320
RSRDC_V320_Patch1
NSM 4.0 Classic

this should not happen with this setup. Are you sure you did not overwrite zone.cfg or the torpedo files?

Since I installed NSM after I installed all the other mods I've listed in the first post I couldn't have overwritten NSM's zone.cfg or torpedo files, coud I?
:FI:Rabitski has the same problem as I do: even when I hit a ship at the stern it will break in 2 eventually.
I don't think that deep runners could cause the problem for 2 reasons:
1. I've set the torpedos to contact exploders
2. In 1943 the influence exploder should be deactivated and the game should simulate this as well.

WernerSobe 02-09-08 09:43 PM

Quote:

Originally Posted by hyperion2206
Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by hyperion2206
I just downloaded your mod and noticed something:

My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up.
Here's my installation order:

TM 1.7.6
RSRDC_P3_TM_v320
RSRDC_V320_Patch1
NSM 4.0 Classic

this should not happen with this setup. Are you sure you did not overwrite zone.cfg or the torpedo files?

Since I installed NSM after I installed all the other mods I've listed in the first post I couldn't have overwritten NSM's zone.cfg or torpedo files, coud I?
:FI:Rabitski has the same problem as I do: even when I hit a ship at the stern it will break in 2 eventually.
I don't think that deep runners could cause the problem for 2 reasons:
1. I've set the torpedos to contact exploders
2. In 1943 the influence exploder should be deactivated and the game should simulate this as well.

well ive heard this reports from some. Some seem to have that problem, some not. It must be a conflict. It is hard for me to find where the problem is because i dont have it. When i use contact exploders and actualy hit they never break.

Wilcke 02-09-08 10:39 PM

Put 2 magnetic influence into Taihosan Maru, both exploded underneath the keel. She started going down slowly. I put a contact torpedo shallow into her hull side toward the stern she broke in half.

My MOD list as installed.

Radio Honolulu mod
1_TMaru_Trigger_Maru_1.7.6
1A_TMaru_Tench_Class
2_TMaru_Sound
3_TMaru_GFX-ROW_Version_5
RSRDC_P3_TM_v320_Tench
RSRDC_V320_Patch1
Recognition manual V3 TM SH4 RSRDC
IJN DC mod 0.92
ROW Main Load Screen
ROW NEW SeaFoam from Jaketoox
ROW Addon for Reflections On The Water
Depth Charge Drop Splash Warning v1.0
Fairbanks Engine Sounds Final
warships_retextured_v1_3
NSM4 classic
NSM4 Realistic Torpedo Malfunctions
ROW Special Effects For NSM4 Classic
Black Spiderw + Rg circles-standard
30%_PPI_Noise

WernerSobe 02-09-08 11:50 PM

Quote:

Originally Posted by Wilcke
Put 2 magnetic influence into Taihosan Maru, both exploded underneath the keel. She started going down slowly. I put a contact torpedo shallow into her hull side toward the stern she broke in half.

My MOD list as installed.

Radio Honolulu mod
1_TMaru_Trigger_Maru_1.7.6
1A_TMaru_Tench_Class
2_TMaru_Sound
3_TMaru_GFX-ROW_Version_5
RSRDC_P3_TM_v320_Tench
RSRDC_V320_Patch1
Recognition manual V3 TM SH4 RSRDC
IJN DC mod 0.92
ROW Main Load Screen
ROW NEW SeaFoam from Jaketoox
ROW Addon for Reflections On The Water
Depth Charge Drop Splash Warning v1.0
Fairbanks Engine Sounds Final
warships_retextured_v1_3
NSM4 classic
NSM4 Realistic Torpedo Malfunctions
ROW Special Effects For NSM4 Classic
Black Spiderw + Rg circles-standard
30%_PPI_Noise

id guess row special effects would be a candidate for such errors. It does definetely overwrite zones.cfg. Ill take a look inside

hyperion2206 02-10-08 05:08 AM

Ok, I've checked the messages I get when I install NSM 4.0 over the other mods:

"Zones.cfg" has already been altered by the "1_TMaru_Trigger_1.7.6."mod.
"Shells.zon"
"Torpedoes_US.sim"
"Deck_Gun_3_50.sim"
"Deck_Gun_4_50.sim"
"NDD_Akizuki.zon"
"NDD_Asashio.zon"
"NDD_Fubuki.zon"
"NDD_Minekaze.zon"
"NDD_Mutsuki.zon"
"NDD_Shiratsuyu.zon"
"NKSCS_Taihosan.zon"
"NML_Okinoshima.zon" has already been altered by the "RSRDC_P3_TM_v320" mod.
"NML_Okinoshima.zon" "1_TMaru_Trigger_1.7.6."mod.
"NMS_NO.13.zon"
"NSC_Subchaser.zon"

I'll now disable NSM 4.0 and see if the ships still break in 2 every time. I'll let you know what happens.

399nkov 02-10-08 07:44 AM

I installed NSM Classic last. On my first patrol all merchants, medium and large, broke in half, using fast, magnetic with a setting of 12ft under keel depth shown per target. I would send a second torp, fast, contact and shallow just in case. I never needed them if my first torp hit. I even had a second torp go thru the middle of the broken halves.
A carrier took six torps, two were set 12ft under keel depth, about 42ft if I remember rite, and four set shallow, fast, contact, all hits, no duds. She didn't split, just sank slowly, Late '43. I haven't installed NSM RTM yet.
I think I will try just contact exploders on my next target just to see if the results are different. Its hard to change a tactic when the one Iam using works well.

Thanks Werner for NSM

DrBeast 02-10-08 11:12 AM

Quote:

Originally Posted by WernerSobe
id guess row special effects would be a candidate for such errors. It does definetely overwrite zones.cfg. Ill take a look inside

Whoops...hope I didn't foul up anything! :oops:

ETA: thinking back, when I merged the two files, I added all the cargo types of ROW Special Effects. Which means the ships will be eligible to carry flammable/explosive stuff such as fuel (mostly) and ammunition, but also ammo crates, tanks, etc. Might be what sets off a violent explosion more often.

WernerSobe 02-11-08 01:27 PM

Analysing the problem there could be only one reason why the ships break. Their keel zone has been damaged in some way. This could happen due to following circumstances.

-There is realy almost every torpedo running deeper then set. If youre using influence torpedoes and set depth like 12 it will likely run at 20 and explode under the ship.

-If that happens even with contact detonators it could be possible that it happens to a certain ship. I suspect Nagara maru. This is by far the most frequent target you face out there. If that ship has a bug with keel zone, making it possible to break it with contact torpedoes running at 10+ feet that would explain that.

-Another reason could be a conflict in the torpedo file. If a contact torpedo generate a too big explosion bubble it may reach the keel zone when it should not.


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