SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

Chardok 02-14-08 07:06 PM

Forgive my laziness, but I don't want to sift through the thred, as it were....is NSM compatible with TM? I thought I saw NSM IN the actual notes of TM, but I've never split a ship, so I wonder if it's *really* there....


but back to the original question: Does TM work with NSM, and if so, what version? (I'm running nothing but TM 1.7.6z or whatever the most recent is called and stock 1.4)

DrBeast 02-15-08 06:04 AM

Quote:

Originally Posted by DrBeast
Quote:

Originally Posted by WernerSobe
Im working on a fix but this will take a while.

Will lowering either CargoExplosionRange or AmmoForceMultiplier do the trick? I remember it was the first parameter that gave me nasty side-effects when I was merging the NSM4 and ROW zones.cfg files.

And the answer to this is: no! Lowering the AmmoForceMultiplier does nothing (I set it as low as 0.1 from NSM's 4), ditto FuelForceMultiplier, and lowering the CargoExplosionRange gets rid of the "ship disintegrating" effect, but it's still a one-shot kill.
What triggers this violent explosion is internal Fuel or Ammunition loadouts only, external cargo does not matter; I tried a single mission with boats loaded with a large variety of cargo, and this conclusion is final.
Werner, if you need any help with playtesting, give me a holler. My setup already includes ROW Special Effects and RSRDC.

@Chardok: not compatible per se, but still usable. Make sure to install NSM4 after TMaru.

Galanti 02-15-08 12:52 PM

Yeah, I've disabled the exploding keel and now I'm getting 'She's going down' instantly after the first contact hit on every maru. I would suspect that the ammo cargos set by RSRD are the culprit, yet I can't beleive every maru in RSRD is loaded with ammo.

I'd like to go back to NSM 3.3 until this gets straightened out, does anyone have it or a link to it?

ReallyDedPoet 02-15-08 01:09 PM

This is on WS's FF Site:

http://files.filefront.com/NaturalSi.../fileinfo.html

I am sure he will have the new version up to snuff shortly.



RDP

jazman 02-18-08 12:12 AM

Up to my last patrol, I thought things were going OK, that I wasn't having problems with RSRD / NSM. This last patrol, though, was Hollywood crazy! Sinking a large modern tanker with two fish (broke the ship in two), and a large modern composite with a single shot--yep! at the stern, and she broke in two. Lots of cool explosions, I admit the eye-candy was a nice change-of-pace.

I guess for the next patrol I'll pull NSM, I figure the RSRD non-NSM is better than the RSRD / NSM combo. Until things get fixed...looking forward to it, whereever the problem might lie (not blaming NSM). But I just _have_ to keep RSRD.

Fish40 02-18-08 05:33 AM

Quote:

Originally Posted by jazman
Up to my last patrol, I thought things were going OK, that I wasn't having problems with RSRD / NSM. This last patrol, though, was Hollywood crazy! Sinking a large modern tanker with two fish (broke the ship in two), and a large modern composite with a single shot--yep! at the stern, and she broke in two. Lots of cool explosions, I admit the eye-candy was a nice change-of-pace.

I guess for the next patrol I'll pull NSM, I figure the RSRD non-NSM is better than the RSRD / NSM combo. Until things get fixed...looking forward to it, whereever the problem might lie (not blaming NSM). But I just _have_ to keep RSRD.




It's funny, I have seen this behavior (useing RFB, RSRD, NSM) also, and was disappointed when I learned there was a problem with the two mods togeather. But the other night, I came across a Medium Old Split Freighter, and fired two keel shots at her. Both detonated, but no fireworks or splitting in two. Just a gradual sinking, with a secondary explosion just befor she went under.

I know it seems to be the ammo cargo that allows for the ships to break in two, but do all the ships have ammo in their holds? I guess I found one that didn't.

DrBeast 02-18-08 07:44 AM

Quote:

Originally Posted by Fish40
Quote:

Originally Posted by jazman
Up to my last patrol, I thought things were going OK, that I wasn't having problems with RSRD / NSM. This last patrol, though, was Hollywood crazy! Sinking a large modern tanker with two fish (broke the ship in two), and a large modern composite with a single shot--yep! at the stern, and she broke in two. Lots of cool explosions, I admit the eye-candy was a nice change-of-pace.

I guess for the next patrol I'll pull NSM, I figure the RSRD non-NSM is better than the RSRD / NSM combo. Until things get fixed...looking forward to it, whereever the problem might lie (not blaming NSM). But I just _have_ to keep RSRD.



It's funny, I have seen this behavior (useing RFB, RSRD, NSM) also, and was disappointed when I learned there was a problem with the two mods togeather. But the other night, I came across a Medium Old Split Freighter, and fired two keel shots at her. Both detonated, but no fireworks or splitting in two. Just a gradual sinking, with a secondary explosion just befor she went under.

I know it seems to be the ammo cargo that allows for the ships to break in two, but do all the ships have ammo in their holds? I guess I found one that didn't.

Like I stated a few posts up, " What triggers this violent explosion is internal Fuel or Ammunition loadouts only, external cargo does not matter". According to lurker, the ships in RSRDC are randomly loaded with any of those cargoes.

jazman 02-18-08 05:53 PM

Quote:

Originally Posted by DrBeast
Like I stated a few posts up, " What triggers this violent explosion is internal Fuel or Ammunition loadouts only, external cargo does not matter". According to lurker, the ships in RSRDC are randomly loaded with any of those cargoes.

I guess on earlier patrols the randomness was in the ships' favor. The last patrol was greatly in my favor as several floating mega-firecrackers passed my way. I'll keep with it, then, for the moment.

Nice bonus: upgrade from a Porpoise to a Gato.

Galanti 02-19-08 03:03 PM

It occurs to me the problem with super-volatile marus has nothing to do with NSM, but more to do with RSRD and it's random assigning of ammunition cargo to freighters, because I don't believe Werner has done anything that affects how the stock game treats exploding ammo.

The stock campaign didn't assign cargo at all to marus, so the problem has been masked until now. Those of us who consider the two mods as essential ( I sure as hell do) may need to look at ways of limiting the impact of exploding ammunition or perhaps hacking cargodef.cfg so that ammo has the same volatility as a load of karoake machines.

hyperion2206 02-19-08 05:13 PM

Quote:

Originally Posted by Galanti
It occurs to me the problem with super-volatile marus has nothing to do with NSM, but more to do with RSRD and it's random assigning of ammunition cargo to freighters, because I don't believe Werner has done anything that affects how the stock game treats exploding ammo.

The stock campaign didn't assign cargo at all to marus, so the problem has been masked until now. Those of us who consider the two mods as essential ( I sure as hell do) may need to look at ways of limiting the impact of exploding ammunition or perhaps hacking cargodef.cfg so that ammo has the same volatility as a load of karoake machines.

But why then assigning ammo to a ship if it has the same volatility as a load of karaoke machines? If you don't want the ammo to explode then you can remove it alltogether.
I do however agree that the impact of exploding ammo has to be greatly reduced, because I do think as well that RSRDC and NSM 4.0 are absolutely essential.:yep:

jazman 02-19-08 08:29 PM

Quote:

Originally Posted by Galanti
It occurs to me the problem with super-volatile marus has nothing to do with NSM, but more to do with RSRD and it's random assigning of ammunition cargo to freighters, because I don't believe Werner has done anything that affects how the stock game treats exploding ammo.

Understood. And last night I killed a medium modern composite with a single hit, it just disintegrated into the sea. I think it was carrying barrels of nitroglycerin. I could see the crew watching "The Wages of Fear" on the aft deck.

peterloo 02-20-08 05:12 AM

Hello everyone ~ well since I'm gonna face public exam which will greatly decide my future, I paused playing SH4 for the good sake of results (I can't affort to spend 2 times to finish a patrol ~ that's a kind of luxuary for me at this moment) - so I don't visit the forum at much as before. But I'll still check out the subsim forum for the latest mods :)

[/not related stuff]

Well, I tried to download, but due to an error (I'm not sure whether its mine or the ISP deliberately blocked Filefront), I couldn't obtain the file

Would anyone mind uploading the file to another file hosting server for me (e.g. Sendspace / rapidshare) Thanks in advance! :yep:

Thanks again for the author of this enchanting mod ~ it makes my day :rock::up:

SgtWalt65 02-20-08 06:17 PM

Problem with NSM 4.0
 
Hello,
I love your mods, just want to thank you for all the hard work....before I voice a complant :up: .

With version 4 of your sink mod, I have been having some really freaky weird problems and had to go back to version 3.3 which works fine. Here is a list of the odd things accurring since I installed version 4 that did not occure in version 3.3.

1. The Homing Torpedoe no longer track targets ( Mark 27 I think it is ) and the Mk 18 no longer leaves any visual damage to ships at all, nore seldom does any 4in and 5in stern or bow gun rounds. I don;t try to many other torpedo's except the Mk.27 and Mk.18 so I am not sure how they are doing.

2. Almost all ships explode on usually 1 keel hit with contact detonator set. Including a Kongo Battleship. :D That was a sight to behold.

3. When ships break in two, there skeleton interiors get duplicated and look like 2 ships but each half has the trace of the interior but no exterior skin. ( Very strange bug ).

Thats all for now. Once I went back to 3.3 all this went away. Only other mod installed is RSRD mod with LeoVampire's ( RIP Leo ) graphics.

gimpy117 02-23-08 01:32 AM

is there a proformance hit??

LukeFF 02-23-08 03:42 AM

Quote:

Originally Posted by gimpy117
is there a proformance hit??

It's a text-based mod, not a graphics mod...


All times are GMT -5. The time now is 12:28 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.