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-   -   [REL] Die Slowly Stage 16... (https://www.subsim.com/radioroom/showthread.php?t=118039)

Redwine 08-01-07 01:29 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by chopped50ford
Im sorry, but Im not very "computer Program" Savy.

The info that goes back and forth looses me quickly.

In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?

The problem is with trigger maru or to be exact with its campaign layers. They have changed entry dates of some ships and this does not match with the roster of die slowly. That causes a CTD because TM tries to spawn ships that do not exist at that time.

Many thanks WernerSobe... that is correct, some changes made by other mods like that, change son planes, airgroups sure will cause CTD... I made the job on stock files. :up:

Redwine 08-01-07 01:30 PM

Quote:

Originally Posted by tater
There are only a couple ships with roster dates changed. Agano, and Akizuki. Otherwise "generic" CL and DD calls in the missions overpopulate with those 2 ships, and they were RARE.

In addition, the SC and MS have their "type" changed from 0 and 5 to type 1 for both. This allows me to call for a generic "corvette" to have escorts that aren't all DDs without explicitly naming each type (also the MS won't escort as type=5).

Once things settle down a little, I can always make a compatible version. Right now the campaign is still beta, so adding confounding problems maes testing it hard.

tater

Thanks a lot for the info and interesting Tater ! :up:

Redwine 08-01-07 01:39 PM

Quote:

Originally Posted by reallydedpoet
Quote:

Originally Posted by Redwine
Quote:

Originally Posted by DayWalkerRUS
Redwine
When the output of the new version " Die Slowly Stage " is expected?

Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.

The DDs armored as battleships is unaceptable for me.

Sorry to hear this RW ^^^, hopefully it can be figured out, but understand where you are coming from.


RDP

I dindnt abandoned the job yet...

The matter is, the changes works fine on single missions, in example i am able to make holes on the DDs bows in single missions, but when go to the campaign, nothing works the same... the DDs bows become armored as a battleship...

Look at this, it is a Fubuki Class, it was at my 000 bearing.... i shoot a MK-14....

A big hole in the bow and ship sinks...

In campaign, the same Fubuki can resist many impacts and non sense, no damage at all... in campaign it is imposible to damage the bow... but in a single mission, it works fine.

http://img176.imageshack.us/img176/6...1437bn9.th.jpg

ReallyDedPoet 08-01-07 01:53 PM

Quote:

Originally Posted by Redwine
Quote:

Originally Posted by reallydedpoet
Quote:

Originally Posted by Redwine
Quote:

Originally Posted by DayWalkerRUS
Redwine
When the output of the new version " Die Slowly Stage " is expected?

Sorry, may be never... if i cant reach to adjust it as i like, i will roll back to v1.2 and no new version will be released.

The DDs armored as battleships is unaceptable for me.

Sorry to hear this RW ^^^, hopefully it can be figured out, but understand where you are coming from.


RDP

I dindnt abandoned the job yet...

The matter is, the changes works fine on single missions, in example i am able to make holes on the DDs bows in single missions, but when go to the campaign, nothing works the same... the DDs bows become armored as a battleship...

Look at this, it is a Fubuki Class, it was at my 000 bearing.... i shoot a MK-14....

A big hole in the bow and ship sinks...

In campaign, the same Fubuki can resist many impacts and non sense, no damage at all... in campaign it is imposible to damage the bow... but in a single mission, it works fine.

http://img176.imageshack.us/img176/6...1437bn9.th.jpg

I understand you have have not abandoned, thanks for the explanation :yep:


RDP

nattydread 08-03-07 12:39 AM

Will this mod cause problems with WernerSobe's 'Realistic Sinking Mod'?

Is it possible to just get the sub's tweaks?

Redwine 08-03-07 07:39 AM

Quote:

Originally Posted by nattydread
Will this mod cause problems with WernerSobe's 'Realistic Sinking Mod'?

Is it possible to just get the sub's tweaks?

It is uncompatible... Werners Mod follows a diferent way, he rised up the hit points too much so they are not efective now, you cant reach them even with all you onboard torps.

Die Slowly rised up the flooding times and hit points, but at a level at wich with a reasonable quantity of torps you can have an "instant" kill. In example... if you hit a determined ship with 2 torps, it will sink by flooding after half hour or oine hour depending damage, but if you hit it with 3, it will killed inmediatelly.

Random game factors still present, so you never can know how many torps are needed for a ship, same kind of ship, into same mission and into same convoy... can take a single torp or may need 3 or 4.

Prsent tweked files, not released, attempt to increase the quentity of torps for alll the ships, but critical factor is still present, so it is common to kill a ship with a single torp.

Plus Die Slowly tweaks amany opther things, not only the ships.

About the sub tweaks, you can pick up them from the mod and use them as stand alone... tehy are all related to the sub damage, upc files, depth charge files... the corresponding sub part of zones.cfg file... but stage 16 do not contains the last tweaks and it is not for v1.3.

tater 08-03-07 11:53 AM

Redwine,

in your experiments what have you learned about CREW damage? Even on the surface with MG and 20/25mm cannon fire spraying my sub, wounded crew is remarkably rare. Is this somehow in the zones?

tater

Redwine 08-03-07 01:32 PM

Quote:

Originally Posted by tater
Redwine,

in your experiments what have you learned about CREW damage? Even on the surface with MG and 20/25mm cannon fire spraying my sub, wounded crew is remarkably rare. Is this somehow in the zones?

tater

Mmh... rarelly i take damage on surface, but the few times i have it, most times due to use of time compression under low visibility... few crew become wonded if i am not wrong.

But after patch V1.2 i never have a dead crew anymore.

:up:

tater 08-03-07 02:55 PM

I WANT dead crew, lol. I want it to be possible, anyway. I can park next to a ship armed with just AAA and it does nothing other than make someone scream "we're taking damage!"

Apparently nicking the paint is "damage."

tater

Redwine 08-03-07 03:27 PM

Quote:

Originally Posted by tater
I WANT dead crew, lol. I want it to be possible, anyway. I can park next to a ship armed with just AAA and it does nothing other than make someone scream "we're taking damage!"

Apparently nicking the paint is "damage."

tater

I made a test and i can have near to all my crew wounded if i stay on surface under the cannon attack of a DD...

But deck crew do not suffer any damage...

http://img171.imageshack.us/img171/6...8296zj0.th.jpg

http://img356.imageshack.us/img356/6...8453xq5.th.jpg

Are you refering to "outside/deck" crew ?

leovampire 08-03-07 03:44 PM

tater the files you need to adjust for that are not
 
being used in Die slowly that is in the crew config files in the upc section of the data you can adjust everything about the crew from sleeping times exaustion rate and so forth

tater 08-03-07 03:57 PM

Yeah, I want the deck crew to be vulnerable---not to DD main guns but to AAA guns like 25mm.

tater

CaptainHaplo 08-03-07 07:50 PM

Tater - it might be possible to change the armor factor of the Deck Gun compartment, although that could skew DC damage... On the other hand, in the upc file for each sub is also a CrewExposure= x.x field - for guns this is set at 0.7 (using TMaru so I dont know if stock was different) - internal crew are set at 0.1 - so I suspect you could change that field and reload and get a different result. However, do so on a new career (or use a test mission) as save files may be used instead of data files when you load a game. I would bet 1.0 would be fully exposed, which really is an accurate depiction of guys huddled around a gun trying to load and fire. Give it a go and see what you get. This may not be so much of an "exposure" variable as much as it is a multiplier for damage actually done. If its a multiplier - a small boost to ammo damage would also fix it - but a setting of 1.0 would more likely be easiest and more balanced if all you want is crew damage without hull impact. The value might even allow us to go over 1.0 as needed to get the effect your looking for. Then again - it might be one of them things that is in the file - but isnt used for some reason. Can't hurt trying though. Luck!

*** Edit***
After looking thru the upc file - I noted at the end that the deck guns are assigned ExternalDamageZoneTypeID3D= -1 but in the compartment design the same guns are set to other values... could be that -1 means they are somehow unable to be damaged under direct fire? Might have to play with that....

tater 08-03-07 11:34 PM

Good find, -1 usually means that, like contact reports, -1 is "never."

tater

spyridon 01-31-08 04:39 PM

Can I use it in 1.4v ?

ReallyDedPoet 02-01-08 10:38 PM

Quote:

Originally Posted by spyridon
Can I use it in 1.4v ?

Don't think it would work, RW has not been around really since the early days of 1.3, he is missed.

Maybe try this, it is by WernerSobe and is very well done :yep: As well, a new version has just been released.
http://www.subsim.com/radioroom/showthread.php?t=120269


RDP

Redwine 02-05-08 06:21 PM

Quote:

Originally Posted by reallydedpoet
Quote:

Originally Posted by spyridon
Can I use it in 1.4v ?

Don't think it would work, RW has not been around really since the early days of 1.3, he is missed.

Maybe try this, it is by WernerSobe and is very well done :yep: As well, a new version has just been released.
http://www.subsim.com/radioroom/showthread.php?t=120269


RDP

I am not missed :p, i am in the forum but back to SH III y become tired of this full buggy SH IV, and finally uninstalled it and back to SH III. :up:

Quote:

Originally Posted by spyridon
Can I use it in 1.4v ?

Mod was made for V1.2... it do not works on v1.3, and i have no idea about v1.4... because i decide to uninstall SH IV before v1.4 patch... i was tired of bugs.

ReallyDedPoet 02-05-08 06:47 PM

Quote:

Originally Posted by Redwine
i have no idea about v1.4... because i decide to uninstall SH IV before v1.4 patch... i was tired of bugs.

Come back Red, come back :yep: Give 1.4 a shot :D


RDP


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