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-   -   [REL] Natural Sinking Mechanics (https://www.subsim.com/radioroom/showthread.php?t=120269)

piersyf 03-31-08 04:14 AM

deck gun holes
 
Started my second patrol with NSM and realistic torpedoes. Had a contact with a merchant and started experimenting. I've mentioned elsewhere the dual solution with periscope and sonar to compare systems, but I only managed a single hit from 3 fish. It hit the stern and blew off the screw, so satisfaction number one was hearing the engine chug like crazy and the rudder flip like a stranded fish but the ship sitting dead. The merchant had no weapons and was alone so I surfaced and sat about 500yds away to watch her sink. Didn't happen. So I went for a short cruise around to the side with hole, extended the range, and started being mean. Every 2 minutes or so I'd put an HE round into the hull just above the torp hole. I know it makes little difference to the game, but I liked imagining the damage crews refusing to enter a compartment that was being hammered every 2 minutes. Anyway, the point of this was I was regularly checking for shell holes because I wanted to see if I could get impacts below the waterline, and yes you can, and the holes were visible...although for accuracy HE shells set to penetrate water should always leave holes in a merchant (delay fusing). I ended up finishing her off with a fish from a stern tube and have seen my first break. Joy! 2 bits of ship to watch sink!

Rockin Robbins 03-31-08 11:19 AM

You know....
 
I'm playing the Type IX-D2 in SH4UBM and really missing NSM!:cry:

Dignan 03-31-08 04:10 PM

Quote:

Originally Posted by WernerSobe
NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.


the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.


It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.

Thanks for the explanation. I'll be sure to install NSM4 last over TMO and environmental mod 4 and try it again.

Dignan 03-31-08 04:54 PM

Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.

WernerSobe 03-31-08 05:53 PM

Quote:

Originally Posted by Dignan
Quote:

Originally Posted by WernerSobe
NSM reduces the size of the holes but does they do appear. If they dont you have a conflict with something.


the problem is that you cannot realy control the holes. They are applied by the game engine and its hard coded. It takes in account the armor of compartment vs armorpiercing of the projectile and hitpoints and damage values as well. I have balanced the values so it is more realistic but the holes still appear. If they dont, then one of the values above has been changed by something else.


It can happen if you overwrite the shells.zon, zones.cfg or one of the ship.zon files.

Thanks for the explanation. I'll be sure to install NSM4 last over TMO and environmental mod 4 and try it again.

as far as i know environmental mods also change something with effects in zone.cfg. That would explain this

WernerSobe 03-31-08 05:54 PM

Quote:

Originally Posted by Dignan
Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.

make sure 3d damage is activated

Dignan 03-31-08 07:54 PM

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by Dignan
Just FYI, removed all mods...tested in the artillery training session...DG created holes in the hull of the target ship. Added NSM4 and nothing else = no holes. Maybe it's because I don't have SH4 1.5. Overall, not a deal killer. Still a great mod. Just thought I'd let you know.

make sure 3d damage is activated

Thanks again for the suggestion

DrBeast 04-01-08 04:39 AM

Quote:

Originally Posted by WernerSobe
as far as i know environmental mods also change something with effects in zone.cfg. That would explain this

If you mean ROW and its successor Pacific Environments, then no. There's a NSM-compatible version of the part of ROW that includes changes to zones.cfg (ROW Special Effects for NSM4), and Pacific Environments doesn't ship with one (yet...we're working on it, and you can rest assured I'll once again release an NSM-compatible version once we're done ;)).

bertle 04-02-08 07:25 AM

Please update this for 1.5 :(

I really enjoy the Uboat add on, even the horribly unrealistic bits (deal with it :P) but one thing I really hate is going back to the old way ships sink. Huge ships going under in 2 seconds just really takes the fun out of sinking something.

WhiskeyBravo 04-04-08 04:27 AM

Any idea on timescales for the 1.5 version please? I'll make sure I'm in port for when it arrives!

And a bump for someone who was looking for this thread.

WB.

Grein 04-04-08 05:01 PM

It would be REALLY Great, if time could be found to update this mod!
Playing without it is just 50% of the fun :(

clayman 04-04-08 08:46 PM

I gotta agree .... NSM makes it so sweet :up: !

Running both versions, so I still get to see it when I run 1.4. Did that a lot with IL2.

fireship4 04-11-08 11:11 AM

Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?

If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?

McHibbins 04-11-08 11:33 AM

Maybe the the last posts of http://www.subsim.com/radioroom/showthread.php?t=130679

will give you a few hints to do it on your own.

fireship4 04-12-08 06:03 AM

I removed the Ammo cargo in the NSKeel, but this of course disables the keel breaking


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