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If merchant cargo values arent fixed in 1.3, whats the plan with modding it?
I remember there being a discussion about the lack of cargo coded into the merchant's holds, which is believed to drastically deminish the ability of our torps to set off secondary explosions.
Since these secondaries seem to deliver more damage than the torps do, they'd provide us with better lethality against some of the more stubborn merchants. Perhaps we can look into removing some of the fuel and ammo cargo on board warships to increase their survivability. Anyway, Im willing to help in some manner if anyone is interested and taking on this massive endeavor. |
They are fixed. Now concentrate on making the 1.2 MODs compatible. Especially the Slow Death MOD, that was awesome! Ships sink way too quickly in 1.3 Beta.
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Cargoes are a function of campaign work. Mine will come out with a new version a little after 1.3 here (this weekend?).
tater |
Jeah, good news
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There's an issue with my current campaign and cargo I need to check vs the release 1.3.
I tested my campaign with the other 1.3, and it CTDs if you blow up a Small Modern Composite Merchant if it has AMMO as the cargo. All other ships are fine with ammo (actually, I didn't test liners or tankers with ammo, need to do that). I gather they added some new effects. Until I figure out why I have to dump ammo as a cargo on generic merchants. |
Looking forward to the new stuff tater:up:
RDP |
Quote:
I personally would like to see the cargo element be used to make sinking merchants more realistic, but every merchant shouldnt have ammo on them or it becomes to easy and not enough variety in encounters...at least in my humble opinion. Have you considered reducing or removing ammo from warships so they dont all go up with a single torp hit or ignite from a small deck gun skirmish? |
One, in the stock game NO ships have any cargo other than "freight."
I didn't change all to ammo, just a few %. The short fix is to remove ammo, the longer fix is to add it back in for a few ships other than the kind that CTDs. Ammo does make them easier, just like fuel does with tankers. These are cargo issues, which warships don't have. Fixing warships vs deck guns etc is another ball of wax. |
Tater, don't know if this is usefull, but here's my 2 cents.
Looking in the zones.cfg file I noticed that the stock (1.3) file counts "zones list" to 203=flakcore. In 1.2 we used to tweak some ammo crates in there, like : 204=CargoOil 205=ExtCargoOil 206=CargoAmmoCrates 207=CargoAmmoContainers 208=CargoFreightContainers 209=CargoFreightCrates 210=CargoAircraft 211=CargoTanks 212=CargoTrucks 213=CargoTrapContainer 214=WeaponsMedium Disregard this if it has nothing to do with it... Reg Bando |
Dunno, maybe that has somethig to do with it, but the CTD is specific to the taihosan Maru. I only tested internal ammo so far, not ammo containers or ammo crates.
Note also that a large number of the cargo types don't seem work. I've never seen a plane on deck, for example (cept CVs). tater |
So the ammo and possibly fuel loads on warships dont contribute to them going up so easy?
Im curious to see if there is any improvement to their survivabilty with those load outs removed. |
No, ammo and fuel as cargo do make them blow up. In the stock game NO ships have cargo other than "freight" so you never see it.
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ah, ok....sorry to have made that so difficult
So when can we see this mod for 1.3 :) |
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