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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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![]() Join Date: Mar 2010
Posts: 15
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i knew there is an option in "realistic" setup to make ships sinking slower, but it is still too fast.
i like the way GWX do it, how do they make it? and another question: if i make a ship heavily wounded, it will sink after 10 hours on my watch. But i didn't follow it. i sail away, outside the 16km sphere. now how the game engine handle this ship? the ship will sink after 10 oz, or it keep "wounded" forever? |
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#2 |
Navy Seal
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To make ships sinking slower, you have to edit the Data/zones.cfg, and increase the different flooding values for small merchants etc
If you only damage a ship, and he sails away, once passed the spawning km radius he will unspawn and will not be credited ![]()
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#3 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
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I believe these parameters in the Zones.cfg file
Hitpoints= FloodingTime=
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#4 | |
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![]() Join Date: Mar 2010
Posts: 15
Downloads: 24
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![]() Quote:
now i m more curious about the definition of [NKeel] [NEFloodB] [NEFlotMain] etc. |
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