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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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i have been trying to test a scenario using the type type 1936N destroyer, I have added some extra depth charge throwers, two pairs in the middle, and one pair at the front, and now the destroyers seem to just randomly explode, some survive, some just blow into 2 pieces, they are just exploding on the water, and this is ruining my tests on the hydrophones and Sonars.
Could anyone help me with this? Edit, I think It might be caused by the blast radius of the Basic depth charge being too large, is there any way to reduce this enough that destroyers are not blowing themselves up? Edit again, I believe that I have solved it myself. Sorry for any inconvenience. Third Edit, It was that the Standard Depth charge has an explosion radius of 60, and the Kguns have a minimum throwing distance of 50 meters. If people want this fix, I might upload it as a mod, it increases the Standard Kguns range to 60 meters. Last edited by V13dweller; 03-31-13 at 07:31 AM. |
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#2 |
Swabbie
![]() Join Date: Apr 2013
Posts: 14
Downloads: 54
Uploads: 0
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I would be very interested in a fix because I'm experiencing the same problem. Alternatively I'd like to know which file I need to edit. In the FX Tutorial mission, I just need to dive to 30 meters and the two warships are practically sinking themselves with their own depth charges.
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#3 |
Navy Seal
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Very annoying issue
![]() Maybe that's because they don't accelerate enough when dropping, and some destroyers are too close from each others when dropping too... ![]()
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#4 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I fixed the problem quite a while ago, I reduced the blast radius from 60 down to 50, because the minimum throw distance is 50 meters, and if you want, I could upload this little fix for you.
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#5 |
Navy Seal
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Sure, V13!
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#6 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I used the Default SH5 Depth charge radius, which is 40 meters, but this is for the safety of the ships, because small and slow ship like the flower corvette may be cruising at a low speed, and attempt to attack a sub that is close on it's port side, then fire it's Kgun and it might not be able to escape, especially if it was turning into the target to bomb them with the DC racks. If you object, or want it increased, just let me know. http://www.mediafire.com/?e2zc89jrmdkd8wk
Last edited by V13dweller; 04-24-13 at 09:17 AM. |
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#7 |
Navy Seal
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Forgot to ask: compatible with all other mods, if i activate it at the end of list?
EDIT: ahh...just opened it and it's not JSGME ready! Where do those files go?
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#8 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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Just put them in the SH5 Data Library, Im not sure how to make files JSGME ready.
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#9 |
Navy Seal
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Ok, thanks.
For JSGME, have to create a folder "whatever name" with a data folder inside, then a library folder and your files in it. Then activate it on top of others mods!
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#10 |
Swabbie
![]() Join Date: Apr 2013
Posts: 14
Downloads: 54
Uploads: 0
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Thank you very much, V13dweller!
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#11 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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#12 |
Ocean Warrior
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Just look at any other mod.. how it was done.. the folder structure, etc.
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#13 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I will upload it to the Mods Workshop in the downloads section.
Last edited by V13dweller; 04-24-13 at 09:53 AM. |
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#14 |
Swabbie
![]() Join Date: Apr 2013
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Downloads: 54
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Even with the fix a River class frigate still seems to sink itself while running over a u-boat sitting still at 30 meters. The only chance to prevent this is probably to increase the minimum distance from the ship the charges may be fired. But I don't know enough about the game mechanics to evaluate if this is possible or even sensible. I'm surprised that this problem wasn't mentioned before.
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#15 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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What do you mean? did it throw them with the KGun or the Depth charge racks?
Fixed, the MK-9 Kgun has a shorter range then the Basic one, Im sorry, I overlooked that. The MK-9 also has a longer reload time, at 30 seconds, do you want me to make it as fast as the basic one, at one throw per 15 seconds? or raise the Basic one to 30 seconds? |
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