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Old 01-30-08, 07:10 PM   #556
399nkov
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Many thanks Werner

I have to cut my current patrol short so I can get back into port for a refit of NSM 4.0.
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Old 01-31-08, 03:54 AM   #557
Fincuan
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Good job Werner

Me and NSM4 had a great start together: After enabling NSM4 I fired up the sub school torpedo training mission to get a quick look at the changes. I fired all four forward fish at the Mogami and started counting the hits: boom .... boom ... boom ... BOOOOOMMM! "We're taking damage!" etc. Not hard to guess what happened, eh? For sale: A Porpoise-class sub without a bow
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Old 01-31-08, 05:04 AM   #558
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THANKS WERNER YOU BLOODY GENIUS. PC was fixed just today aswell!
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Old 01-31-08, 07:58 AM   #559
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Wonderful! Now I can start playing SH4 again in earnest! Well...uh...in a couple of weeks, that is. G/f's exams are still running, the computer is still off limits!

AAAAAAAAAAAAAAAAAAAAAAAAAARGH!!!

(Whoever said patience is virtue was clearly not a computer games addict with no access to a computer! :p)
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Old 01-31-08, 11:34 AM   #560
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Hey Werner- I noticed in the torp sim that you've changed the impulse to be a negative number.

Does this simulate the vaccuum effect? If not, what the reason for it?

Just curious.

-Fishie
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Old 01-31-08, 01:23 PM   #561
WernerSobe
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Quote:
Originally Posted by Fishie
Hey Werner- I noticed in the torp sim that you've changed the impulse to be a negative number.

Does this simulate the vaccuum effect? If not, what the reason for it?

Just curious.

-Fishie
negative impulse lifts and pushes the target on impact. positive number pulls it down. It just looks unrealistic when ships get sucked down on impact and then slowly bob up.
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Old 01-31-08, 01:31 PM   #562
M. Sarsfield
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Does pushing the target out of the water help to break its back? Or does that parameter strictly change the visual effects?
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Old 01-31-08, 01:47 PM   #563
Linavitch
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Werner

Thank you very much for your continued work on this. It's a fantastic mod.

I love the keel shots in 4.0.
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Old 01-31-08, 01:49 PM   #564
WernerSobe
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Quote:
Originally Posted by M. Sarsfield
Does pushing the target out of the water help to break its back? Or does that parameter strictly change the visual effects?
no its just eye candy, you can flip it back positive if you like it does not effect the damage system
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Old 01-31-08, 01:53 PM   #565
M. Sarsfield
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I like the way that you made it. No need to change a thing.
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Old 01-31-08, 02:43 PM   #566
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Quote:
Originally Posted by WernerSobe
no its just eye candy, you can flip it back positive if you like it does not effect the damage system
So if I wanted to increase the damage of a torpedo (i.e. rip a HUGE hole in the side of a ship), what stats would I change?
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Old 01-31-08, 07:54 PM   #567
WernerSobe
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Quote:
Originally Posted by Fishie
Quote:
Originally Posted by WernerSobe
no its just eye candy, you can flip it back positive if you like it does not effect the damage system
So if I wanted to increase the damage of a torpedo (i.e. rip a HUGE hole in the side of a ship), what stats would I change?
depends. Do you want just a larger hole or actualy more flooding?
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Old 01-31-08, 07:59 PM   #568
ReallyDedPoet
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Congrats on the new version WS, will be trying it out soon


RDP
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Old 01-31-08, 08:50 PM   #569
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Quote:
Originally Posted by WernerSobe
depends. Do you want just a larger hole or actualy more flooding?
Both, actually

I see the "boxes" in the ship- I assume these are flood containers. If I rip a hole big enough, shouldn't 2 fill up instead of just one?

Thanks for even responding, dude. I'm just incredibly curious as to how this all works.
It's my nature to try to know everything about something I'm doing- much to the dismay of my wife
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Old 01-31-08, 10:13 PM   #570
LukeFF
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Quote:
Originally Posted by WernerSobe
depends. Do you want just a larger hole or actualy more flooding?
I'm very curious about this as well, but it's hard to tell which torpedo is which in the ZON file.
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