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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#331 |
Grey Wolf
![]() Join Date: Feb 2003
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the US_Torpedoes.zon file from what file i might add old boy? i looked in the RSRD folder but that file aint there
Last edited by Laffertytig; 11-25-07 at 06:56 AM. |
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#332 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
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The reason the ships from RSRDC will be unaffected (and retain their stock game sinking behavior) is, their .zon file hasn't been altered the way NSM alters all other ships' .zon file.
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#333 |
Grey Wolf
![]() Join Date: Feb 2003
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so what if i installed nsm and the hardcore torpedo mod last then? would this do the trick? or should i just delete said file from nsm?
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#334 |
The Old Man
![]() Join Date: Oct 2007
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No matter how you install them, the RSRDC ships will be unaffected. If you find the torpedoes overpowering, delete the US_Torpedoes.zon file from NSM before installing it.
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#335 |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
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MrBeast, those are excellent photos you posted. From time to time I considered going to the lite version of NSM, but seeing those examples certainly adds to the authenticity of the NSM mod. Thanks. I'll be sticking with the classic version.
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#336 |
Watch
![]() Join Date: Nov 2007
Location: Buffalo USA
Posts: 23
Downloads: 49
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Just wanted to say i installed this MOD for my first campaign, and i think its great...
i really like this mod, it makes more sense to base sinking off flooding dmg of course than just hit points (what was the name of that huge German Battleship) the pounding that thing took was incredible before it sunk) Also i have found that if anything ships sink faster now (although im running the lite version, :hehe ![]() It still took a good hour to sink a 10ton merchant with 3 fish in her i just barley made it back up to see, note i think you also get credit for the kill if you click on the sinking ship icon on your map, anyways thats when it updated my log... Thanks for such a great mod... What happens when a new patch is released in general here, do all the mod creaters have to recheck each time for compability, just wondering as i havnt been here very long... One other quick question, Does NSM also change the way the player's ship takes dmg ? And does this have any affect on the Damage Control System ? Baron...
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![]() Last edited by BaronDeKalb; 11-26-07 at 07:59 PM. |
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#337 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#338 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
Downloads: 6
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Can someone explain the difference between the light version and the classic version please thank you.
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#339 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#340 |
Commodore
![]() Join Date: Oct 2007
Location: Las Vegas, Nevada
Posts: 624
Downloads: 6
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In the first post in this thread, it says:
...every file in this mod is critical. So installing mods over it and overriding conflicts will basicly break entire damage system. So make sure you install NSM last to be on sure side. This runs contrary to all the other guidance i have seen with rgard to installation, which have said to install NSM first/early, then later do the ROW mods and RSRD Mod, etc etc What is correct installation order? |
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#341 | |
Captain
![]() Join Date: Oct 2003
Location: Columbus, GA, USA
Posts: 525
Downloads: 89
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#342 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
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Looking at the files changed in patch 1.4...zones.cfg is among them. Also, WernerSobe has been AWOL as of late. Damn.
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#343 |
Bosun
![]() Join Date: Apr 2007
Posts: 64
Downloads: 27
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I have NSM and ROW on V1.4 and only noticed low sitting troop transports.
I did have a Takao HC go down with one torp although there were lots!! of secondary explosions (hit right in aft gun section). I put 2 torps into another Mogami and Takao and both stayed afloat with Mogami having a mild list. Destroyer's took 1 torp to sink usually(took a while though) although they show no damage when hit with "Influence"(switch works!!) torps. So NSM does seem ok so far although more testing is needed. ![]() ![]() ![]() ![]() |
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#344 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
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Hope we can get WernerSobe back in to check on his mod.
![]() If he's been away for some time it might be worth sending him a PM. |
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#345 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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im sorry guys i havent been playing sh4 for a long time. I heard about the patch 5 minutes ago...
of course im going to port NSM into 1.4 but that will take a while. First i will need to check out what has changed and where. From the first look at the patch details i disadvise using NSM 3.3 with 1.4. It might work but remember its based on files from 1.3 so if NSM files are affected by the patch there might be problems. atm im taking a closer look at the patch. So far, if you have installed NSM 3.3 over 1.4 already and have expirienced bugs. Please report them here. |
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