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#586 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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![]() Quote:
Though, admittedly, it is more fun to shoot with weapons that work, the frustration of failed torpedoes is definitely a realism factor. I know Wahoo (among countless others) experienced a good handful of torpedo failures during her patrols, including one that inadvertently launched into a closed outer door! |
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#587 | ||
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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but anyway if you think its still to strong we can increase the depth keeping failure range. |
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#588 | |||
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Don't change anything yet. I am testing in the single mission setup. Going to try a career next and see what happens.
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#589 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Yes, I agree. I still haven't tested the latest improvements myself and those specs seem more than adequate. The only thing I've noticed is I've had 2/2 magnetic detonator successes in 1944 (both against a gunboat that strangely refused to sink after 2 torps) and I've had plenty of contact successes (all set fairly shallow to be safe) but I can't remember the last time I've had a premature detonation.
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#590 |
Watch
![]() Join Date: Apr 2007
Location: Albany, NY
Posts: 21
Downloads: 9
Uploads: 0
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If a person wants prematures and duds, play the NSM 3.3 Hardcore Torpedo Mod. On my last patrol:
10 Prematures 7 Duds 7 Hits Total tonnage for patrol: 1845 Tons They want to relieve me at Pearl, they offered me a Training Command at Sub School. One more bad patrol and I'm relieved. It is estimated that approx 70% of the Mk 14's fired were defective (prema's, duds...) until this was finally corrected in 9/43. |
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#591 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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![]() Quote:
![]() i'm using 3.3's harcore torpedo mod in my current campaign on top of the nsm 4.0 package with no troubles (and thank goodness i'm tooling around in a sugar boat with mk.x's)... 'just remember to flush your rich saved games folder before installing! cheers hc
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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#592 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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Hey Werner, I need your technical knowledge on something.
I'm attempting to make NSM4 ROW-compatible, and it looked like a pretty simple thing to do. Here's a breakdown of what I did with a side-by-side comparison of the two zones.cfg files with Winmerge: 1.) All effects from ROW copied over to NSM. If any NSM effects are present where there are no ROW effects, they stay. 2.) Cargo types in NSM replaced with ROW; I also added some extra cargo types present in ROW, and some Weapons compartments, floatability adapted to NSM with a ball-park estimation 3.) Crush depths copied over from ROW ONLY IF effects copied over as well. Using this file, I stumbled upon a pretty nasty side-effect yesterday night when I was playing my campaign: I discovered that, if my sub is too close to a merchant and its keel gets blown off, my sub literally disintegrates! All of a sudden I start getting damage everywhere, and after a bit the game CTDs. I know it's right after the keel exploding, because I'm using some torpedoes that pack a pretty punch (all values in your torpedoes_US.zon file x2, essentially, just something I'm testing out), and though the fish hits at the bow or stern, it sets off a chain reaction that literally blows the enemy ship to smithereens...which is all fine and dandy, but if I'm closer than approximately 1000-1500 meters my sub bites the dust as well! Do you have any idea what could be causing this? The ship's cargo, perhaps? Another member posted something similar a few posts up, and you attributed it to the enemy ship carrying ammunition. Anything that can be done about this? ETA: I know I should have done more tests to pinpoint if it's something in NSM's zones file, my Frankenstein's monster, or my torpedo settings that cause this, but I quit the game at 6:20 in the morning, falling half asleep on the keyboard while sailing home, so further tests were plain impossible! BTW, whatever happened to your test mission? It would've been quite useful in this occasion.
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#593 | ||
Commodore
![]() Join Date: Oct 2007
Location: Las Vegas, Nevada
Posts: 624
Downloads: 6
Uploads: 0
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![]() Quote:
In Post #540 in this thread, Werner said Quote:
Whereas, the Dr Beast Mod of NSM will somehow mix and match Special FX to proved something better??? ![]()
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#594 |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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@Doolittle: For starters, there's more to ROW Effects than a modified zones.cfg file. What you could do is enable ROW Effects, then NSM. This will retain some ROW effects (generic modifications to explosions, smoke, etc), but you'll have the effects pertaining to the ships of the NSM mod. These are fewer than what ROW offers. My advice is, try it out as-is first (that is, enable ROW Effects first, then NSM4). What I'm trying to accomplish is combine ALL the effects of ROW with the sinking mechanism of NSM. Although I must say that if I get any satisfactory results, I'll ship the file over to billko for final evaluation and release; he offered to do it first, after all.
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#595 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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I have been using NSM 4 with ROW, but only using the Materials.dat and particles.dat from the ROW special effects and have not had any problems. While this does not add in the "extra" special effects (additional explosions, catastrophic explosions, etc.) from ROW, it does provide the better smoke and fire from ROW. I, also, looked into trying to make ROW special effects NSM compatible, but another three of my remaining four brain cells couldn't handle the strain, so I quit looking at it for a while.
I either need to type or read faster:rotfl: . What I mentioned above would be the same result as DrBeast's approach. |
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#596 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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#597 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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Would someone mind PM'ing me the NSM 3.3 Harcore Torpedo mod? The Filefront link in the official thread isn't working.
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#598 | ||
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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![]() Quote:
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Edit : You can get the NSM3.3 hardcore torpedo mod here |
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#599 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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Great thanks!
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#600 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: People's Republic of Cambridge
Posts: 379
Downloads: 118
Uploads: 0
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![]() Quote:
out of curiosity: was there some reason why the link was pulled in the first place? were/are there any compatibility concerns with 4.0? i haven't experienced anything unusual yet, but then again i've pretty much just been mucking about in my sugar boat campaign... ![]()
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my diminutive mod contributions new chronometer thermalizer Japanese wartime radio pack Japanese traditional radio pack new radio new ordnance what color is your torpedo aye, sir! sound mod |
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