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#631 | ||
Commodore
![]() Join Date: Jul 2006
Posts: 625
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And it makes sence historicaly. They realy fixed most problems with their torpedoes. They were reliable at the end of the war. |
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#632 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
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I just downloaded your mod and noticed something:
My career has started in 1943 and I'm using contact pistols only, but when I hit a ship the following always happens: No matter where I hit a ship it always breaks in 2. The ships don't always break when the torpedo hits, sometimes they just sit dead in the water and as soon as I get the "she's going down message" the ships explode and break up. Here's my installation order: TM 1.7.6 RSRDC_P3_TM_v320 RSRDC_V320_Patch1 NSM 4.0 Classic |
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#633 |
Mate
![]() Join Date: May 2007
Posts: 51
Downloads: 26
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I had the same thing happen to me, I'd fire a spread of 3; One of which strikes home on the stern of the target and it cracks in half this was when I set the torpedo's to run shallow and for contact. It happened so much I reverted back to NSM 3 I get my kick's from watching them sink slowly. I also want to say a big thank you for all your time and effort you put into these NSM mods. Great work
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#634 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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#635 | ||
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
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Hi to all I think I am noticing this as well, when I hit something it always seems to wind up with them breaking in two
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#636 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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strange. doesnt happen to me.
You may have deep runners that actualy explode under the ship. There are a lot of deep runners. Otherwise you have a conflict with another mod. Make sure none of NSM files were overwritten. Last edited by WernerSobe; 02-09-08 at 05:19 PM. |
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#637 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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Nice work Wernersobe,
But I experinced something strange in nr. 3 training mission. The warship took 6 hits of torpedos and was still sailing like nothing happened, the ship was a little deeper under water though and you could see where the torpedos hit her, with 2 small holes. Is this normal? I am runing SH4 and ROW and ROW Special Effects for NSM4 from Dr. Beast. |
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#638 | ||
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
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:FI:Rabitski has the same problem as I do: even when I hit a ship at the stern it will break in 2 eventually. I don't think that deep runners could cause the problem for 2 reasons: 1. I've set the torpedos to contact exploders 2. In 1943 the influence exploder should be deactivated and the game should simulate this as well. |
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#639 | |||
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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#640 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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Put 2 magnetic influence into Taihosan Maru, both exploded underneath the keel. She started going down slowly. I put a contact torpedo shallow into her hull side toward the stern she broke in half.
My MOD list as installed. Radio Honolulu mod 1_TMaru_Trigger_Maru_1.7.6 1A_TMaru_Tench_Class 2_TMaru_Sound 3_TMaru_GFX-ROW_Version_5 RSRDC_P3_TM_v320_Tench RSRDC_V320_Patch1 Recognition manual V3 TM SH4 RSRDC IJN DC mod 0.92 ROW Main Load Screen ROW NEW SeaFoam from Jaketoox ROW Addon for Reflections On The Water Depth Charge Drop Splash Warning v1.0 Fairbanks Engine Sounds Final warships_retextured_v1_3 NSM4 classic NSM4 Realistic Torpedo Malfunctions ROW Special Effects For NSM4 Classic Black Spiderw + Rg circles-standard 30%_PPI_Noise
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#641 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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#642 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
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Ok, I've checked the messages I get when I install NSM 4.0 over the other mods:
"Zones.cfg" has already been altered by the "1_TMaru_Trigger_1.7.6."mod. "Shells.zon" "Torpedoes_US.sim" "Deck_Gun_3_50.sim" "Deck_Gun_4_50.sim" "NDD_Akizuki.zon" "NDD_Asashio.zon" "NDD_Fubuki.zon" "NDD_Minekaze.zon" "NDD_Mutsuki.zon" "NDD_Shiratsuyu.zon" "NKSCS_Taihosan.zon" "NML_Okinoshima.zon" has already been altered by the "RSRDC_P3_TM_v320" mod. "NML_Okinoshima.zon" "1_TMaru_Trigger_1.7.6."mod. "NMS_NO.13.zon" "NSC_Subchaser.zon" I'll now disable NSM 4.0 and see if the ships still break in 2 every time. I'll let you know what happens. |
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#643 |
Bosun
![]() Join Date: Dec 2007
Location: Manvel Texas
Posts: 62
Downloads: 20
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I installed NSM Classic last. On my first patrol all merchants, medium and large, broke in half, using fast, magnetic with a setting of 12ft under keel depth shown per target. I would send a second torp, fast, contact and shallow just in case. I never needed them if my first torp hit. I even had a second torp go thru the middle of the broken halves.
A carrier took six torps, two were set 12ft under keel depth, about 42ft if I remember rite, and four set shallow, fast, contact, all hits, no duds. She didn't split, just sank slowly, Late '43. I haven't installed NSM RTM yet. I think I will try just contact exploders on my next target just to see if the results are different. Its hard to change a tactic when the one Iam using works well. Thanks Werner for NSM |
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#644 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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![]() ETA: thinking back, when I merged the two files, I added all the cargo types of ROW Special Effects. Which means the ships will be eligible to carry flammable/explosive stuff such as fuel (mostly) and ammunition, but also ammo crates, tanks, etc. Might be what sets off a violent explosion more often.
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#645 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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Analysing the problem there could be only one reason why the ships break. Their keel zone has been damaged in some way. This could happen due to following circumstances.
-There is realy almost every torpedo running deeper then set. If youre using influence torpedoes and set depth like 12 it will likely run at 20 and explode under the ship. -If that happens even with contact detonators it could be possible that it happens to a certain ship. I suspect Nagara maru. This is by far the most frequent target you face out there. If that ship has a bug with keel zone, making it possible to break it with contact torpedoes running at 10+ feet that would explain that. -Another reason could be a conflict in the torpedo file. If a contact torpedo generate a too big explosion bubble it may reach the keel zone when it should not. |
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