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Old 03-31-07, 06:09 AM   #16
Meridian
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I noticed in the Special Effects mod mentioned earlier there are lines referencing this"Effect1=#Splinter_crewmans_explosion01". But there are none in yours. Is this relevant or doesn't it matter?

Cancel that, just looked through your file and found one entry of it compared to maybe 7 or 8 in the special effects version. Maybe that's why we're not seeing the effect as often as before.
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Old 03-31-07, 06:11 AM   #17
melnibonian
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Quote:
Originally Posted by Meridian
I noticed in the Special Effects mod mentioned earlier there are lines referencing this"Effect1=#Splinter_crewmans_explosion01". But there are none in yours. Is this relevant or doesn't it matter?
If I remember correctly the Special Effects Mod brings the GWX Damage Model closer to stock SH3 with more explosions and fires. I don't think there is an issue with the flying bodies and the rest of the bits that fell off a sinking ship.
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Old 03-31-07, 06:29 AM   #18
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That's interesting Meridian, I will make a mental note on a piece of paper about that! Just checked & this line is in GWX 1.03 zones.cfg!

PS. Haven't been back yet to test further - visitors!
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Old 03-31-07, 09:17 AM   #19
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Sunk another 2 ships, still no hollywood, will keep trying!
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Old 03-31-07, 09:33 AM   #20
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A little clarification.

There have always been flying bodies in GWX. It's just hard to notice sometimes because they are very few and far between, as there are only two crewman explosion effects in the zones.cfg file. This aspect of the zones.cfg file has remained constant through all versions of GWX. The number of flying bodies has not increased or decreased. (You know, somehow, I never thought I would be typing out any sort of correspondence with that last sentence in it ).

Gouldjg's mod merely INCREASES the number of occassions on which you will see flying bodies (in addition to other explosion effects), as there are about eight crewman explosion effects in his mod. Gouldjg's original intent was to create a mod that was just eye-candy and not effect the damage model at all. Kpt. Lehmann pointed out to him later, that he believed that some of the special effects explosions themselves did, in fact, cause some additional damage (in the same way flying debris can damage your sub) as opposed to just looking good.

I have used gouldjg's mod and can say that IMHO if there is any additional damage it is very minor, as I have not noticed any real difference in my ability to sink ships (which is awful anyway) when using or not using the mod. So Reece, if you torpedo enough ships you will see the bodies again, but it may take a while. If you really like the flying bodies, I suggest you just apply gouldjg's mod (the caveat from my previous post in this thread still applies).

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Old 03-31-07, 08:06 PM   #21
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Yes that figures, I got a little too close to the last ship, 25 meters or so when it exploded in a large fireball, went back to my boat, the deck gun crew and the WO were dead with major damage to the boat, this sort of damage is not in the original Hollywood version, you could be 10 meters in that version & recieve no damage!
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