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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Well, I don't see. Two problems; (1) if he gave a concise explanation of how it works and what sections in which files have what effect, then it would no longer be a MYSTERY. If it wasn't so mysterious we might be able to tweak it so it's actually useful, then where would we be?
![]() (2) you have to have a fire for it to work even if it was tweaked enough to be useful, if you have a badly damaged BB or CV steaming off over the horizon with no fire you're out of luck. Think I'll have better luck adjusting the "crash depth" in assorted BB, CV, and CA zon files, fire or no fire all that's needed is enough flooding to make it sink a little deeper and it will start taking "crash damage" losing 1 hitpoint every couple seconds. For some screwy reason they added that to all the surface ships and set it at 300. A surface ship at a 990 foot depth taking 0.5 hitpoints of damage per second that it remained below that depth would be somewhat pointless, I think it's already sunk. ![]() |
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#107 | |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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![]() Quote:
I guess that makes sense. At higher TC some particle generators stop working (e.g., the fire and funnel smoke). Thus, no depth charges are created anymore and no damage happens. Regards, LGN1 |
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#108 | |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Hi LGN1,
nice to see you around here! And thanks to your "confirmation". I stumbled upon it when I was reading TDW´s statement: Quote:
So it may be useful to test the mod at first without any time compression at all - with all that original values TDW´s has chosen and after that, we may talk about the balancing of the "burn down rate" ![]() Regards, Leitender |
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#109 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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guys i tried that to silent hunter 3 and indeed fires slowly makes damage by exploding random parts of the ship BUT its not working at silent hunter 4...why? because i run a test mission about a freighter i light a fire on her and just sad about 1 hour just to see the flames burning......thats it.....any ideas?
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#110 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Are you using high TC? |
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#111 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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no nothing at all just the stock game....
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#112 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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It works for me. Been using it for a while. A damaged ship on fire will have secondary explosions after a bit. A fire started in one cargo hold will eventually spread to the others.
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#113 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#114 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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no i never use time compresion
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#115 |
Planesman
![]() Join Date: Mar 2008
Location: Gdańsk,Poland
Posts: 197
Downloads: 202
Uploads: 0
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Hi,
Filefront has location blockade so i can't download this mod. Mod file was also deleted from mediafire. Can someone upload this to subsim ? ![]() |
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#116 |
Ocean Warrior
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Gamefront restrictions will need a proxy server to hide your isp so you can download from the site.
Here is a list of some of them, note it will take longer to access the site as you are being redirected through different isp's. http://www.freeproxyweblist.com/ The top one works so just use the link in the OP and type or paste it in and click go. |
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#117 | |
A-ganger
![]() Join Date: Aug 2009
Location: 51° 31′ N, 7° 28′ E
Posts: 76
Downloads: 158
Uploads: 0
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![]() Quote:
May it be the FX Update for SH5 0.0.22 ? |
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#118 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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This is a good mod, and it works for me, but I have noticed an issue.
If a ship is destroyed due to fire damage, you do not receive credit for sinking it. I first noticed this right after installing the mod, when I engaged a merchant with the deck gun. It caught on fire, then had a massive secondary explosion that ripped it in two. No notification appeared in the log, and I did not receive credit for sinking it. I repeated the test three more times, engaging targets with the deck gun until they caught fire, then just following them around until they finally sank. In all cases I did not receive credit for the kills. Just FYI, because the target is burning, don't stop shooting. Shoot it 'til it sinks! |
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#119 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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#120 |
WORST. KALEUN. EVER.
Join Date: Jul 2014
Location: Alton, NH
Posts: 61
Downloads: 68
Uploads: 0
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Like I said, just keep shooting it 'til it sinks. If it sinks from flooding, you still get credit, the only time you don't is if the fire damage is what takes the last of the hitpoints, or health, or whatever the game has.
Torpedoes almost always give you credit, unless it touches off a big fire that sinks the ship before it floods. Either way, I'm really glad I can light an aircraft on fire and know he's going to die eventually, and fire doing damage has made the deck gun slightly more effective against ships. I was simply raising the awareness of the issue, but it's certainly one you can work around or live with, it only happens very rarely. |
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