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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Old Gang
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Hi there
For those who use this mod, I've made a fix changes and corrections: - No more fire and smoke effect on taking damage (even after fixing the damage the smoke didn't go away) - More balanced damage to the compartments (for instance, right and left engine can take different amounts of damage) - External parts (periscopes, snorkel, flaks, rudders, planes, propellers) can be snapped off individually and more acuratelly during depth charges. (They don't just disappear, you can see them sinking away) - Shorter flooding times. Now you really gotta worry about fixing it fast, like in RL. But it depends on how bad was the damage. A blast of a DC not too close and you might have 10 or 20 minutes to fix the leak. A very close blast and you'll have less then one minute. Some blasts won't cause floodings, depending on the distance and the location of the explosion. - More accurate sinking due to flooding. - Compatibility with Rubini's Water Stream ![]() I've tried to supress the mission end due to compartment fully flooded and I think I found the answer. I was able to continue playing for over a minute with a compartment fully flooded. But the consequence to that is... well... imortality. You won't have flood at all, and almost no damage also. I discovered that once the flood reaches the top, the compartment start loosing hitpoints, VERY FAST! Once they are zero, the crew inside dies and mission ends. I increased the compartment hitpoints to a very larger number, so it gave me a little more time to watch what was happening after the crew was dead, but in the end the deathscreen poped up anyway. To get the flooding to happen with that amount of hitpoints, two depth charges had to explode after touching my decks, and that would have to be death. But instead, I got minimal flooding and nothing damaged or destroyed. Almost half-hour to the flood to reach the top, so this is no good. The ideal would be to find the trigger that controls the amount of damage that flooding does to a compartment, and change it to a very small number, so the crew can die inside but not the whole uboat. Anybody with ideas about that, please talk to me! ![]() The mod is uploaded into my FF-page.
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To each his own |
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#2 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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Nobody has noticed this, except for me?
![]() I can't speak for the rest of these bums... ![]() ...but I am very glad you're still working on this, PT! ![]() I can hardly wait to try it out and I will as soon as I finish my current patrol that I promised myself I wouldn't restart again. ![]() Once again, another masterpiece from one of the great masters of the craft! ![]() I'm looking forward to future versions, Philipp! ![]()
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Still sailing the high seas, hunting convoys with those who join me. |
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
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I noticied it too, but i don´t have enough time to test it now. i must wait until the weekend.
But keep up your good work , i think that this mod is one of the most interestings in gameplay and inmersion. ![]() good work
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#4 |
Stowaway
Posts: n/a
Downloads:
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Downloaded as soon as posted. Just waiting until I return to port to install since it is now compatible with Rubini's Water Stream mod. Way to go!
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#5 |
Ensign
![]() Join Date: Apr 2005
Location: Poland
Posts: 226
Downloads: 138
Uploads: 0
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Is this mod compatibile with new ver of water streams V4 ?
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#6 | |
Old Gang
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To each his own |
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