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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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I enebled this mod and tried to play the flack attack in academy.
I hit a tanker few times in the exam and he was all in flames...BIG fire and i tred to wait and see will he "burn to death'' so i started to shadow him for 10-11 houres shoot him 1-3 times he was all in flames...so i waited a little bit longer and the night kicked + stormy weather and i lost him form sight. So all in all with the flames like house he managed to escape/die in silence from me...with this mod enebled. And in the same exam the other ship (forgothed his tipe, the small one) was dead afther few hits and some wait time. So how to be sure that this works? |
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#122 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I've never tested this mod, but I guess it should be easy to do so. Just open the file with S3Editor and increase the range and hitpoints of the spawned depth-charges. With large values you should definitely see an impact at some point (maybe you have to do a few test runs). Cheers, LGN1 |
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#123 | |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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I think we have a misunderstanding here. Am talking about a the ships who have suffered torpedo hit and wore on fire but even with 10-15 h passed refused to die. So the question is how much damage a fire is causing to a single ship? |
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#124 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi bojan811,
just take a look at the file with Silent3ditor. You will then see why I'm talking about depth charges,... I assume you are familiar with Silent3ditor. Cheers, LGN1 |
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#125 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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I instaled it a few days ago, but i am not that familiar with it.
Little tip or help would be appreciated. Thanks in advance |
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#126 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
when you open TDW's file with Silent 3ditor you should see a list with names on the left side: 0:AuthorInfo 1:Start 2:Node-Small_Fire_DC ... When you click on the '+' on the left of '2:Node-Small_Fire_DC', you should get some new names: 3:Small_Fire_DC 4:ShellCounter 6:amun_DepthCharge ... Click on the '+' left of '8:AmmoDamageInfo' and then click on '9:AmmoDamageInfo'. In the 'Property tree' on the right you should now see the AmmoDamageInfo: MinEF = ... ... These are the values for the depth charges that are spawned by the fire and that damage the ship. When you click on a line, you should get some useful information about the entry in the 'Property details' below (its effect). You can also change the values there. Just try to increase the values and see what happens (IIRC, these depth charges are not always spawned. So, run several tests to see whether there is an effect). I hope this explanation helps. Cheers, LGN1 PS: Just as a reference: The C3 ship has 575 hitpoints in GWX. |
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#127 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Thanx for elaborating this LGN!
Not used the mod, but plan too!
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#128 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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It's based (call the damage routine) on fire/smoke original Ids...so if you have a mod that add special fx fire/smoke or just changes these ids it could not work as intent at all.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#129 |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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@rubini
Here is my mod list is this ok like this. ![]() Can you recommend some mods who could go with this? |
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#130 | |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
Posts: 709
Downloads: 101
Uploads: 6
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I'm running the 'Sh4 effects for sh3' mod. And I'd really like to know if it will interfere with this one...
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My sh3 skins : http://www.gamefront.com/files/user/Bakkels Or go to the sh3 downloads section > skins |
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#131 | |
Black Magic
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#132 |
Lieutenant
![]() Join Date: Sep 2006
Posts: 259
Downloads: 290
Uploads: 3
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Hello,
I can confirm: this mod works perfectly with NYGM and change the gameplay. Don't forget that the results from fire is random, maybe you have damage, maybe not. A very smart and nice mod. Thank you DarkWraith ! ![]() Last edited by NGT; 05-11-11 at 11:20 AM. |
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#133 | |
Engineer
![]() Join Date: Jul 2009
Posts: 207
Downloads: 106
Uploads: 0
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I will go now and look at this in S3E. This is more then helpful thanks LGN1. Finally i understand what did you mean when talking about DC ![]() Best Regards B811 ![]() |
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#134 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
does anyone know an effect that alerts the AI without using a player's object (e.g., bold, torpedo,...) ? I ask because I was wondering whether it's possible with TDW's method to solve an old and very annoying problem in SH3: premature explosions of torpedoes are completely ignored by the AI. If one could spawn an object that alerts the AI via the dud torpedo effect in particles.dat, the problem would be solved ![]() ![]() Cheers, LGN1 |
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#135 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Virginia
Posts: 2,606
Downloads: 150
Uploads: 0
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I'm gettin' the web page can't be found when tryin' to download this file ...
![]() Never had any trouble gettin' files from there before ... can anyone help me out with an alternate link possibly ![]()
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