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Old 03-10-14, 05:43 PM   #1
BillBam
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Anyone tried using this with Traveler's Mod?
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Old 03-10-14, 06:17 PM   #2
HertogJan
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Quote:
Originally Posted by BillBam View Post
Anyone tried using this with Traveler's Mod?
Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file
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Old 03-10-14, 07:30 PM   #3
TheDarkWraith
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Quote:
Originally Posted by HertogJan View Post
Its a single .dat file so I figure it should work, it will not conflict with any file because its a new .dat file
Yes, it's a single file. I 'hook' onto a certain event in the particles.dat file to make this work. Thus is why you can't figure out why it works and is only a single file.
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Old 03-10-14, 07:46 PM   #4
Sniper297
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Okay, in real life a couple torpedo hits and/or a hundred 6 or 8 inch HE rounds start fires, most of the boilers have their safeties lifted or have already exploded so there's no power to run bailing or firemain pumps, fire spreads setting off secondaries which cause more damage and spread fires / start new fires, chain reaction eventually sinks ship. If that's what's supposed to be happening with this mod I'm not seeing it.
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Old 03-10-14, 07:49 PM   #5
TheDarkWraith
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If you want to see if the mod is working or not make a single mission with a stationary ship. Fire some shells into it to start some fires. Sit back and wait
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Old 03-10-14, 10:51 PM   #6
Sniper297
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Did that. In stock game a fire is burning, ship will burn for 40 days and 40 nights till the dove comes back with an olive branch, fire still burning same rate. With mod fire burns for 40 days and 39 days 23 hours 59 minutes 17 seconds, then a firecracker pops adding 1 point of damage. So I did some destructive testing, changed all the damage numbers and blast radius numbers, adding two zeros to each so damage of six became 600, blast radius 4 became 400. Ran into convoy 8 merchants with three escorts, fired 3 fish, got 3 hits, sank 10 ships. Only reason number 11 escaped he was off on a sweep several miles from ground zero.

Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

So I restored the original and multiplied all numbers by 4 instead of 100, tested with the Gone Asiatic mod that starts with a raid on Manila Bay. I spent over a year working on the second version of that mod trying to get a balance between US and Japanese surface forces, but hit a Maya or Takao with one mark 14 each, stops DIW and burns at the same rate for 3 hours while sinking every US cruiser that passes by. Thousands of hits from 6 and 8 inch guns on the enemy cruiser and it just shrugs them off, continuing to hammer away at every US ship in range.

Worked better with the modified version of your mod, 2 US heavy cruisers and 3 US light cruisers eventually sunk by this one enemy cruiser, but the cumulative damage eventually sinks it with no help from me.

Last test on a KONGO class BB steaming slowly toward Corregidor, 1400 put 1 fish under the stack, stopped DIW but no fire no list.
1415 US cruiser groups open fire, starting a conflagration at the base of the bridge superstructure.
1445 all US cruisers sunk, no incoming shots but observed a secondary explosion from the bridge conflag.
1500 small fire first stack and aft upper deck near turret 3
1515 smoke from turret 1, two small fires and one medium fire envelop turret 3
1545 two large fires one small fire turret 3
1615 small fire turret 4 and port side aft



20 minutes after the last induced explosion she starts sinking by the bow.



That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu.
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Old 03-10-14, 11:25 PM   #7
Den0
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Hit a small old split today with about 10HE round from dks. Fires broke out almost instantly across the ship and she was down in about 10mins. Seems to be working to me. I am just taking a shot in the dark here but fires are not gonna sink a ship as fast as a torp would. They have to have time to pop mags or boilers etc. Although I did hit a plane with two good 40mm hits and he was burning bad and just flew off, needless to say he didnt want to try and bomb me after taking the hits.

[IMG][/IMG]

I like the mod
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Old 03-11-14, 10:01 AM   #8
TheDarkWraith
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Quote:
Originally Posted by Sniper297 View Post
Obviously a bit much, but at least it's conclusive proof the mod does SOMETHING besides taking up disk space, but as you said originally it might need to be tweaked for SH4. Confirm, it definitely needs to be tweaked for SH4.

20 minutes after the last induced explosion she starts sinking by the bow.

That seems pretty reasonable to me, I wouldn't go much higher than 4X the original numbers in the mod, but the original numbers need to be at least doubled to even notice any difference at all in SH4. Otherwise nice mod, Bravo Zulu.
While the mod might need to be tweaked by 4 for SH4 I really think that the AP value of the damage inducer is the one you should be tweaking.

Seeing how non-military ships are sinking fine with the mod further justifies just increasing the AP value of the damage inducer.

Your (SH4) military ships must have some really high AP values defined in the zones.cfg file. With high AP values very little damage will be incurred in those zones (boxes).

Those induced explosions you speak of are caused by the mod. I put in what I call secondary explosions that happen on timers set in the mod. Adds to the realism of boilers or ammo mags exploding due to fire
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