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Old 12-05-07, 11:25 PM   #406
WernerSobe
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Im need help from someone who has expirience with modding the visual effects. In zones.cfg effects are trigered with something like #oil_explosion

I need to know where these effects are defined because i want a huge water fontaine generated when the keel is hit.
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Old 12-06-07, 12:10 AM   #407
ryanwigginton
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Quote:
Originally Posted by WernerSobe
Im need help from someone who has expirience with modding the visual effects. In zones.cfg effects are trigered with something like #oil_explosion

I need to know where these effects are defined because i want a huge water fontaine generated when the keel is hit.
I'm just guessing here, but with an explosion directly underneath the boat I wouldn't expect a huge fountain (as with a side impact). Surely the mass of the ship would suppress much of the blast from reaching the surface. I would expect the pressure to be sent more sideways either side of the hull, rather than directly up into a fountain. :hmm:

Great vid by the way.
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Old 12-08-07, 08:48 AM   #408
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Great news Werner....i'm waiting for NSM 4 now

If I can give you an idea, tweak a bit the battleship torpedo damage, because i cant think that a Kongo battlecruiser can stand FIVE mark-14 explosion sailing away with only a small list....USS Sealion sank one of the four kongos with two or three of the four torpedo fired and she went down within 20 minutes!
Apart from that episode, ALL the battleship sunk by submarine torpedoes in WW2 sank after 2 or 3 hits ( Royal Oak, Barham, Kongo) because they all were old,
( modern battleships like yamato and scharnhorst are another case )
I think that this factor should be implemented in this mod
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Old 12-08-07, 11:48 AM   #409
Brenjen
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I think it's great that you guys enjoy helping the community at large with your mods. If it weren't for the better gauges from oakgroove, TM from Ducimus, all the people who've worked on ROW....this great mod from you & all the other great tweaks Silent Hunter wouldn't be half as enjoyable as it is. Keep up the good work; if I had owned this series longer I would be glad to help out with testing (I still am but I know there are others more qualified to do it) so for now all I can say is THANK YOU - THANK YOU - THANK YOU! You guys deserve a big thank you; so there you are......you also deserve one from Ubi-soft for keeping people interested in their product.


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Old 12-08-07, 03:31 PM   #410
mrbeast
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Werner, now that we have keel damage, how does this affect ordinary torpedo hits impacting the sides of a ship? Is it more likely to break apart than before?


BTW, linerkiller, love your sig very nice, WWI Koenig class BB?
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Old 12-08-07, 05:04 PM   #411
Doolittle81
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Quote:
Originally Posted by mrbeast
.... love your sig very nice, WWI Koenig class BB?

Looks like a Derfflinger Class to me... not a Koenig. [I cheated, sorry ]
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Old 12-09-07, 12:52 AM   #412
WernerSobe
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Quote:
Originally Posted by mrbeast
Werner, now that we have keel damage, how does this affect ordinary torpedo hits impacting the sides of a ship? Is it more likely to break apart than before?


BTW, linerkiller, love your sig very nice, WWI Koenig class BB?
No, ive balanced the keel and main flooding zones agains torpedo maximum effect range. The keel zone can only be hit when the torpedo literely explodes below the ship. One must be carefull though. I have increased detonation range for magnetic pistols too. So you can set them about 15ft below the keel. However you must set them at least 10ft below or they may explode to early.
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Old 12-09-07, 01:19 AM   #413
Peto
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Quote:
Originally Posted by WernerSobe
No, ive balanced the keel and main flooding zones agains torpedo maximum effect range. The keel zone can only be hit when the torpedo literely explodes below the ship. One must be carefull though. I have increased detonation range for magnetic pistols too. So you can set them about 15ft below the keel. However you must set them at least 10ft below or they may explode to early.
That's a good thing as it was historically a problem. When skippers began going for contact hits the Mark VI would often detonate them early, giving the impression of hits. There are many examples where this happened.

Your work is Very Impressive Werner
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Old 12-09-07, 07:07 AM   #414
linerkiller
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Quote:
Originally Posted by Doolittle81
Quote:
Originally Posted by mrbeast
.... love your sig very nice, WWI Koenig class BB?

Looks like a Derfflinger Class to me... not a Koenig. [I cheated, sorry ]
yeah! derfflinger battlecruiser with 1917 tripod mast. look here
http://german-navy.tripod.com/
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"A hard drill makes an easy battle" Alexander V. Suvorov



"When we realized that our clubbing and kickings were being administered by the burned, mutilated survivors of our handiwork, we found we could take it with less prejudice." Captain Richard "Dick" O'Kane-USS Tang
http://www.youtube.com/user/willembrock
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Old 12-09-07, 11:03 AM   #415
Hawk_345
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Amazing work, downloading it now
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Old 12-09-07, 11:09 AM   #416
tater
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Very interesting stuff, werner. Looks great as always, can't wait.
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Old 12-12-07, 11:33 AM   #417
Galanti
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Biting my nails waiting for this one, WS. I won't touch 1.4 until this out as 20km is worthless to me if I can still sink the Shokaku with 1 torp in 20 seconds. I was hoping to make do with TM's embedded NSM, but it seems to have been ripped out in the latest versions.
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Old 12-14-07, 03:39 PM   #418
brandtryan
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Can't wait to try this one! Thanks Werner!
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Old 12-14-07, 05:22 PM   #419
ryanwigginton
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Any news WernerSobe? How's she progressing?
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Old 12-15-07, 04:00 PM   #420
bertle
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Isa class battleships are very hard to sink. In fact I found it impossible without hitting all down one side, going under it, and then hitting along the other side of it. It seems to need all compartments on both side hit before it'll even think about sinking.

Not as important but nethertheless immersion breaking is the fact that this makes it invincible to other ships and planes, they're just not accurate enough and don't know that they have to hit every compartment so other than random chance of a critical hit (which seems very very very very very rare) it can just rip through anything.

I had no trouble sinking the Yamato but the Isa ships won't sink other than under editor conditions (IE i've set myself up to hit it with electric torps, it's on its own and not moving).

I must say, however, that this mod is by the far the most important mod for this game. I simply can't play without it.
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