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Old 08-15-06, 09:16 AM   #1
enaceo
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In the cfg's you can script a certain "effect" to take place once a certain part of a ship takes an ammount of damage given in %.The crew-men if I am right are blown off when you destroy a cannon/machinegun or the command tower of the ship.

Edit:Here's an example Teddy Bar gave me to make me understand
You can find these script settings in the zones.cfg in the data folder of your game.
There you can see the ship , sub and plane dmg zones and some "effects" like these:




Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100

This for example means that when the ship part reaches 40% damage it will start to burn.When it reaches 100% damage,you will see an explosion.

If instead of Effect2=#Small_splinter_explosion, 100 you write Effect2=Small_crewmans_splinter_explosion01, 100 then you would get the crew-men flying off the ship when it is destroyed. Don't however change anything else unless you know what you are doing,because you might disable the NYGM dmg model.
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Last edited by enaceo; 08-15-06 at 09:24 AM.
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Old 08-15-06, 06:04 PM   #2
Von Hinten
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Ah, I see. Well I think I though I’ve been messing with a file or two qualify as not knowing what I'm doing (or not enough anyway) in the NYGM department so I'll better leave those files alone.

Thanks for the explanation though m8, I appreciate the effort.
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Old 08-15-06, 09:08 PM   #3
finchOU
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Wondering if Ship Speed has been taken into consideration in regards to the Damage model (not talking about Engine compartment and Prop hits). Specifically, what affect large amouts of Water (read Flooding) has on a ships speed. A Ship that takes on water, will in fact slow down due to two factors...one being excess weight of the water....and two being that a heavier ship displaces more water therefore having more of the hull under the water line hence increased drag (that the engines must over come to maintain speed). Now if a ship is traveling at its full speed, taking a torpedo hit should cause supstantial flooding and WILL slow down. Now how much it will slow down is a good question...and I am not a math major and do not have an equation for that.

This is important in regards to SH3. A Ship that is torpedoed in a convoy (fast) should in most cases not be able to maintain the speed of the convoy. A Ship that is fully loaded and low in the water already....should really feel the effects of flooding...thus slowing it down and falling out of a convoy.

What about heavy seas and ships falling out of convoys......a good portion of ships were sunk as stragglers from convoys (Uboat.net) (as well as damaged ships as mentioned above).

Not all damaged ships should fall out of convoys....but I would venture to say that a good amount would. Not all ships should fall out due to weather....but some smaller ships should most definitely struggle to stay in formation.

I'm assuming by now that if the damaged model could be altered to fix this stuff if would have by now...or if it has not...maybe there is still hope....or for a better damage model for future installations of SH.

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Old 03-05-06, 07:22 PM   #4
tedhealy
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Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
When using sh3 comander to start a new career with NYGM, what should the Use Crew option be set to?

Standard SH3
data
realistic
Please see page 15 of the user manual.
Ok, I guess I'm a dolt. I don't see this on page 15. It just makes mention of what should be unchecked in sh3 commander. I did read it beforehand too. I went ahead and used standard sh3 so I don't know if that is right or not. Does it matter?
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Old 03-05-06, 07:26 PM   #5
zombiewolf
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Whoa! what did I do?
started a patrol with eveything leaking .
I am going to to my sunday ritual(lol) and do a clean reinstall and then try again using installer. :|\
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Old 03-05-06, 07:30 PM   #6
baxter
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Did you decide not to include the Hollywood Submarine Damage Mod? I don't see it listed anywhere.
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Old 03-05-06, 07:40 PM   #7
Der Teddy Bar
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Quote:
Originally Posted by Letum
Getting CTD every 10mins. Never had this problem before
Hummmmmmmmm, Hummmmmmmmm, Hummmmmmmmm, nope, sorry, cannot seem to establish a telepathic link to your machine. Have your turned it off by chance? :rotfl:

Seriously, we want to help, but what am I surpossed to say?

How was the NYGM Tonnage War Mod was installed, manually or SH3 Cmdr?
What Mods are already installed?
What is happening when the CTD is occuring?
Can you deliberately reproduce it?

the list goes on....
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Old 03-05-06, 07:40 PM   #8
Der Teddy Bar
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Quote:
Originally Posted by baxter
Did you decide not to include the Hollywood Submarine Damage Mod? I don't see it listed anywhere.
Yes it is.
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Old 03-05-06, 07:44 PM   #9
Razman23
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Quote:
Originally Posted by JonZ
Quote:
Originally Posted by Razman23
I have a clean install of SHIII (patched)
I am using Jasons Mod Loader (latest version)
I have the full tonnage d/l and installed into the Mod folder.
Mod loader sees it but when I try to load the mod up, the enabler runs but task manager says 'not responding'

How long does it take for the mod to load? Or is something else wrong?
It either Windows, or Computer problem. JSGME just do automatically the Cut and paste job that you will normally do manually.

I dont think its a computer problem. It seems to run but after a while the loader hangs. I cranked up SHIII and the mod is in there but it doesnt show up on the loader.

??????

Im going to try another mod to see if the loader will do that one.
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Old 03-05-06, 07:50 PM   #10
Salvadoreno
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its cool if i throw in some graphics mods right? No Biggie?? Can i add the aces of deep sidebar and stuff? Just minor stuff, navmap enhancements and what not.
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Old 03-05-06, 07:51 PM   #11
Observer
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Quote:
Originally Posted by tedhealy
Quote:
Originally Posted by Observer
Quote:
Originally Posted by tedhealy
When using sh3 comander to start a new career with NYGM, what should the Use Crew option be set to?

Standard SH3
data
realistic
Please see page 15 of the user manual.
Ok, I guess I'm a dolt. I don't see this on page 15. It just makes mention of what should be unchecked in sh3 commander. I did read it beforehand too. I went ahead and used standard sh3 so I don't know if that is right or not. Does it matter?
Unchecked simply means you shouldn't use any of the SH3 Commander fatigue models and the option should be unchecked as an option in SH3 Commander. The necessary fatigue model and other components are included in the TW basic.cfg and other files.

Just to expand on this a bit more. SH3 Commander uses several pre-configured files to selectively replace entries in the basic.cfg. When the "Use fatigue model" option is checked, you will replace the entries in the TW basic.cfg and the fatigue model will not work as intended. That is why this option in SH3 Commander must be unchecked. You shouldn't be using this feature of SH3 Commander with TW. It's not necessary, and can result in unexpected behavior.

Hope this helps.
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Old 03-05-06, 07:53 PM   #12
Observer
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Quote:
Originally Posted by Salvadoreno
its cool if i throw in some graphics mods right? No Biggie?? Can i add the aces of deep sidebar and stuff? Just minor stuff, navmap enhancements and what not.
Should be. I'd install with JSGME just to be sure (that way you can remove it later if you have problems), but as long as you don't change major files like the menu_1024_768.ini all should be well.
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Old 03-05-06, 08:27 PM   #13
Salvadoreno
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OMG WOW LOOK HOW EFFICIENT MY CREW IS!!!!

Now i know this is a product of the NYGM Tonnage Mod, i have never got a message like this before..

::Nearest Visual Contact bearing 320 degress range 11.300meters


Is that right?? Cant be... Please help me change this quick..

::edited:: OOps wait.. I have the atmosphereic mod 16kms version Dark installed... But i dont remember the numbers being so high before..
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Old 03-05-06, 08:42 PM   #14
THE_MASK
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Installed without a problem and works perfectly .
clean install
jgsme
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Old 03-05-06, 08:44 PM   #15
Razman23
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Quote:
Originally Posted by Razman23
Quote:
Originally Posted by JonZ
Quote:
Originally Posted by Razman23
I have a clean install of SHIII (patched)
I am using Jasons Mod Loader (latest version)
I have the full tonnage d/l and installed into the Mod folder.
Mod loader sees it but when I try to load the mod up, the enabler runs but task manager says 'not responding'

How long does it take for the mod to load? Or is something else wrong?
It either Windows, or Computer problem. JSGME just do automatically the Cut and paste job that you will normally do manually.

I dont think its a computer problem. It seems to run but after a while the loader hangs. I cranked up SHIII and the mod is in there but it doesnt show up on the loader.

??????

Im going to try another mod to see if the loader will do that one.

Well, to continue with my tiraid, I ended up manually loading the DAT files from both TW and TW Trees straight into the SHIII directory.

Everything runs but now I have that damn 'triangle' and exterior camera. I am running everything as realistic except for officer help. Could this becausing the triangle and TDC info to show when I point the scope at a ship?
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Kptlt.. W.M. Kraus
U-112
2nd Flotilla
Brest

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Captain Matt Sherman
USS Sea Tiger
Cavite Naval Yards
Phillippine Islands
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