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#1 |
Rear Admiral
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Anyone tell me how. I've tried twice and failed.
I think it's stupid to have a message that the ship is sunk until it goes under. Just think how that would make you deal with things differently |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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You should ask RFB's creator or whomever's sinking mechanics mod was used in RFB. Removing the sunk message entirely would be great but I think some of the best sub modding minds in the biz have hit a brick wall and was only able to stall the message as long as possible.
With RFB I'm getting the message well after the ship is confidently sunk through visual inspection. |
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#3 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Why not just delete the written text located in Data/Menu/menu....
Stock reads like this... 4140=Enemy Unit Destroyed 4141=Friendly Unit Destroyed 4142=Neutral Unit Destroyed |
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#4 |
Rear Admiral
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In 'Menu.txt' you'll find both "Ship sinking" and "She's going down"...
I disabled those and the 4140, still not working. Got to be something else. |
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#5 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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I wish you luck
But not for me, casual gamer likes it.
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#6 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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How'd you disable it? I think if you just delete the entry it uses some binarized backup or something. Try replacing the text with "TEST TEST TEST" to see if a modification goes through.
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#7 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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did anyone figure out how to remove the message or at least delay it? im usin the TM mod, maybe someone from the RFB mod could enlighten us
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#8 | ||
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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#9 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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To delay the message you need to effectively stop the unit from being destroyed until it slips under the waves. To achieve this in the TSWSM I've had to;
1) Remove any critical=yes from the zones definition file (unless of course you want soft spots in ships .... and even if you do, there are far too many critical zones in stock game). 2) Increase ships hit points in .zon file to a huge number 3) Add a custom zone to the ship with a huge number of hitpoints, but no flotability. 4)Not so sure about this one - remove references to cargo=ammo in the zones.cfg. 5) Increase hitpoint of any zones with type = engine room to the point where not ALL engine zones can be destoyred because all engines destroyed = ship sunk. Not easy as you can see... and I think there are still one or two other things I can't find which cause unit to be declared destroyed before its sunk. |
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#10 |
Grey Wolf
![]() Join Date: Feb 2003
Posts: 757
Downloads: 110
Uploads: 0
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so the moral to the story is, to achieve this play RFB!
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#11 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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With S3D you can take a peek at the way it was done in RFB. The folks that did that work put a ton of time into it and it was royal PITA. When you play the sim you take it for granted but yes its a totally different experience than stock.
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