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03-15-10, 08:18 AM | #16 |
Ocean Warrior
Join Date: Jul 2007
Location: Kalamazoo, MI
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nice will try when i got out of this damn class
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03-15-10, 09:01 AM | #17 | |||
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
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Quote:
Quote:
I'll see if I can manage to put in more desired effects. Quote:
Ships already list a good deal more than they did, but no capsizing yet. Think it would require additional boxes to be added to the model, specifically intended to cause the desired effect. Not sure I can manage that without a 3D editor.
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Contritium praecedit superbia. |
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03-15-10, 09:08 AM | #18 |
Helmsman
Join Date: Nov 2006
Posts: 101
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nice work will try this out tonight
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03-15-10, 09:17 AM | #19 |
Watch
Join Date: May 2005
Posts: 22
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Superb
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03-15-10, 09:27 AM | #20 |
A-ganger
Join Date: May 2006
Posts: 76
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Nive work, looking forward
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Member of A.O.T.D Es gibt zwei Arten von Bugs 1. Programmfehler 2. Fehler zwischen Monitor und Sitzlehne Die 2. sind die schlimmeren, denn die kann man nicht beheben. |
03-15-10, 09:35 AM | #21 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
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Nice work, I'll give it a go
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03-15-10, 10:03 AM | #22 |
Seasoned Skipper
Join Date: Feb 2008
Location: Good old Germany
Posts: 739
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One of the most important things
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03-15-10, 11:07 AM | #23 | |
Seasoned Skipper
Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
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Quote:
But maybe this will help: There is a Damage Editor under tools in the Goblin Editor. I can't make any sense out of it yet, but maybe you can
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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03-15-10, 11:10 AM | #24 |
Navy Dude
Join Date: Feb 2009
Posts: 171
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is it compatible with "critical hit for torpedos" mod ?
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03-15-10, 11:26 AM | #25 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,364
Downloads: 475
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Interesting. Thinking of trying it out on that test mission a try.
Should i remove the torpedo critical hits mod when using this? I've been sorta using that as a stop-gap till something better comes along. |
03-15-10, 11:33 AM | #26 |
Machinist's Mate
Join Date: Apr 2009
Posts: 121
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Part of the problem is that flooding/burning is directly tied to damage in vanilla - the stock torps do not do enough damage to cause continual flooding, whereas the damage added via the critical hits mods gives them that damage level that allows continual flooding.
Same deal with burning and the deck gun critical hit mod. Short version: Either fix the flooding/burning issue by upping damage (Critical Hits Mods) or by fixing the flotation model (This mod) Using both is overkill - but then again this mod doesn't change the warships or tankers yet... so maybe as a stopgap Anyway I tested this mod out, it faxing kicks butt, and with the critical hits mod -2 Carriers, 1 shot each ... and so in the name of realism I'm ditching the critical hits mod because the fixed flotation for the rest of the ships can't be that far off! |
03-15-10, 11:36 AM | #27 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,364
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cool, i'll wait till it's finished then i'll switch.
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03-15-10, 01:22 PM | #28 | |
Navy Seal
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
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Quote:
No data pops up in that damage editor, nor can I set anything from the dropdown boxes. Not much luck on the data in the .zon files either, but maybe I'll learn something and start to make sense of the GoblinEditor. Not familiar with it; as long as JSGME doesn't report a conflict, it should be compatible. Unless the other mod really needs stock values for it's own balancing. I wasn't planning on reworking warships; I was under the impression they sink to easily as it is. Does anyone think they should be reworked? Once the merchants are done, I'll look into those if there's a need/desire.
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03-15-10, 01:31 PM | #29 |
Machinist's Mate
Join Date: Apr 2009
Posts: 121
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I am pretty happy with warship structural integrity. the only thing you might want to look at is whether or not progressive flooding will occur should they try to maintain speed. I think that to some degree they also suffer from the "I took 3 hits and steamed away at full speed" syndrome of their merchant counterparts.
Tankers though, definitely need some flotation review imho. |
03-15-10, 01:44 PM | #30 |
Stowaway
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Can it be made so that ships take longer to sink as well? Ships now either sink in 2 minutes or drive away, was it not often the case in real life that they could slowly flood for hours and hours as the crew tried to keep it afloat? One of my best silent hunter experiences was a battleship off the coast of portugol sitting low in the water for 9 hours as i put torp after torp into it, eventually it rolled over.
Operation Monson was awesome. |
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barf, brf |
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