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Old 03-03-11, 08:48 PM   #1
Stormfly
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hmm

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding
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Old 03-03-11, 08:57 PM   #2
TheDarkWraith
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Quote:
Originally Posted by Stormfly View Post
hmm

...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ?

if so, the fire would create also flooding
The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also
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Old 03-03-11, 09:05 PM   #3
Stormfly
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Originally Posted by TheDarkWraith View Post
The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also
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Old 03-04-11, 06:31 AM   #4
java`s revenge
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Thank you for this mod.

I have installed it.
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Old 03-04-11, 06:59 AM   #5
Stiebler
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@Dark Wraith:

This is a very imaginative mod - great work! - and I have downloaded it for testing.

Quote:
Now what I'm really curious to know is the result of using this with a mod that has improved the damage model (like NYGM, GWX, etc.). The reason is because of the way I made it work should cause flooding on the vessel also besides damage (HP loss). In theory a couple large fires in SH3 with improved damage model could cause the ship to sink due to flooding over time. Can anyone confirm this?
I tested it in a standard NYGM test single-mission, June 1945, surrounded by stationary merchants of different types. Unfortunately, in June 1945, even the IXD2 lacks a deck-gun. However the ships can be torpedoed without ever firing back.

It is very difficult to be sure whether a torpedoed ship, which has been set on fire, sinks slowly due to torpedo damage, or due to the added effect of your fire mod. What I found was that only three burning ships (out of 8 survivors; another four sank quickly anyway) sank between 24 and 72 hours after being torpedoed, while one burning ship had not sunk after 5 days afloat. I would expect in this test that most ships would sink within 01 - 36 hours as a result of slow sinking. Survivors after 36 hours would not sink at all.

So the results are very ambiguous. Essentially two burning ships sank when I would not have expected them to do so, and one burning ship survived five days without sinking.

I think the only way your question can really be answered is by long experience, to get a statistical averaging effect.

Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.
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Old 03-04-11, 07:44 AM   #6
TheDarkWraith
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Great mod, though, even if it only reduces hit-points. I would regard it as an essential mod, in fact. I hope you don't mind me adding to the next update for NYGM?

Stiebler.
There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead
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Old 03-04-11, 10:10 AM   #7
Hans Witteman
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Quote:
Originally Posted by TheDarkWraith View Post
There is randomness built into the fire damage so it's possible that some ships succumb to fire damage and some don't. It's even quite possible that some succumb to fire damage very quickly and some very slowly while some may have some quick spurts of HP loss, followed by slow or even no HP loss, followed by ?? The point is it's completely random and you never know what the outcome will be.

Go right ahead
Hi mate,

Really impressive work and for the randomness it is exactly what it is expected in such a situation kudos mate

Best regards Hans
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Old 03-08-11, 05:04 AM   #8
Jankowski
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And they said this wasn't possible................
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Old 03-14-11, 08:00 AM   #9
Rubini
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Hi guys,

Cheers to all !

This is just brilliant! Thanks TDW for more this awesome mod. This is a good motivation to come back again to Sh3. I'm really without free time but more 2 or 3 months ahead and I will go back here.

This TDW's mod and his mod approach opened a new door to some old "impossible to do" mod ideas.

Yesterday I tried the planes fire damage: works flawless!

And the most good news: also that old wanted mod - depth charges making noise allowing you to escape (bold like effect) - seems to work ok too using the same TDW's mod approach. It need more tests and this is my problem now - free time. I will post more info as the mod goes ahead.

Kudos to TWD!
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