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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#481 | |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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I surface, finish with deck gun. One time at 500m torp shot I took a phantom hit while surfaced and it made most of my subsystems orange but hull stayed 100%. I do not hear any damage, just things all break all the sudden and people screaming. Will test more tonite. Generic Mod Enabler - v2.6.0.157 [C:\Games\Silent Hunter 5\MODS] Carotio_IntercontinentalRadioPack Magnum_Opus_v0_0_1 A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) Church's Felix the Cat Emblem 1.0 IO_MapCourseLine_sharp pencil_mod No Ship Wakes 1.2 sobers smaller water drops stoianm Atlantic blue water color for MO stoianm EnvNights compatible blue Atlantic water for MO Wooden_Lifeboats_Mod_1.1 Menu - Das Boot Alarm Theme sobers base wave mechanics V15 SH5 sobers realistic hydrophone operator SH5 NewUIs_TDC_6_4_0_ByTheDarkWraith FX_Update_0_0_13_ByTheDarkWraith Church's Compass Dials Mod v2.2 - Option Two compASS Original map colors sobers & stoianm base fog mechanics V8 SH5 Stormys DBSM SH5 v1.3 Basemod UserOptions Church's NavMap v1.0 - Blue Waters Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith stoianm EnvWeather V1 SH5 |
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#482 | |
Silent Hunter
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![]() Best regards, Magic ![]() |
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#483 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Happened again. For some weird reasons, my game is trapped in some foggy weather loop, so I play only in fog. So I hunt only unescorted ships/convoys.
Last night tracked down a lonely small merchant, sunk her with 1 hit. Few hours latr, got another.. this time a Hig Islander. Sent 1 torpedo that managed to break her engine so the ship stopped. Sent another shot, but she survived the shot. So I parked my boat on the limit of the visibility range, around 600m, and waited. After about 30 minutes the ship finally start to sink slowly and I get the confirmation for the sinking when I hear a big booom coming from the ship and sudden my boat gets a total burst of damage. Hull down with 8%, every other equipment with 5-6%. All officers gets injuries, but only the radioman, sonar and WO stays in bad condition, others heal after a couple of seconds. I was at surface, so Im 100% sure that this was not from a plane attack or anything else. I also did a full sonar sweep.. nothing in range. The only thing in common with the previous incident was that my victim was in abandoned state, completely halt and the explosion happened after about 30 minutes she stopped. Maybe this help to figure out why is this happening. |
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#484 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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Very similar situation as magnum, I waited 6 hours for a completely stopped merchant to sink, ended up surfacing and put one shot of deck gun into it, and as its sinking and im backing away, massive damage.
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#485 |
Black Magic
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I know SH5 has some very strange quirks just from making some of the new effects for SH5. Maybe the secondary explosions are 'losing' their parent when the vessel is destroyed and thus falls back in the 'chain' to the object that caused the vessel to be destroyed (which could place it back at the player's sub and thus these reports of damage). Long shot, yes, but possible. What I will try is adding another controller that stops the effect from happening if the object is underwater (depth < 0m). It will need to be tested to see if it stops the damage from happening.
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#486 |
Black Magic
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v0.0.14 released. See post #1 for details
![]() Curious to know if the problem of damage from secondary explosions is still happening or not |
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#487 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Good to depart base with full stuff. Thanks
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#488 | |
Silent Hunter
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#489 | ||
Sea Lord
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greetings Han @TDW If you need a fix for the old "lighthouse flare shining through objects" fix, just let me know via pm! |
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#490 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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![]() ![]() Engaged Tanker purely with deckgun, it started sinking around 1500m away from me. As log shows, I took damage 1 minute after sinking it. It's pitch black and heard no damage, this time it seemed to be no damage to crew, no damage to subsystems, but maybe 2-4% hull damage. Crew diddnt get upset either. |
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#491 | |
Black Magic
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#492 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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Yesterday happened to me that damage in the u-boat after I sank a ship.
I sank a Cimmaron Class Tanker. After 1 min. i heard all my crew go crazy. ![]() I was asking myself what caused that. I was at 1400 of the ship, aprox. Is that collateral effect normal TDW? Thanks for your work and sorry for my bad english again ![]() PS. Actually using v. 0.0.14 |
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#493 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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![]() ![]() Last edited by stoianm; 03-13-11 at 04:53 AM. |
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#494 | |
Black Magic
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![]() Has v0.0.14 solved the mysterious damage to sub problem from the secondary explosions? If some are still experiencing damage, would you be willing to run a test version so I can see if it is infact the mod causing damage to your sub? This test version will cause columns of water to rise everytime the ship you have targeted takes damage from fire or from secondary explosions. Then if you take mysterious damage you can quickly external cam out to see if you see columns of water rising around your sub or not. |
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#495 | |
Navy Seal
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and when it gets one of those 2nd explosions, I take damage. As this is a test mission only, there are no aeroplanes. |
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