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Old 03-13-11, 01:02 PM   #496
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
I have a test mision with four ship lined up. one of those is a Cimerron
and when it gets one of those 2nd explosions, I take damage.

As this is a test mission only, there are no aeroplanes.
can you send me that test mission along with what you did to take damage? I want to recreate it so I can understand why this is happening. A step by step listing would be great if possible
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Old 03-13-11, 01:27 PM   #497
Trevally.
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Paste to singlemission folder
http://www.gamefront.com/files/20123307/SM20.7z

I was looking for weak spots in ships, so I put one torp
directly under the funnel in each ship (torp depth 1.3m).

While watching for fire damage etc, 2nd explosions would cause damage.
This happened also when sinking, if there were more explosions.

Range is 1.5 to 1.5km
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Old 03-13-11, 01:28 PM   #498
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Paste to singlemission folder
http://www.gamefront.com/files/20123307/SM20.7z

I was looking for weak spots in ships, so I put one torp
directly under the funnel in each ship (torp depth 1.3m).

While watching for fire damage etc, 2nd explosions would cause damage.
This happened also when sinking, if there were more explosions.

Range is 1.5 to 1.5km
Thank you! Which one was causing damage? Or were all of them?
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Old 03-13-11, 01:42 PM   #499
Trevally.
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The Cimerron and I think one other.
Not sure which one.
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Old 03-13-11, 02:00 PM   #500
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
The Cimerron and I think one other.
Not sure which one.
what mods did you have enabled at the time? So far I'm not taking any damage...
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Old 03-13-11, 02:06 PM   #501
Trevally.
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Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Grossdeutscher Rundfunk
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Trevally Harbour & Kiel Canal Pilot patch
A Fistful of Emblems v1.51
sobers smaller water drops
Open_Horizons
Lite Campaign LC 1.2
NewUIs_TDC_6_4_0_ByTheDarkWraith
Trevally env and night
Trevally Scopes 8x5
FX_Update_0_0_14_ByTheDarkWraith
FX_Update_0_0_14_UHS_Fix
FX_Update_0_0_14_BARF_1_3_Full_Fix
EQuaTool 01.01 by AvM - Kriegsmarine Woody Light Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
Trevally Automated Scripts v0.5
trevally flags
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Speech Recognition_v1.4_MiTons_NewUI_Editon _english
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Old 03-13-11, 02:09 PM   #502
Trevally.
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I took damage to hull, engines and crew
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Old 03-13-11, 09:19 PM   #503
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I seemed to take some unexplainable hull damage today while playing through the campaign. I attacked a liberty cargo 7k tonner (war supplies). I was within 1.5km during the sinking.

However, I'm not sure if my problem is entirely the same. I'm not sure whether the secondary explosions caused the damage, or it was something else.

It seems like there's a explosion that happens to the sub itself between the time the torps hit and the ship sinks. It happens at different times. I remember thinking I'd been bombed by a plane or shot at by a destroyer, even though there were none in the area. It sounds like a shell or bomb hitting the water right next to the sub.

Is this. . .debris? Pretty cool, but could reduce the damage a bit
Overall I lost 12% hull integrity, but no crew or subsystems damage.

Mod List: In order

Mognum Opus + patch 2
New UIs TDC 6_3_7
emtguf_rework_scopes
New UIs TDC alt adv speed graphics
New UIs TDC ERM Reaper7 Nightvision
Critical Hits 1.1 Torpedoes
Church's sh5 Key Commands v1.1
German Language U-boat crew pack
Stormy's DBSM SH5 MFCM Basemod
Stormy's DBSM damped Sonar guy
Capthelm's Audio + SV Touch ups
DBSM Music 1.04

Just to note I have not yet melded the newest FX_update mods into the magnum opus mod yet. However I do have the original FX updates that came with MO and patch 2.

Hope this information helps.

Last edited by Cpt. Grouch; 03-13-11 at 09:34 PM.
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Old 03-14-11, 12:22 AM   #504
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same here, did a night surface attack using deck gun on a small merch, got 10% hull damage from about 3000 meters, 25% e-engines dmg, 10% diesel dmg, shortly after my gun hit the merch. Target wasnt fireing back, there was also no plane in range !
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Old 03-14-11, 11:55 AM   #505
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I am receiving damage from sinking ships at 3000 meter range.

Target: Cimmeron Class Tanker, Speed 12 knots.
POS: 24, 33 - 23, 39, 840KM West of Dakar

03:47 loose one MK-1, Range 4500 meters, High Speed, depth 7.6 meters.
Set Course to match target(135), Speed 4 knots.
Torpedo Impact mid ship.
Target turns in my direction and closes to 3000 meters before in sinks.
4 minutes later my entire crew is injured but no hull damage. Range to wreck is 3200 meters.

I like the idea of taking damage if to close to sinking wrecks but at long range sub should only shake and low possiblity of crew being injured.
IMO, Pressure Hull should not take any damage unless within 400 meters if sinking ship that explodes.
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Old 03-14-11, 02:00 PM   #506
Sepp von Ch.
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Interesting. Several times I've attacked various ships from 1700-5000 meter distance and my sub take no damage.

No more bug in oil slicks - thank you, TDW, is now really perfect.

And secondary explosion's damage is very interesting idea! I attacked the convoys ON 202 and ONS 18with the wolfpack Leuthen. I fired acoustic torpedo on Tribal destroyer and hit the engine room, but the ship not sunk. After three (!) grueling hours of fighting with the escort I heard terrible explosion and the Tribal class destroyer... exploded and sank! Beautiful!
thank you for this new version!
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Last edited by Sepp von Ch.; 03-14-11 at 03:49 PM.
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Old 03-14-11, 07:32 PM   #507
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Found a new way to have the secondary explosions cause damage and also a new way for the fires to cause damage. This should fix the problem of player's sub taking damage now. This should also allow me to have the fires on planes cause damage to them

This new way also causes flooding to increase on the ships from the fire damage and also from the seconday explosions
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Old 03-14-11, 07:36 PM   #508
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
Found a new way to have the secondary explosions cause damage and also a new way for the fires to cause damage. This should fix the problem of player's sub taking damage now. This should also allow me to have the fires on planes cause damage to them

This new way also causes flooding to increase on the ships from the fire damage and also from the seconday explosions
cool - i did not had the problem with damages yet but i like the planes ideea
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Old 03-14-11, 07:39 PM   #509
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Nice fix I'll update and check it out!
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Old 03-14-11, 07:52 PM   #510
TheDarkWraith
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Quote:
Originally Posted by Cpt. Grouch View Post
Nice fix I'll update and check it out!
Not released yet. It'll be version 0.0.15 when it's released.

Also fixes the problem with debris not flying in the air like it's supposed to from the secondary explosions.
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