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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Navy Seal
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Maybe we should test in the same mission...When you have time, make few attacks in the torpedo tutorial mission. What do say?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#32 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Code:
[RadioRoom] Multiplier=1.000000 Flotability=0.000000 HitPoints=30 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=No Effect1=#sink_bubbles, 1 Effect2=BAZA_FX_FocFum_mic, 50 Effect3=BAZA_FX_Explozie_mica, 100 Effect4=BAZA_FX_Splinter_fire, 100 Effect5=BAZA_FX_scantei_explozie,100 FloodingTime=59.999996 CargoType=None ![]() |
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#33 |
Captain
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Posts: 542
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#34 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#35 |
Navy Seal
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Tnx Gap,
i removed those effects...4 strikes and still no CTD...But i wont celebrate yet, you newer know when CTD could strike again... ![]() What those effects do? I haven't notice any differences without them?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#36 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#37 |
Navy Seal
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Gap, 10 attacks and no CTD...This is good news...
![]() I actually removed all effects from radio room definition but i haven't noticed any differences in game? Do i still have functional radio patches? And what about that "wounded unit radioing" mod included in TDW patcher? Do i need those ships .zon files for radio patches to functioning properly? Also, i'm a bit anxious to get effects back...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#38 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Nonetheless, there is a little trick I used when I set the second effect (BAZA_FX_FocFum_mic): I made it to be triggered after a 50% damage, which is exactly when TDW's radio patch disables ship's radio equipment. Knowing this trick, you get a visual evidence that your target can't call for reinforcements anymore ![]() If you have time, try restoring them one by one to pinpont which one, or which combination of them, caused your problem. You can also replace them with other effects, if you want. If you tell me which ship are you carrying your tests on, I will post a picture showing where her radio room is placed ![]() P.S: one last note. Removing effects from a zone definition doesn't necessarily mean giving them up: other zones which are set with those effects, WILL trigger them, if damaged ![]() |
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#39 |
Navy Seal
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Ok, tell me where radio zones are located for Liberty merchant and i will start to return one by one effect. Expect full report in few days...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#40 |
Grey Wolf
![]() Join Date: Jan 2009
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Okay, here is a test version of the my bullet hit-effect, it removes the debris-effect created by FX update and reduces crashing in battles. So if you have time, go ahead and test it and comment it, and I'll tweak it and later put the final version out. There is a custom mission inside the mod, where you can easily see it in action!
Download: http://www.mediafire.com/?4bqb8qbj3zd84p8 It looks something like this: ![]() I'm away for the weekend so I'll return to this next week! |
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#41 |
Samurai Navy
![]() Join Date: Dec 2012
Location: Germany
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I test it tomorrow
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#42 |
Navy Seal
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Great Rongel, tnx!
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#43 |
Captain
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#44 |
Captain
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Posts: 542
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Thanx Rongel! Will test with this too
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#45 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() In my opinion much more realistic than the debris we had before ![]() Quote:
![]() Before you start testing, you should download my Ship Radio Damage Patch Test 1 which (I hope) should make ship radio equipment more susceptible to damage. Open its Zones.cfg file, and modify/remove RadioRoom effects at your wish. The file is identical to the one of FXU 0.0.22, with the exception of RadioRoom's HP and AP settings by the way. You can enable it on top of the latest FXU version. The patch should affect particularly Liberty ships, and Appalachian-class amphibious ships, wose compartment boxes I have rearranged for making their radio room zone more exposed to enemy fire. Make sure to carry your tests on one of them, and aim at the red boxes below (left: Liberty, right Appalachian) ![]() ![]() One last note: the patch is not R.S.D. compatible (I deviced it before you started working on your mod), but if you prefer you can use R.S.D's Zone file, and change RadioRoom's settings as stated above ![]() |
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