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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Jan 2008
Location: Herriman, Utah
Posts: 247
Downloads: 398
Uploads: 3
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The very first post has the link to the latest version. Worked for me.
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Not sure I'm seeing it, what I got;
\data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat And that's all that's in the zip, nothing more, no readme telling me I need an additional file or files from other mods. Is that file self activating, or does another file need to be edited to call it? I'm not sure how the game works, does it go to the library folder and load any file it finds with a DAT extension, or does it ignore files not on the shopping list? I went ahead and installed it, checked \data\Library\TDW_Ship_Plane_Fire_Damage_v1_3_SH4. dat in the test copy of SH4, then watched three US light cruisers and 2 US heavy cruisers hammering away at a Maya heavy cruiser for half an hour. I had three fish left and a battleship coming from the south so I left to deal with that and came back a few hours later to check the Maya. ![]() 1315 hours after 30 minutes of hammering. ![]() Six hours later still floating, no settling deeper, no increase in number or size of fires. If that's what the mod is supposed to do I would say it needs some tweaking, assuming it's actually doing anything at all. |
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#3 | |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
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![]() Quote:
Not really sure about the workings of it, all I can say is I intercepted a convoy a while back and hit a Nagara Maru with 2 fish... 2 other were duds so I didn't hit anything ells.. Made a endrun spotted the Nagara Maru trailing the convoy about 8 hours later. She was still making 9knts and listing but not that much, fires were out too. I figured I'd get her with a MK10 stern torpedo when I finished the rest of the convoy so I carried on. I steamed ahead of the convoy and as I was making stadimeter readings on the lead vessel I heard a very loud explosion... I turned my scope and saw the remnants of a huge fireball, shortly after the Nagara sunk. In retrospect, the only thing not there were the fire and smoke...(they were there at first when I hit her but stoped after an hour ot two) which was a shame. I mean, when a ship explodes after damage from fire there should be fire going somewhere and that should mean smoke... I think ![]() ![]() Non the less, it was a awesome experiance ![]() It might have bein a combination of 'Longere Sinking Time' Mod and this one though, who's to say. You could ask TDW over on SH5 forum, he's still active. HJ |
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#4 | |
Canadian Wolf
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#5 |
Watch Officer
![]() Join Date: Mar 2010
Location: Yuba/Sutter, CA
Posts: 347
Downloads: 171
Uploads: 0
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Anyone tried using this with Traveler's Mod?
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#6 |
Weps
![]() Join Date: Dec 2012
Posts: 357
Downloads: 137
Uploads: 0
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#7 |
Black Magic
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Yes, it's a single file. I 'hook' onto a certain event in the particles.dat file to make this work. Thus is why you can't figure out why it works and is only a single file.
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#8 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Okay, in real life a couple torpedo hits and/or a hundred 6 or 8 inch HE rounds start fires, most of the boilers have their safeties lifted or have already exploded so there's no power to run bailing or firemain pumps, fire spreads setting off secondaries which cause more damage and spread fires / start new fires, chain reaction eventually sinks ship. If that's what's supposed to be happening with this mod I'm not seeing it.
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#9 |
Black Magic
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If you want to see if the mod is working or not make a single mission with a stationary ship. Fire some shells into it to start some fires. Sit back and wait
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