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Old 09-28-19, 08:22 AM   #1
kapuhy
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Quote:
Originally Posted by vdr1981 View Post
That could be the solution but we could then, in theory, sink a ship just by shooting at the funnel with our AA gun, taking all of her "damage points" in the process?
We can already do this by shooting any part of 3D model linked to DMG_col_ node - like repeatedly strafing cabin windows, tip of the bow or even railings. It's just impossible with larger ships due to limited ammo and impractical with smaller ones (because even with AA gun it's more efficient to shoot at waterline). The downside of my solution above would be that we could keep shooting at empty space where destroyed funnel used to be, and game would probably still count it as hit (because invisible damage model is still there).

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Originally Posted by vdr1981 View Post
In my opinion, this would be too much dance for something which is barely noticeable in normal game play...
How about simpler solution: extending damage boxes of destructible parts so that they do touch nearest parts of main 3D model (one that is linked to DMG_col_ ). It wouldn't be ideal, because bullets would still go through funnel or mast, but at least it would allow to destroy it by hitting its base or nearby wall.

This is already the case (intentional or not) on many ships - that's why you can shoot masts , boats and funnel off Akita, for instance.
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Old 09-29-19, 05:48 AM   #2
vdr1981
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Quote:
Originally Posted by kapuhy View Post


How about simpler solution: extending damage boxes of destructible parts so that they do touch nearest parts of main 3D model (one that is linked to DMG_col_ ). It wouldn't be ideal, because bullets would still go through funnel or mast, but at least it would allow to destroy it by hitting its base or nearby wall.

This is already the case (intentional or not) on many ships - that's why you can shoot masts , boats and funnel off Akita, for instance.
Sounds good to me. I think I could deal with that in some of the future updates...
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Old 10-19-19, 11:49 AM   #3
Tomek4494
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<TWoS 2.2.16, DVD version, Win10>


I have started career with VIIB. Everything works almost fine, but i have one small bug. When I close, flood or fire torpedo tube officer doesn't say the number of tube. For example instead of: "Nummer eins feuer", "Roehre eins geschlossen" etc. I have: "nummer <pause, silence> feuer", "Roehre <pause, silence> geschlossen".


It is small bug but sometimes irritating.
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Old 10-20-19, 05:33 AM   #4
rainiere
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Originally Posted by Tomek4494 View Post
<TWoS 2.2.16, DVD version, Win10>


I have started career with VIIB. Everything works almost fine, but i have one small bug. When I close, flood or fire torpedo tube officer doesn't say the number of tube. For example instead of: "Nummer eins feuer", "Roehre eins geschlossen" etc. I have: "nummer <pause, silence> feuer", "Roehre <pause, silence> geschlossen".


It is small bug but sometimes irritating.
Same here, installation procedure followed to the letter.
Minor annoyance.

Modlist here: https://imgur.com/a/sXTdHIZ
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Old 10-20-19, 09:12 AM   #5
vdr1981
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Originally Posted by rainiere View Post
Same here, installation procedure followed to the letter.
Minor annoyance.

Modlist here: https://imgur.com/a/sXTdHIZ
Those sounds are removed intentionally because they were too repetitive and annoying when changing torpedo tubes...
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