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Old 07-08-07, 08:55 AM   #31
Bluesub 6
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OK, thanks. SH4 is whithout Mods(yours too) like an Unfinished Symphony.
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Old 07-08-07, 02:29 PM   #32
Mechman
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Mechman
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.

It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
The rest of the smoke is fine, but the orange-yellow stuff off the burning fuel will be hauling ass compared to the burning ship in front of it.
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Old 07-08-07, 05:10 PM   #33
WernerSobe
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@Redwine and Leo. can you guys take a look at my latest mod? Its been renamed to Natural Sinking Mechanics. Ive reworked antire damage system and eliminated all hitpoints damage. Tell me what you think there is a single mission included for easy testing. thanks.
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Old 07-09-07, 05:31 AM   #34
WilhelmTell
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Sounds very interesting. A few screenshots of the new effects would be fine though. Would you please post some ?

Regards
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Old 07-09-07, 07:13 AM   #35
Bando
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Hello WernerSobe,I see the changes made to the zones.cfg are extensive. Because I have everything merged into one "supermod" I'll have to tweak all this in manually. In the Sea map I noticed you tweaked the *.zon files of the ships. I do not have any tweakfiles for the ships *.zon files. Is it possible to upload them??RegBando
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Old 07-09-07, 07:38 AM   #36
Redwine
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Quote:
Originally Posted by Mechman
Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Mechman
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
I look into the Smoke Speed Fix, it contains only the Particles.dat file.

It was not touched by Die Slowly, it seems too stange if the mod do not touched it, the fix stop to work.... :hmm::hmm::hmm:
The rest of the smoke is fine, but the orange-yellow stuff off the burning fuel will be hauling ass compared to the burning ship in front of it.
Hi Mechman... please, my english is very limited, can you post a screen of the effect you are talking about ?

Are you refering to the fire colour... i tweaked them, to have a more vivid colours... but if you dont like them, you can reinstall the original files to rid off them.

But if you are refering to tha base of the smoke, wich is tinted of orang and later in the stack is yellowish, and later grey... it is into another files... if i am not wrong i do not touched them.

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Old 07-09-07, 07:40 AM   #37
Redwine
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Quote:
Originally Posted by WernerSobe
@Redwine and Leo. can you guys take a look at my latest mod? Its been renamed to Natural Sinking Mechanics. Ive reworked antire damage system and eliminated all hitpoints damage. Tell me what you think there is a single mission included for easy testing. thanks.
Hi Werner...

Many thanks to stay here...

Sadly we received bad news about the leo health... he may be at hospital, we have no news today. :hmm:

I will try your files...
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Old 07-09-07, 07:46 AM   #38
Redwine
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Quote:
Originally Posted by WilhelmTell
Sounds very interesting. A few screenshots of the new effects would be fine though. Would you please post some ?

Regards
Effects are near the same as into early version, the matter is they happens more often and more intensive. And Leo made a new compartement distribution into the ships files. You can see them into the early versions screen shots above.

The only really new effect are the torpedo splashes, they are two choices, and both are new effects.
The base of the smoke was changed from brown/grey to white/grey.

And a new main torpedo splash is added, you have tro choices, white and green/black, and white and brown/grey.

There are screens shots into the mod.

The new way with more frecuent effects may be made the ships a little bit more easy to sink as in early version, please report your opinion.

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Old 07-09-07, 01:38 PM   #39
Mechman
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Mechman
The smoke off the burning patches they leave behind seems to be moving pretty fast. The smoke speed fix doens't seem to work on it at all.
Other than that, sweet mod.
Hi Mechman... i touched only grphics, and nothing related to the particles files.

What file is touched by the smoke speed fix ?

I think so any of the Die Slowly files touched it...

Please comment.
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods. But on the subject of incompatible mods, how about trying to get permission to put the battery life fix in die slowly?
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Old 07-09-07, 02:39 PM   #40
Redwine
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Quote:
Originally Posted by Mechman
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods.
Fine... !


Quote:
Originally Posted by Mechman
But on the subject of incompatible mods, how about trying to get permission to put the battery life fix in die slowly?
Not needed, i made my own many time ago, a battery fix is included from Stage 1.

Read the first page of the topic from the Stage 13 release, Krupp and Kakemann asked the same...

Read the explanation there...

http://www.subsim.com/radioroom/showthread.php?t=114499

May be it has different values as CCIP Battery Fix, but it is a Fix after all, and values seems to be more than enough, almost more than in real life.

May the diference is, if i am not remembering bad... i adjusted the max range submerged at 2knots, then if you use any speed above 2 knots your max range will be reduced dramatically.

I done that, because 2 knots is the silent runing speed i use, very near to a real silent running speed, wich may be was 1.5 knots.

So if you are habituated to use higher speeds submerged, you must to be ware about it, you will obtain the max range at 2knots. Above (or under) that speed your max range will be reduced.

Last edited by Redwine; 07-09-07 at 03:10 PM.
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Old 07-09-07, 02:45 PM   #41
Redwine
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Quote:
Originally Posted by Mechman
Seems I disabled the smoke speed fix on accident while shutting off some incommpatible mods.
Did you use JSME ?
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Old 07-09-07, 03:12 PM   #42
Mechman
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Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
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Old 07-09-07, 03:19 PM   #43
Redwine
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Quote:
Originally Posted by Mechman
Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
That is the reason i dont use JSME.

Any way, you do not need to roll back any mod, just install Die Slowly over, and if you dont like it, you can roll back Die Slowly and have your original installation back another time.

I am right ? I am not user of JSME, so may be i am not the best to explain how it works...

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Old 07-09-07, 08:42 PM   #44
ReallyDedPoet
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The more I use this mod the more I like it RW , great work

RDP
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Old 07-09-07, 10:50 PM   #45
Mechman
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Mechman
Yes, I just grabbed the wrong mod by mistake. Had to turn off depth charge shake, bettery fix, some others, and the smoke fix was in the middle.
That is the reason i dont use JSME.

Any way, you do not need to roll back any mod, just install Die Slowly over, and if you dont like it, you can roll back Die Slowly and have your original installation back another time.

I am right ? I am not user of JSME, so may be i am not the best to explain how it works...

The mods won't do anything but screw with your mod, since their files will be mostly overwritten.
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