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Old 01-03-08, 08:57 AM   #1
WernerSobe
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Quote:
Originally Posted by Travis Reed
Quote:
Originally Posted by WernerSobe
it can bite with RFB
What exactly do you mean by this?
I have never tried RFB but as far as i know it has more ships in roster which i havent adapted into new damage system. They will swim but they may show odd behavier.
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Old 01-03-08, 09:02 AM   #2
ReallyDedPoet
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Thanks for your contiued work on this WS


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Old 01-03-08, 10:55 AM   #3
Nico71
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Quote:
Originally Posted by WernerSobe
I have never tried RFB but as far as i know it has more ships in roster which i havent adapted into new damage system. They will swim but they may show odd behavier.
Any chance that NSM 4.0 will be RFB compatible, then?
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Old 01-03-08, 09:00 PM   #4
baxter
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Thanks, Werner...I didn't realize I could run NSM 3.3 with version 1.4 and my mods. That will be a big improvement and make it easier to wait for NSM 4.0.
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Old 01-04-08, 12:04 PM   #5
fireship4
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there was another mod which included the fact that (at least early war) torpedos set on contact would not go off unless they hit at a glancing angle. Something about the trigger mechanism being crushed maybe. If i remember you could avoid this by setting them to slow. Will 4.0 have this?

Secondly, do the torps do more damage to the keel the nearer to it they explode?
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Old 01-04-08, 06:50 PM   #6
CaptainHaplo
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Fireship,

Unless Werner really makes some changes to the torps - damage has a radius effect - at the center of the radius is where the most damage is applied - as the distance from the center increases, damage is reduced. This is how the game currently works - whether using NSM or not. I don't know that its something that can be changed as its likely hardcoded. With that said, the closer the keel is to the torp when it goes off, the more damage is going to be applied to the keel zone or zones in the area of effect. Hope this helps.
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Old 01-05-08, 11:52 PM   #7
sqk7744
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Thanks Werner!
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Old 01-06-08, 08:58 PM   #8
Notewire
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Werner,

I am sure you have answered this 100 times - but how does the newbie go about adjusting the MinEf and MaxEf of the deck guns? I haven't been able to find the values in the files - or maybe I am missing the parent program needed to adjust the .zon and .sim files?

Thanks for the help,
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Old 01-08-08, 12:17 PM   #9
WernerSobe
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Quote:
Originally Posted by fireship4
there was another mod which included the fact that (at least early war) torpedos set on contact would not go off unless they hit at a glancing angle. Something about the trigger mechanism being crushed maybe. If i remember you could avoid this by setting them to slow. Will 4.0 have this?

Secondly, do the torps do more damage to the keel the nearer to it they explode?
1. no its not possible. the pistols and torpedo speed are defined in different files and there is no connection between both.

2. no. You either hit the keel or you dont. The keel zone is not "inside" the ship it is a virtual zone that is under the ship. You can only hit the keelzone when the torpedo literely explodes under the ship. If it does, it will always be critical.
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Old 01-08-08, 08:11 PM   #10
fireship4
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Thanks for the reply Werner. If I have time I may try to dig up the thread where I read the information on the pistols being crushed.
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Old 01-11-08, 02:40 PM   #11
black1
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Hello Werner any news on your great mod 1.4?
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