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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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#2 |
Canadian Wolf
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Thanks for your contiued work on this WS
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#3 | |
Medic
![]() Join Date: Sep 2001
Location: Germany
Posts: 168
Downloads: 145
Uploads: 0
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#4 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
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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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#5 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
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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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Rest in peace Dave Last edited by fireship4; 01-04-08 at 01:00 PM. |
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#6 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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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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Good Hunting! Captain Haplo ![]() |
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#7 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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Thanks Werner!
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All Ships can dive, but only Submarine's surface!" MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial |
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#8 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
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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, Notewire. |
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#9 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
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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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#10 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
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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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Rest in peace Dave |
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#11 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
Downloads: 6
Uploads: 0
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Hello Werner any news on your great mod 1.4?
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