SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-03-08, 09:00 PM   #481
baxter
中国水兵
 
Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
Default

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.
baxter is offline   Reply With Quote
Old 01-04-08, 12:04 PM   #482
fireship4
Ensign
 
Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
Default

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?
__________________
Rest in peace Dave

Last edited by fireship4; 01-04-08 at 01:00 PM.
fireship4 is offline   Reply With Quote
Old 01-04-08, 06:50 PM   #483
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 01-05-08, 11:52 PM   #484
sqk7744
Ace of the Deep
 
Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
Default

Thanks Werner!
__________________
"
All Ships can dive, but only Submarine's surface!"
MODS: KillFlags - Elco PT109 - AOB Attack Course Tutorial
sqk7744 is offline   Reply With Quote
Old 01-06-08, 08:58 PM   #485
Notewire
Soundman
 
Join Date: Aug 2006
Posts: 143
Downloads: 75
Uploads: 0
Default

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.
Notewire is offline   Reply With Quote
Old 01-06-08, 09:37 PM   #486
CaptainHaplo
Silent Hunter
 
CaptainHaplo's Avatar
 
Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
Notewire - either the program Minitweaker (with requisite tweakfiles) or Silent 3ditor will work to mod these. I advise Silent 3ditor as it gets you more info and is easier to get all that you need.
__________________
Good Hunting!

Captain Haplo
CaptainHaplo is offline   Reply With Quote
Old 01-08-08, 12:17 PM   #487
WernerSobe
Commodore
 
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
Default

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.
WernerSobe is offline   Reply With Quote
Old 01-08-08, 08:11 PM   #488
fireship4
Ensign
 
Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
Uploads: 0
Default

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.
__________________
Rest in peace Dave
fireship4 is offline   Reply With Quote
Old 01-11-08, 02:40 PM   #489
black1
Ensign
 
Join Date: Nov 2007
Posts: 225
Downloads: 6
Uploads: 0
Default

Hello Werner any news on your great mod 1.4?
black1 is offline   Reply With Quote
Old 01-11-08, 06:06 PM   #490
Wilcke
The Old Man
 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
Default

Quote:
Originally Posted by black1
Hello Werner any news on your great mod 1.4?
...patience grasshopper...all in good time...waiting is Grok.
__________________
Wilcke


For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php
Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

Signature Art by Gunfighter
Wilcke is offline   Reply With Quote
Old 01-11-08, 06:23 PM   #491
black1
Ensign
 
Join Date: Nov 2007
Posts: 225
Downloads: 6
Uploads: 0
Default

True master.
black1 is offline   Reply With Quote
Old 01-11-08, 11:38 PM   #492
sevn_up
Watch
 
Join Date: Sep 2006
Location: Pearland, Texas
Posts: 16
Downloads: 6
Uploads: 0
Default

Not sure if anybody has run across this bug yet. When you torpedo certain ships such as the different liners, a few seconds after the explosion, the ship will just disappear. For example, I found an ocean liner cruising around. I torpedoed the ship close to the bow. Once the explosion occured, it acted like a critical hit because both smoke stacks blew off. Then the entire hull disappeared, showing the internals of the ship then just disappeared. Another good example is the liner that is in the quick mission. I can torpedo that ship as well and after a few seconds the ship just disappears. It doesn't show as a kill either. Has anybody come across this yet?
sevn_up is offline   Reply With Quote
Old 01-15-08, 02:03 PM   #493
WernerSobe
Commodore
 
Join Date: Jul 2006
Posts: 625
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by sevn_up
Not sure if anybody has run across this bug yet. When you torpedo certain ships such as the different liners, a few seconds after the explosion, the ship will just disappear. For example, I found an ocean liner cruising around. I torpedoed the ship close to the bow. Once the explosion occured, it acted like a critical hit because both smoke stacks blew off. Then the entire hull disappeared, showing the internals of the ship then just disappeared. Another good example is the liner that is in the quick mission. I can torpedo that ship as well and after a few seconds the ship just disappears. It doesn't show as a kill either. Has anybody come across this yet?
This can only happen when you set a zone to be destructable. There are no destructable zones in NSM files, so i suppose you have a conflict with another mod.

Have you been editing the zones.cfg or have you overwritten it with zones.cfg from another mod?
WernerSobe is offline   Reply With Quote
Old 01-16-08, 01:51 PM   #494
M. Sarsfield
Ace of the Deep
 
Join Date: Aug 2007
Location: Tulsa, OK
Posts: 1,016
Downloads: 0
Uploads: 0
Default

I haven't followed this thread for weeks, so forgive my ignorance. Is anyone here using NSM with Trigger Maru? I think Ducimus incorporated some NSM features into TM, but I no longer remember the details. Thanks.
__________________
MJS
USS Batfish Volunteer/Reenactor
www.ss310.com
www.ussbatfish.com



Communism killed over 100M people and all that I got was this lousy signature.*

*http://www.hawaii.edu/powerkills/COM.ART.HTM
M. Sarsfield is offline   Reply With Quote
Old 01-16-08, 02:35 PM   #495
Lopo
Lieutenant
 
Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
Uploads: 0
Default ...

Quote:
Originally Posted by M. Sarsfield
I haven't followed this thread for weeks, so forgive my ignorance. Is anyone here using NSM with Trigger Maru? I think Ducimus incorporated some NSM features into TM, but I no longer remember the details. Thanks.
Hi,

I used NSM 3.3 with TM 1.75+RSRD 221+ROW but I have had a bug "smoke on water" (see post #1446 on http://www.subsim.com/radioroom/showthread.php?t=115258&page=73)... and according to Ducimus, I disable NSM 3.3. What a pity!

@WernerSobe

Would NSM 4 be totally compatible with TM 1.75?
__________________
Aperite Infernos



Lopo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.