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#481 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
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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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#482 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
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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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#483 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
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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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#484 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
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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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#485 |
Soundman
![]() Join Date: Aug 2006
Posts: 143
Downloads: 75
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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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#486 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
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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.
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#487 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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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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#488 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
Posts: 221
Downloads: 41
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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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#489 |
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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#490 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
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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 |
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#491 |
Ensign
![]() Join Date: Nov 2007
Posts: 225
Downloads: 6
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True master.
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#492 |
Watch
![]() Join Date: Sep 2006
Location: Pearland, Texas
Posts: 16
Downloads: 6
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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?
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#493 | |
Commodore
![]() Join Date: Jul 2006
Posts: 625
Downloads: 5
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Have you been editing the zones.cfg or have you overwritten it with zones.cfg from another mod? |
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#494 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
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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.
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#495 | |
Lieutenant
![]() Join Date: Jun 2007
Location: Lausanne/ Switzerland
Posts: 260
Downloads: 477
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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?
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