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Old 02-13-08, 05:59 AM   #16
DrBeast
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Explosions look fine to me. Can you guys post this at the main ROW thread, along with a screenshot or two? I didn't touch the effects per se, only where and when they show up.

@DavyJonesFootlocker: either Hotmail screwed up, or I did. Resending!

ETA: Checked the mail I sent, the attachments are there. Weird...
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Old 02-13-08, 09:02 AM   #17
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Quote:
Originally Posted by DrBeast
Explosions look fine to me. Can you guys post this at the main ROW thread, along with a screenshot or two? I didn't touch the effects per se, only where and when they show up.
see here ==> http://www.subsim.com/radioroom/show...886#post776886
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Old 02-13-08, 09:19 AM   #18
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Are those screams still in this version? If so, can they be easily hacked out?
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Old 02-13-08, 09:25 AM   #19
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Quote:
Originally Posted by Galanti
Are those screams still in this version? If so, can they be easily hacked out?
That's in ROW Sounds.
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Old 02-14-08, 08:02 AM   #20
DavyJonesFootlocker
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I got no probs. In fact it looks damn fine to me. Good work, m8!
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Old 02-14-08, 08:41 AM   #21
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Quote:
Originally Posted by DavyJonesFootlocker
I got no probs. In fact it looks damn fine to me. Good work, m8!
Ah, so you got it?

Credit to where credit is due, mate. I had nothing to do with the special effects involved. Those are courtesy of the ROW crew
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Old 02-14-08, 12:01 PM   #22
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Oh, ok then kudos to all involved. And thanks for sending it to me.
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Old 04-08-08, 11:00 AM   #23
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Oh Boy, you saved my day !
I tried this so often last night with NSM 3.3 and ROW but something didn´t work with my mixed Zone.Cfg.
Time for NSM4 now
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Old 04-08-08, 12:29 PM   #24
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Maybe the lesser explosion effects are a result of NSM decreasing the effectiveness of shells on ships?
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Old 04-08-08, 05:25 PM   #25
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After few hours of testing I must say.....sorry

Doesn´t work for me. Additional Explosions were there but nearly no fire or smoke effects, especially when you hit your target with the deckgun. A small "puff puff" appear, nothing else. Just try NSM 3.3 + ROW SE with stock Zones and you´ll see what I mean.

Tja.....must stay with NSM 3.3 (works fine with 1.4 so far) and ROW SE for stock and try to find a Combo of both Zones.Cfg. Goal is, to get the mechanics and additional fire from NSM 3.3 + explosions and smoke effects from ROW.
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Old 04-09-08, 08:09 AM   #26
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Quote:
Originally Posted by McHibbins
After few hours of testing I must say.....sorry

Doesn´t work for me. Additional Explosions were there but nearly no fire or smoke effects, especially when you hit your target with the deckgun. A small "puff puff" appear, nothing else. Just try NSM 3.3 + ROW SE with stock Zones and you´ll see what I mean.

Tja.....must stay with NSM 3.3 (works fine with 1.4 so far) and ROW SE for stock and try to find a Combo of both Zones.Cfg. Goal is, to get the mechanics and additional fire from NSM 3.3 + explosions and smoke effects from ROW.
That's really weird. What I actually did was copy over all the ROW Special Effects for stock into NSM4 zones.cfg files, along with the cargo loads of ROW Special Effects.

Letterboy1 may be right...but then again, shell effectiveness was reduced in NSM3.3 as well. Don't know if it was further reduced in 4.0 (I don't use the shells.zon file from NSM anyway) :hmm:

Hold on...I think I know what's going on. There's one parameter pertaining to special effects that I didn't port over from ROW SFX: the explosion range. It'd seriously mess with the keel zone that's the novelty of NSM4, resulting in MASSIVE explosions that would destroy any other vessel within 1000 meters of the target.
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Old 04-09-08, 09:21 AM   #27
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Ok...nearly got it with NSM 3.3 and ROW SE for Stock !

What I did was : Copy only the Lines from Row which included the Explosions to NSM.


Example :

Effect1=#Catastrofic_explosion, 10
Effect2=#Fire_big, 20
Effect3=#Oil_trace, 10
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20


or


Effect1=#oil_explosion, 10
Effect2=#Fire_big, 10
Effect3=#Oil_trace, 10
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20

All other things like cargo loads were left untouched. I made these Changes for all Ships or Sections of choice in the NSM Zone. Effect : A hit in the Engineroom or Fuelbunker for example often(not everytime) results in an big explosion (ROW SE Stock) and then a huge Fire(NSM) with thick smoke(ROW SE Stock). This works for Torps.

DG is a little different : If i hit any merchant larger than a fishing boat on critical Installations, "only" a huge fire will appear and no additional explosion. This is what i´m still working on.
But on RFB´s Arti-Training, i need nearly 15 Shells to sink a Fishing-boat with NSM4 and ROW SE.
With modified NSM 3.3 and ROW SE Stock it´ll began to burn after the second or third Shot and will explode after a few else ( more realistic imho).

I think letterboy1 is right. Shell effectiveness was further reduced in NSM4. The Holes in a target (if they appear) are much smaller ( more realistic imho) than in NSM 3.3. Same to the Torps.

I think there´s many work left to make an eyecandy and realistic combo of both mods an i asked myself very often : May the Ship.Zones have also something to do with it ?

@DrBeast: Let me know if i should send you my modified Zones.Cfg to have look on it, but it was made for NSM3.3.
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Old 04-09-08, 09:40 AM   #28
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Quote:
Originally Posted by McHibbins
*snip!*

@DrBeast: Let me know if i should send you my modified Zones.Cfg to have look on it, but it was made for NSM3.3.
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit. Still, the biggest difference is this here line, at the very end of zones.cfg:
Code:
[Global Params]
CargoExplosionRange=25.0;  The range of cargo explosion
This one is set to 5.0 in NSM4, to avoid the side-effect I mentioned in my previous post.
Sending me your work is a moot point right now, I'm afraid. I only have access to the internet from work, and I'm just about to leave. We can check it out tomorrow, if you'd like.
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Old 04-09-08, 10:46 AM   #29
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Quote:
Originally Posted by DrBeast
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit.
I don´t believe that it is so easy. Just have a look at both Zone Lists. Werner´s is quite different from Row´s at the end.
If I´ll choose the CargoDef.Cfg from Row which Changes would be necessary to make in the Zones.Cfg ? Simply use the ROW-Cfg instead of NSM wouldn´t work since I´ve found out that NSM is the one to work with ( Reason why I decided to activate it AFTER ROW via JSGME).
Simply add the missing or additional Lines from ROW to NSM ? Hmmm...:hmm:

Once I´ve had first activate NSM then ROW, i had Probs in the Campaign with Ships simply dissapearing after the first Torp-hit. First I thought it was a Prob with 1.4 but after changing the JSMGE-activation the Probs were gone. So I think it must have something to do with the Zone´s and the CargoDef.Cfg.

Last edited by McHibbins; 04-09-08 at 11:03 AM.
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Old 04-10-08, 07:25 AM   #30
DrBeast
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Quote:
Originally Posted by McHibbins
Quote:
Originally Posted by DrBeast
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit.
I don´t believe that it is so easy. Just have a look at both Zone Lists. Werner´s is quite different from Row´s at the end.
If I´ll choose the CargoDef.Cfg from Row which Changes would be necessary to make in the Zones.Cfg ? Simply use the ROW-Cfg instead of NSM wouldn´t work since I´ve found out that NSM is the one to work with ( Reason why I decided to activate it AFTER ROW via JSGME).
Simply add the missing or additional Lines from ROW to NSM ? Hmmm...:hmm:

Once I´ve had first activate NSM then ROW, i had Probs in the Campaign with Ships simply dissapearing after the first Torp-hit. First I thought it was a Prob with 1.4 but after changing the JSMGE-activation the Probs were gone. So I think it must have something to do with the Zone´s and the CargoDef.Cfg.
Ok...if you choose to activate CargoDef from ROW SFX, then you must port over ALL the Zones List entries from ROW's zones.cfg to NSM's (it's at the beginning of the file), and then port over the details of those zones as well.

Example: ROW SFX has a cargo type named CargoTroops.
So, you add that to the Zones List, then you scroll down and find this:
Code:
[CargoTroops]
Category=Troops
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=70
CargoType=None
Copy that over to the zones.cfg you're creating

And so on and so forth for all the entries in [Zones List]

As for the entries at the end of zones.cfg, I don't get you...do you mean [GlobalParams]? Only the CargoExplosionRange is different there. Try ROW (and stock, as it turns out) setting of 25 first, but if you notice that your sub is being blown to pieces when you're hitting a ship at close range (i.e. under 1000 meters or so), change it to 5.

So, to sum it up: from NSM you keep all the entries except Effects and Cargo (optional).
From ROW SFX you keep: Effects, Cargo (again, optional), Zones List and all the individual Zone entries for the ones that don't appear in NSM.
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