SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-03-11, 09:30 AM | #16 |
Silent Hunter
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I´ve download the file a few minutes and all works fine !
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03-03-11, 09:55 AM | #17 |
Ocean Warrior
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I suggest you try a different web browser.
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Irish1958 |
03-03-11, 09:57 AM | #18 |
Kaleun of U-3
Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi mate,
A thousand thank my friend it will be an honor to add your name in the credits Best regards Hans |
03-03-11, 10:00 AM | #19 |
Black Magic
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Now what I'm really curious to know is the result of using this with a mod that has improved the damage model (like NYGM, GWX, etc.). The reason is because of the way I made it work should cause flooding on the vessel also besides damage (HP loss). In theory a couple large fires in SH3 with improved damage model could cause the ship to sink due to flooding over time. Can anyone confirm this?
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03-03-11, 01:15 PM | #20 |
Seasoned Skipper
Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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very nice work mate. This was always annoying feature of SH3. This is no small improvement indeed
Since I play with NYGM I will provide any feedback I can. Luckily, I have a save game which has several ships on fire in NYGM. They never sink although they have large fires. I will replay this save and see how things change. Can this be added mid-patrol? Also how does the game recognize this unique file? |
03-03-11, 01:31 PM | #21 | |
Black Magic
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Quote:
It recognizes this unique file by magic...no really, I know the file system and it will recognize it |
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03-03-11, 07:00 PM | #22 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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...would fires also effect playable ships that come with chineese U47`s warship mod ? ...that would be great
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Stormy...... |
03-03-11, 07:11 PM | #23 |
Black Magic
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any vessel that displays fire will be affected. I hook into the effects for fire (#fire_small and #fire_big) thus anytime fire is displayed damage will be taken over time.
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03-03-11, 07:31 PM | #24 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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hmm thats realy nice, because most of the fires on playable ships are fightable, so if i manage to stop the fire (because i reduce damage of a interrior device like left engine by repairing it, i have to say that i coupled fire and explosion effects also with damage taken on devices) i would also stop the damage effect on hull`s hitpoints ?
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Stormy...... |
03-03-11, 07:35 PM | #25 | |
Black Magic
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Quote:
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03-03-11, 07:55 PM | #26 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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THX mate, then we have also a new gameplay element, if you couple fire effects with damaged equipment / devices in % a better trained repair crew is even more important on playable ships now !
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Stormy...... |
03-03-11, 08:48 PM | #27 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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hmm
...say would it be possible to couple the fire not only with main hull hitpoints, but also with room`s hit point`s next to the fire ? if so, the fire would create also flooding
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Stormy...... |
03-03-11, 08:57 PM | #28 |
Black Magic
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The way it's designed it has blast radius every time the fire causes damage. That way different compartment and rooms (zones) will receive damage also
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03-03-11, 09:05 PM | #29 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
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Stormy...... |
03-04-11, 06:31 AM | #30 |
Ace of the Deep
Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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Thank you for this mod.
I have installed it.
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