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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
Uploads: 0
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Sounds very interesting. A few screenshots of the new effects would be fine though. Would you please post some ?
Regards |
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#2 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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Hello WernerSobe,I see the changes made to the zones.cfg are extensive. Because I have everything merged into one "supermod" I'll have to tweak all this in manually. In the Sea map I noticed you tweaked the *.zon files of the ships. I do not have any tweakfiles for the ships *.zon files. Is it possible to upload them??RegBando
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#3 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
The only really new effect are the torpedo splashes, they are two choices, and both are new effects. The base of the smoke was changed from brown/grey to white/grey. And a new main torpedo splash is added, you have tro choices, white and green/black, and white and brown/grey. There are screens shots into the mod. The new way with more frecuent effects may be made the ships a little bit more easy to sink as in early version, please report your opinion. ![]() |
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#4 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Many thanks to stay here... ![]() Sadly we received bad news about the leo health... ![]() I will try your files... |
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#5 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
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Will this mod cause problems with WernerSobe's 'Realistic Sinking Mod'?
Is it possible to just get the sub's tweaks? |
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#6 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
Die Slowly rised up the flooding times and hit points, but at a level at wich with a reasonable quantity of torps you can have an "instant" kill. In example... if you hit a determined ship with 2 torps, it will sink by flooding after half hour or oine hour depending damage, but if you hit it with 3, it will killed inmediatelly. Random game factors still present, so you never can know how many torps are needed for a ship, same kind of ship, into same mission and into same convoy... can take a single torp or may need 3 or 4. Prsent tweked files, not released, attempt to increase the quentity of torps for alll the ships, but critical factor is still present, so it is common to kill a ship with a single torp. Plus Die Slowly tweaks amany opther things, not only the ships. About the sub tweaks, you can pick up them from the mod and use them as stand alone... tehy are all related to the sub damage, upc files, depth charge files... the corresponding sub part of zones.cfg file... but stage 16 do not contains the last tweaks and it is not for v1.3. |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Redwine,
in your experiments what have you learned about CREW damage? Even on the surface with MG and 20/25mm cannon fire spraying my sub, wounded crew is remarkably rare. Is this somehow in the zones? tater |
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#8 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
But after patch V1.2 i never have a dead crew anymore. ![]() |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I WANT dead crew, lol. I want it to be possible, anyway. I can park next to a ship armed with just AAA and it does nothing other than make someone scream "we're taking damage!"
Apparently nicking the paint is "damage." tater |
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