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Old 08-02-07, 03:38 PM   #286
LukeFF
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Quote:
Originally Posted by WernerSobe
yea tnx. looks like its just a file from 1.0 version so the reason for ctd was never discovered. Anyway the CTD is gone. Just the work of 3 hours balancing the compartment layout is gone too.
I take it the fix for the Taihosan will be part of your next release? Or, rather, the need for that fix will no longer be needed?
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Old 08-02-07, 04:05 PM   #287
WernerSobe
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by WernerSobe
yea tnx. looks like its just a file from 1.0 version so the reason for ctd was never discovered. Anyway the CTD is gone. Just the work of 3 hours balancing the compartment layout is gone too.
I take it the fix for the Taihosan will be part of your next release? Or, rather, the need for that fix will no longer be needed?
yes the next release will include that fix.
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Old 08-03-07, 09:49 AM   #288
Rockin Robbins
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Default A huge thumbs up for Realistic Sinking Physics

This is amazing work! The sheer variety of outcomes possible from an attack are wonderful. You can put 4 torpedoes into a ship that won't sink and steam about the unfairness of it all. You can fire one and the ship goes down. You don't complain about the unfairness of THAT. Hmmmm.... Sounds like real life to me.

It reminds me of a RL story I read about a sub turning a cargo ship into swiss cheese and finding out that the floatation of the cargo itself was preventing the ship from sinking. Chin up Werner! If people are complaining, you're on the right track.
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Old 08-03-07, 10:02 AM   #289
Rattail
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Yo!
Will the new update include the sinking physics of the one I am battling to download? (Access denied. Invalid usernamke or password)

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Old 08-03-07, 12:53 PM   #290
WernerSobe
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prorgress update: Im finished with small merchants and now working on medium ones. I can already tell you where the mod is heading to. Compared to 2.6 you will need less torpedoes for merchants and sinking rates will be slightly increased. Sinking for hours will be an exception, but possible. A light version will be added with greatly increased sinking rates for those who find that to slow. Ships that are hit at about center will instead of slow infiltration rather capsize and flip over. All ships will show less stability and sink much faster when water comes over decks. The strengh of bulkheads will be reduced so nearby compartments will start flooding sooner. When the ships are broken in two parts, the parts will corectly sink like a "V" not like an "A". Holes from torpedoe hits will appear smaller.

This list is not complete there will be more changes maybe. And im not sure sofar how much changes i need to do to warships. In any case i will separate main compartments of light cruisers, heavy cruisers, carriers and battleships. Now they are using the same setup which makes them take about the same amount of damage. I want battleships take more then light cruisers...
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Old 08-03-07, 01:02 PM   #291
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Sounds promising, Werner.

I'm looking forward to trying the new version!
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Old 08-03-07, 01:15 PM   #292
kikn79
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Default Sounds Great!!

I am looking forward to trying out the new ship settings. I have greatly enjoyed this so far and I REALLY appreciate the time and effort you have put into this.

Thanks,
Chuck
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Old 08-03-07, 01:43 PM   #293
Digital_Trucker
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Thanks for the update, Werner. Sounds like you're on a roll now Can't wait to get it into play.
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Old 08-03-07, 01:45 PM   #294
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Sounds like you're doing one hell of a job, can't wait to test it out myself.
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Old 08-03-07, 05:29 PM   #295
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I never realized the damage model was that bad. Good work WernerSobe, your making huge advances for SH4!
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Old 08-03-07, 05:41 PM   #296
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Great stuff WernerSobe
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Old 08-03-07, 05:49 PM   #297
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again, thanks again for the update. CAnt wait for the next version.
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Old 08-03-07, 09:03 PM   #298
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Yeah as Decimus correctly said it is a huge advance to the game.

For your info WernerSobe, in stock SH4, it often takes up to 4 straight on bow hits on a chasing destroyer to convince them to back-off and die. At the moment i don't have your mod installed but the new improved version everyone is talking about sounds like a definite must have mod.

Since Destroyers even without your current mod can absorb a lot of bow hits don't sweat it trying to figure out if your new mod correctly models damage etc.

If anything, since your mod models compartments that fill with water and not "total hitpoints damage' to the whole ship, bow hits on DD's will at least slow them down.

Which reminds me. One of the worst aspects of the "hitpoints model" in the stock game, is ship speeds too often seem oblivious to any torpedo hits that don't push the total hitpoints number over the limit and sink that ship. So i'd like to start to see with your new mod a ship slow down if a torpedo or two blast it's propellers.

It would be a useful crippling strategy to hit the props of ship if proper effects were achieved in the game. The strategy could shift the need away from having to have to kill DD's first to have free pickings of the rest of the entire convoy. We could shot for props, cripple several cargo ships and pick'em off later with the deck cannon after the DD's give up the search. . Destroyers always eventually return to the main fleet and leave the crips behind to fend for themselves.
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Old 08-03-07, 11:49 PM   #299
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This looks like it will surely become another must have mod.



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Old 08-04-07, 01:38 AM   #300
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Sounds very promising.
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