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Old 12-02-07, 07:29 AM   #376
Vilcek
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Quote:
Originally Posted by WernerSobe
1.4 approved!!!

Attention: Mod works on 1.4 no files but zones.cfg were touched by the patch. It can be installed on 1.4 and will work as intended. Just one flaw: Dont try to aim at large ships under the keel. When the mod was released influence detonators didnt work so damage to the keel is not modeled. I am not going to change it in this version. Instead i have started working on entirely new version that will take that in account among other new features.
I have tried the NSM 3.3 on 1.4 patch but have problems. I wsa trying to sink a small old ship hit it 3 times with a torpedo and make about 5 holes in his hulk,the ship was half under water but still not sunk so I think it is not working on1.4.
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Old 12-02-07, 07:37 AM   #377
Laffertytig
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what does the hardcore torp mod do and are people using it along with nsm? does it simply make torps less reliable? if this is what it does doesnt rfb and tm do the same things.

the read me doesnt explain anything about it
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Old 12-02-07, 08:13 AM   #378
WernerSobe
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yes this sums it up. It makes early war mk14s fail in about 70%. Historicaly mk14s were flawed in the beginning. Sometimes boats returned home without tonnage because all their torpedoes has failed.
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Old 12-02-07, 08:20 AM   #379
WernerSobe
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Quote:
I have tried the NSM 3.3 on 1.4 patch but have problems. I wsa trying to sink a small old ship hit it 3 times with a torpedo and make about 5 holes in his hulk,the ship was half under water but still not sunk so I think it is not working on1.4.

have you hit different spots? as i have said in readme - you must hit a ship in different compartments. Hiting an already flooded compartment will not make it flood more.
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Old 12-02-07, 09:48 AM   #380
fireship4
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what is the ETA on the new version? I imagine the new keel damage system will take a bit of work - are you planning to model breaking a ships back?

I will be happy to test, but first I have to RMA my motherboard.
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Old 12-03-07, 01:11 AM   #381
WernerSobe
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Quote:
Originally Posted by fireship4
what is the ETA on the new version? I imagine the new keel damage system will take a bit of work - are you planning to model breaking a ships back?

I will be happy to test, but first I have to RMA my motherboard.
there is no deadline it takes as long it takes. but dont expect it in the next few days. It is indeed a lot of work.
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Old 12-03-07, 05:36 AM   #382
Fish40
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Quote:
Originally Posted by WernerSobe
Quote:
Originally Posted by fireship4
what is the ETA on the new version? I imagine the new keel damage system will take a bit of work - are you planning to model breaking a ships back?

I will be happy to test, but first I have to RMA my motherboard.
there is no deadline it takes as long it takes. but dont expect it in the next few days. It is indeed a lot of work.



Werner, take as long as you need bud. I'm still useing 1.3, until I get the word that all the mods I use are 1.4 OK. Basicly use ROW, NSM, RFB for ROW, and RSRD for RFB. RFB and RSRD are good to go, bet since Leo is still recooping from his procedure and has not had a chance to look over his mod with 1.4, and you're working too improve your NSM, I could wait. I would rather install all the correct, up to date mods at once.
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Old 12-03-07, 06:41 AM   #383
WernerSobe
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@fish youre missing alot. The 20km visibility is awesome. First time we can use our advantage of seing ships before they see us. All your mods should be running on 1.4 btw...
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Old 12-03-07, 06:44 AM   #384
WernerSobe
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I have keel damage working.

To my surprise, it hasnt been modeled in stock game. You can now use magnetic detonators but they dont actualy do more damage then normal hull hit. Ive found a way however how to cast a devastating explosion underneath a ship and rip it in two. Its awesome, you will love it ;-)
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Old 12-03-07, 07:47 AM   #385
bruschi sauro
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This mod work very well
Job well done mate
many thanks
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Old 12-03-07, 08:50 AM   #386
Fish40
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Quote:
Originally Posted by WernerSobe
I have keel damage working.

To my surprise, it hasnt been modeled in stock game. You can now use magnetic detonators but they dont actualy do more damage then normal hull hit. Ive found a way however how to cast a devastating explosion underneath a ship and rip it in two. Its awesome, you will love it ;-)


Werner, just to be clear, you're still working on this or has a new version been released?
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Old 12-03-07, 08:53 AM   #387
LukeFF
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Quote:
Originally Posted by Fish40
Werner, just to be clear, you're still working on this or has a new version been released?
http://www.subsim.com/radioroom/show...&postcount=382
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Old 12-03-07, 09:48 AM   #388
letterboy1
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Just want to join the cheering section and let Werner Sobe know that I'm looking forward to his next NSM version. I even promise to stop singing Bavarian Bier drinking songs.
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Old 12-03-07, 11:34 AM   #389
fireship4
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Cool Werner. When you say that a magnetic detonation does no more damage than a normal one what do you mean? I guess it would be hard to get a keel shot with a contact torpedo no? Can this even be done.

Will you be able to break the keel in different places or just the centre?

Does the mod affect how your sub responds depth pressure in any way?

Also I don't know if this is relevant but http://www.tomshardware.co.uk/forum/...xplosive-force
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Old 12-03-07, 12:45 PM   #390
Fish40
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Fish40
Werner, just to be clear, you're still working on this or has a new version been released?
http://www.subsim.com/radioroom/show...&postcount=382



Didn't mean too sound like a moron I know Werner said it was gonna take time, but it seemed like he made quicker then expected progress. My apologies for the misunderstanding
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