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#601 | ||
The Old Man
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#602 | ||
The Old Man
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#603 | ||
Commodore
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#604 | |||
Captain
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#605 | |
Commodore
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#606 | |
中国水兵
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Actually, you are doing everyone here a favor. My new job has taken a lot more of my time than I thought it would. I hardly have time to even look at my computer, let alone use it. (For example, right now I have NOTHING listed on my "recently used" application list!) Since you've started the process, why not finish it? And please take all the credit for it - you don't need to send it to me for approval! ![]() Bill
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Damage Control 1.1 - LeoVampire Edition - Can you trust the experience of your crew to inform you of how deep you can really dive? |
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#607 | ||
The Old Man
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![]() ETA: This is what I need help with
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![]() ![]() ![]() Let the Beast inside you free! Last edited by DrBeast; 02-04-08 at 05:30 AM. |
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#608 |
The Old Man
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A small update/progress report:
I stripped the merged file of any ROW cargo types and copied over only the effect types. I still got blasted out of the water when too close to the exploding ship, when I noticed this little part: Code:
;******************************************************* ;NEW SMALL MERCHANT ;******************************************************* [NSKeel] Category=Keel Multiplier=10.0 Flotability=10.0 HitPoints=150 Destructible=No Armor Level=20 Critic Flotation=0.5 Critical=Yes Critical Chance=1.0 FloodingTime=200 CargoType=Ammo <--------- Good news: my ship no longer got blown to pieces Bad news: keel explosion effect was gone. No breaking up in half, nothing! I shot a merchant packed with ammo at 400 meters, the ship became a crescendo of fireworks, but the hull was intact, apart from the hole my torpedo had punched! ![]() *le sigh* Back to the drawing board...
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#609 | |
Captain
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#610 |
The Old Man
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So your conclusion= that ammo is what is exploding in the new keel compartment that Werner created.
Torpedo reliability, is everyone happy with this? I think I am going to pull the Torpedoes_US.sim file from NSM and allow TM's to set the reliablity...but then what am I messing up in NSM...back to testing tonight! ![]() Oh, I never asked, will there be any difference in this from Single Mission testing to a career....what is the interaction if any? ![]()
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#611 | |
Commodore
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This is not an error. NSKeel CargoType must be set on Ammo. Ill try to explain the secret behind the keel damage. There is only one way to break the ship in two. There must be a zone filled with fuel or ammo, it must be big enough and it must be connected with compartments that go through the breaking point (which is hardcoded). this is how i made the keel damage. NSKeel zone is no longer Keel for small merchants. It is used for all ships and it is now 15 feet underneath of every ship. It can only be hit when the torpedo explodes 10-15 feet under the ship. It cannot be hit when the torpedo hits the hull. There is also a link zone which connects the NSKeel and the breaking point which is called NSLice. So Basicly NSKeel is no longer a keel, it is a bomb underneath of every ship and it must be filled with ammo otherwise keel damage wont work... Now about cargo types. There are 4 different possibilies. None, Fuel, Ammo and Custom. Default is Custom. Custom means it can be Tanks, Trucks, Crates whatever is set in mission editor as inside cargo... Ammo and None is force set the according cargo type regardles of inside cargo set in mission editor. A custom cargo zone can be filled with fuel and ammo in mission editor. Meaning that every custom zone in that ship will become a bomb. A ship loaded with ammo will explode on hull impact and break in two because every zone is explosive and will touch the breaking point. Result: Ships that are loaded with ammo or fuel will always break - even on hull impact. Ships that carry crates or anything not explosive as their custom cargo. Will never break on hull impact because the torpedo explosion range cannot reach the explosive Keel zone which is 15 feet below registered draft. Now why it could happen anyway: 1. either you have been shooting at ships loaded with explosive. those will always break on hull impact. 2. you may have been shooting at unsupported ships (RFB?) they use the NSKeel zone in another way. 3. You have a conflict with another mod that touches the torpedo files. check torpedoes_US.zon - AmmoDamageInfo 6, Properties 7, MinRadius = 24. You have a conflict with another mod that touches ship.zon files and uses NSKeel zone in another way. hope that helps. |
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#612 |
Captain
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Thanks for the explanation Wernersobe! But what about contact shots that run too deep and hit this keel zone?
All my ships so far were sunk from one convoy,( Jan '42 in the Macassar strights, RSRD ) so it's certainly possible they were all carrying ammo. I'll run some tests tonight on ships I know have no cargo using contact pistols. But if I find I'm still blowing up ships and surrounding ships with one fish then I think I'm going to set the keel cargo to none after all. My reason being is that everything I've read indicates the magnetic exploders rarely, if ever, functioned, in the PTO. I'm quite content to sink ships by punching big holes in them with contact fuzing, and if I lose the ability to break them in half with one hit, oh well. |
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#613 | |
Commodore
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Anyway. Let me know the results of your tests. Seems like its only you who have that problem. When running your tests, please deactivate duds (this will also make sure torpedoes run at correct depth) and if it happens again send me the mission where it happens so i can check if it is realy a local problem or a bug. |
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#614 |
The Old Man
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Werner,
1. More questions, should we be seeing "deep runners" with the current Torpedoes_US.sim? Currently I am shooting 100%; no deep runners. 2. If I pull the file out of NSM 4.0 and just let TM 1.7.6 Torpedoes_US.sim do its thing will I break NSM 4.0. Other than the above observation, I really like NSM 4.0.
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#615 | |
Commodore
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2. no, the sim file may be changed, NSM damage system will not suffer. Sim file describes only reliability but anyway nsm4 sim file is less reliable then tm one. |
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