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Old 07-28-07, 04:48 PM   #61
leovampire
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Default The 2d compartments for now is to place

each compartment in the center of the hull properly so you can see a hole on the ship and what is inside! See I found if there is a blank space behind the hull area you do not get a hole at all the game achnolodges the hit and acts like there is a hole but dosn't show one.

But if what I am trying to do right now actualy works they will soon corespond with areas set up in the Zone's file for each individual class of ship!

Instead of saying ammo bunker they will say CAAmmo bunker and CLammo bunker and dd ammo bunker and so forth then have settings in the Zone's file for each of the class fo ships so now sinking times and explosions can be changed and set more for each type of ship!

But it is time consuming like most things because there is an order of creation to make it all work.
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Old 07-28-07, 06:32 PM   #62
chopped50ford
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Quote:
Originally Posted by nimitstexan
I believe the fixes in SH 1.3 outweigh any bugs introduced.

Either way, for the time being I am using the .zon files from Die Slowly for warships, default for cargo ships (hit points should still be an option for sinking) ,and the Zone.cfg from NSM 2.6. I think that is the best of the both worlds right now.

One question: what exactly is the effect of the 2D Compartments in the .cfg files? Do they affect the actual damage model, or are they for visual effect purposes only?
what are you using to make thse changes?
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Old 07-28-07, 08:13 PM   #63
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Quote:
Originally Posted by Bando
FWIW; What I've done concerning hitpoints is copy the increased hitpoint *.zon files from the SEA map to my MODmap. Furthermore, as die slowly was based on the dimension fix of 1.2, I changed the config files to have the 2d compartments in there and the right (1.3) dimensions for the ship. I've done this file by file, a lot of work.

The result in my setup is that the hitpoints are increased for capital ships, decreased for DD's, the 2d compartments are added and the dimensions do not need the fix of 1.2 anymore.

As a result of this, the tweaking of the zones.cfg file is much more complicated and gives better results AFAIC.

Hope this helps a bit

Edit:
BTW all the graphical stuff from die slow works great in 1.3. The fire fx, torpedo splash etc.
Many thanks Bando... !

Yes... similar tweaking made for v1.3 ready version... the 2D zones added by Leo, was copied to the new ships dimension of v1.3, plus there is a version with Krupp's ships dimensions too...

Sub was made more weak...

Radar improvements was eliminated due to the new v1.3 radar.

And all warships are much more hard to sink... same as you made.

All the zones.cfg was reworked.

The problem are two anoying things...

The sinking DDs when raming periscope... i was able to fix it, but sadly it make more strong the DDs, and the strong DDs is the second problem... so if you fix one, you ruins the other.

Plus if you adjust well Dds, some BBs goes out of tweaks... and if you adjusts well BBs, you ruins DDs...

I am attempting to reach a well good balance... preserving the sinki by flooding, the sink by hitpoints and the FX effects.
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Old 07-28-07, 08:18 PM   #64
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Quote:
Originally Posted by nimitstexan
I believe the fixes in SH 1.3 outweigh any bugs introduced.

Either way, for the time being I am using the .zon files from Die Slowly for warships, default for cargo ships (hit points should still be an option for sinking) ,and the Zone.cfg from NSM 2.6. I think that is the best of the both worlds right now.
Yes... v1.3 is great but introduce some headaches... ! :rotfl:

Hitpoints are maintained on Die Slowly... if you shoot few torps than needed, the ships can survive or may be sink by flooding many minutes later... but if you shoot more than enough torps, the ship must to be destroyed.

If you shoot a half dozen of torps on a medium merchant, it can not stay floating many hours, its keel was erased and the ship must to be destroyed and sinks quickly... that is the function of the hitpoints.

Quote:
Originally Posted by nimitstexan
One question: what exactly is the effect of the 2D Compartments in the .cfg files? Do they affect the actual damage model, or are they for visual effect purposes only?
Asked above in this page by Leo...
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Old 07-28-07, 08:21 PM   #65
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Quote:
Originally Posted by chopped50ford
what are you using to make thse changes?
Some files as the ship's .cfg files, or Zones.cfg file can be edited by notepad.

Others like as .sim, .zon needs a Hexagesimal Editor... or the Minitweaker program from TimeTraveller... but with this program you need the corresponding dedicated template for each file to edit.
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Old 07-28-07, 08:22 PM   #66
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Concerning the DD's ramming me, I can be brief. I don't know if it happened regularly, I guess not, but I'll make sure that ingame it won't happen to me. For me the hitpoints should be optimised for torpedo attacks and torpedo attacks only. Guns were rarely used, and as Tater and Beery showed us, they did not much damage at all. Ramming ships or being rammed is not that common imho, so it should not be considered as relevant.

The way ships sink will perhaps never be properly reproduced in a computersim, but WernerSobe, Redwine and Leovampire are doing a great job in offering options to players. I believe this is an ongoing process and eventually will yield results.
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Old 07-29-07, 01:39 AM   #67
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The V.16 has it listed under 1.2....is this a typo or is it ready for 1.3?
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Old 07-29-07, 01:49 AM   #68
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@ chopped50ford
Quote:
Originally Posted by nimitstexan
So, how does stage 16 work with 1.3?


Die Slowly Stage 16 is a V1.2 Mod...

Works on V1.3 but some things not as it was intended...

I am not sure if a dedicated v1.3 will be out... i am really thinking into roll back my installation to v1.2 install...
This should be the answer to your question.

Tell
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Old 07-29-07, 06:49 AM   #69
Redwine
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Quote:
Originally Posted by chopped50ford
The V.16 has it listed under 1.2....is this a typo or is it ready for 1.3?
Hi...

Stage 16 is a v1.2 mod... NOT v1.3.

Works on v1.3.... do not cause CTD, but needs a reworks to be adapted to the new files on v1.3. I example, do not contains the v1.3 ships dimension fix, only contains the Krupps ships dimension fix.

The radar fix is not needed any more.

Warships are too weak, neeeds rework.

The new Krupps dimension fix needs to be added.

And there are two game bugs, i am attempting to solve, the raming DDs and the strong DDs.

The problem is if i solbe one, in example the raming DDs.... they become more strong even increasing the second bug... i am stuck on this, to make the DDs normal, i need to decline the raming DDs to be fixed.

And even with this... some DDs bows are armored like as a battleship...



Quote:
Originally Posted by WilhelmTell
This should be the answer to your question.

Tell
Many thanks Tell !
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Old 07-29-07, 02:20 PM   #70
chopped50ford
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Thanks, I did try to run the mod and I CTD'd.

I am running the following Mods:

Added a couple sound files to replace existing
V 1.3 Patch
Trigger Maru 1.4
Less water limber Holes
Small Seabed rocks
Small Seabed plants
Medium Seabed plants
360 Bearing Plotter
Map Table Mod 1.3
Muzzle Flash 1.1
Foobor's High Res Gato - Weathered

I put the Die slowly V16; which had no conflicts with other mods, and I got the CTD. I am going to try again to see what happens.

Anyone see any possible conflict that would cause CTD?

Thanks 'Tell and Redwine for the feedback.
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Old 07-29-07, 04:05 PM   #71
Redwine
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Quote:
Originally Posted by chopped50ford
Thanks, I did try to run the mod and I CTD'd.

I am running the following Mods:

Added a couple sound files to replace existing
V 1.3 Patch
Trigger Maru 1.4
Less water limber Holes
Small Seabed rocks
Small Seabed plants
Medium Seabed plants
360 Bearing Plotter
Map Table Mod 1.3
Muzzle Flash 1.1
Foobor's High Res Gato - Weathered

I put the Die slowly V16; which had no conflicts with other mods, and I got the CTD. I am going to try again to see what happens.

Anyone see any possible conflict that would cause CTD?

Thanks 'Tell and Redwine for the feedback.
Looking your installed mods, sure the conflict is with Trigger Maru 1.4... may be added units or added planes, added planes on units (carriers/cruisers/battleships), or may be some sea unit changed.
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Old 07-29-07, 06:49 PM   #72
chopped50ford
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so this is not compatable with TM 1.4?
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Old 07-29-07, 07:21 PM   #73
leovampire
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Default if you read the readme from t maru

it says he uses elements from this and real sinking mechanics already that is where your ctd is if you use any of those super mods you have to do a lot of reading to see exatly what they do plus some dates of entry and exits have changed with that mod where as we don't touch any of that stuff in Die Slowly
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Old 07-31-07, 05:20 PM   #74
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Im sorry, but Im not very "computer Program" Savy.

The info that goes back and forth looses me quickly.

In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
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Old 07-31-07, 06:48 PM   #75
Redwine
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Quote:
Originally Posted by chopped50ford
Im sorry, but Im not very "computer Program" Savy.

The info that goes back and forth looses me quickly.

In simple terms, I have to restart my career with my mods and this one added? or do I have to loose TM 1.4 and go with RFB instead?
Hi Chopped...!!

At first, take in account it is a v1.2 mod... will not cause a CTD on vanila v1.3 game, but you will found DDs so strong and BBs so weak, plus you can found the sub too strong. Plus some things are not more needed as the included Radar Fix...

I am working to found an aceptable balance.

You can install it ant eny time, but you need to back to port to the program load up the changes. It will works on the next campaign mission.

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