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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#781 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
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#782 |
Ensign
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Location: United Kingdom
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ok thanks.
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#783 |
Silent Hunter
![]() Join Date: Apr 2007
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One option if your looking to make keel shots destructive but not always fatal if the cargo pops - could be to change the cargo from ammo to fuel - and tweak the fuel explosion co-efficient so that its not so much of a bang. Just one possibility.
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#784 | ||
XO
![]() Join Date: Mar 2007
Location: In your baffles...
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From what I gather changing the Cargo=Ammo to Cargo= None in the keel zone does NOT effect the influence exploder on the torps...(remember...the magnetic exploder was fixed in the 1.4 patch )...Only takes away the ship breaking in half effect. The torp will still explode under the ship and do damage...just no keel breaking Heres a quote from WernerSobe from an earlier post (#746)... "About ships breaking in half on hull impact bug: I couldnt find the reason why it happens to some. If it happens to you, the best you can do now is to disable the breaking Zone manualy. You can do that by opening zones.cfg in editor, finding [NSKeel] zone and changing CargoType=Ammo to CargoType=None. That will just disable the keelbreaking. Keel damage will still accur and hits below the keel will inflict more flooding then hull hits." |
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#785 |
Ace of the Deep
![]() Join Date: Aug 2007
Location: Tulsa, OK
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I torpedoed a sub chaser twice with influence detonators and the thing didn't so much as smoke. I'm using 1.5 w/ RSRDC, Patch 3, and a bunch of eye candy.
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#786 |
Silent Hunter
![]() Join Date: Apr 2007
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MS - unfortunately 1.5 wont work right with NSM - in theory it should be fine if your only playing as a US sub commander - but Werner did edit the leading post of this thread with a note that using it for 1.5 would cause issues - sounds like you found one!
Canon - the reason for the keel break is due to the amount of damage it can take vs what is caused by a ammo explosion. This is why I suggested changing the cargo to fuel and tweaking the damage factor - you still get the boom and high damage, but its not going to be enough to shatter the hull almost all the time.
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#787 |
Ace of the Deep
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Captain,
I haven't used NSM with 1.5, at all. I was under the impression that one of the earlier SH4 patches (1.4?) fixed the influence issue, but I guess not.
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#788 |
Silent Hunter
![]() Join Date: Apr 2007
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ahh ok - my misunderstanding then. If your asking just about magnetics - if I recall 1.3 had the settings swapped - 1.4 fixed this. I ran 1.4 with tmo for the longest time and magnetics worked fine - one reason NSM was so great!
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#789 |
Ace of the Deep
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Exactly. So, imagine my disappointment when two magentic detonations didn't even phase a lousy sub chaser in 1.5, but I'm assuming that they also fixed (or were supposed to fix) the damage model of the boats to accept hits under the keel.
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MJS USS Batfish Volunteer/Reenactor www.ss310.com www.ussbatfish.com Communism killed over 100M people and all that I got was this lousy signature.* *http://www.hawaii.edu/powerkills/COM.ART.HTM |
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#790 |
Ensign
![]() Join Date: Oct 2007
Location: United Kingdom
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You used two fish on a subchaser?
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#791 |
Silent Hunter
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MS - they fixed the torps where they will go off if set to magnetic (unless they dud/premature) - however 1.4 (nor 1.5 for that matter) models "keel" damage - its still the reach the total HP of the ship and down it goes model. We have to wait on Werner and his excellent NSM work for that. A torp can do damage to a ship that it explodes under - but its not really different than if it hits the target by contact in stock.
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#792 |
Nub
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Just a quick question is this MOD going to be for 1.5 anytime soon?
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#793 |
The Old Man
![]() Join Date: Oct 2007
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Hopefully, yes. All in due time
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#794 |
Sonar Guy
![]() Join Date: Jan 2005
Location: United States
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Great new there! I await this mod with anxious anticipation. Personally I don't belelive there is any other way to play SH4 without NSM mod. Hats off to the mod crew.
Keep up the great work guys, the community can't thank you enough for your time and effort in making SH4 an exciting game!
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#795 |
Seaman
![]() Join Date: Jan 2008
Location: where do u think?
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Guys, back to forum after 2 weeks
![]() ![]() Best ever mode.. just great! Hope to hear some good news soon!!! |
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