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Old 04-12-08, 09:43 AM   #781
DrBeast
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Quote:
Originally Posted by fireship4
Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?

If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?
Sorry no, short of changing Cargo=Ammo to Cargo=None in the keel zone (and, as you said, thus rendering magnetic contacts useless), there's nothing else you can do. Werner said he'd look into this, but being that he's been busy lately it might take a while. Just bear with him, I'm confident he'll work something up
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Old 04-13-08, 05:34 AM   #782
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ok thanks.
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Old 04-15-08, 05:46 PM   #783
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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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Old 04-15-08, 06:46 PM   #784
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by fireship4
Werner did you ever get around to fixing the incompatibility with RSRD where the ammo cargo would set off the keel?

If not will it have to be in your 1.5 version? Will you do a fix for your 1.4?
Sorry no, short of changing Cargo=Ammo to Cargo=None in the keel zone (and, as you said, thus rendering magnetic contacts useless), there's nothing else you can do. Werner said he'd look into this, but being that he's been busy lately it might take a while. Just bear with him, I'm confident he'll work something up

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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Old 04-15-08, 07:19 PM   #785
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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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Old 04-15-08, 09:11 PM   #786
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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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Old 04-16-08, 09:37 AM   #787
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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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Old 04-16-08, 07:02 PM   #788
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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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Old 04-16-08, 09:15 PM   #789
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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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Old 04-17-08, 06:27 PM   #790
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You used two fish on a subchaser?
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Old 04-17-08, 07:17 PM   #791
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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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Old 04-18-08, 01:33 PM   #792
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Just a quick question is this MOD going to be for 1.5 anytime soon?
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Old 04-18-08, 02:30 PM   #793
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Hopefully, yes. All in due time
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Old 04-18-08, 02:47 PM   #794
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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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Old 04-20-08, 12:27 PM   #795
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Default Can't wait - can't play 1.5 without NSM

Guys, back to forum after 2 weeks , first check - NSM is not ready yet for 1.5 , go out - will come after 1 week later. I am not playing SH until the NSM will be up for 1.5.

Best ever mode.. just great! Hope to hear some good news soon!!!
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