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Old 06-09-11, 07:20 AM   #91
stoianm
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Originally Posted by SteelViking View Post
Absolutely, I can fix that. Which ships are only taking that many shells? Just the medium?
i noticed only for the medium one... i dunno for others.. i will report if i will notice something else
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Old 06-09-11, 07:21 AM   #92
stoianm
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i know nothing, its just a report... hope its only a incompatibility.
i did not used han's mod when i had that problem
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Old 06-09-11, 07:49 AM   #93
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i did not used han's mod when i had that problem
hmm than it could be more than that, did you tryed it with vanilla only ?
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Old 06-09-11, 08:07 AM   #94
Arclight
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Any objections to including these in BRF?
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Old 06-09-11, 10:12 AM   #95
HanSolo78
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Originally Posted by Josef von Posorschitz View Post
I use HanSolo´s earlier version 0.1. You think the problem is in this mod Stormfly?
My habour mod does not touch anything from ships.
Has to be another problem
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Old 06-09-11, 12:11 PM   #96
SteelViking
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Any objections to including these in BRF?
You mean you want to include these ships in BRF, and make the necessary tweaks to them? By all means go right ahead

@ Everyone, I absolutely cannot reproduce any flag freezing problems with this mod. I can't fix a problem I cant see.
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Old 06-09-11, 12:43 PM   #97
Arclight
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You mean you want to include these ships in BRF, and make the necessary tweaks to them? By all means go right ahead
Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks.
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Old 06-09-11, 01:00 PM   #98
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Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks.
Feel free to use the new zones I made for FX_Update if you want (only for merchants)
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Old 06-09-11, 01:07 PM   #99
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Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks.
The flotation itself is pretty good now, but I think you could work wonders on the damage model and sinking behavior.

Would I be allowed to include your files in the mod just so I can keep everything consolidated on these ships?

@TDW we still have issues with the FX sounds. Changing the values in the .zon to point to entries in the zones.cfg does not fix the problem. Any incite on what else to try?
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Old 06-09-11, 01:11 PM   #100
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Originally Posted by HanSolo78 View Post
My habour mod does not touch anything from ships.
Has to be another problem
perhaps (on some systems) there is some kind of maximum polygon or model limitation which cause the engine to stop flag animations... i saw that also with a crew member happen some time ago.
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Old 06-09-11, 01:27 PM   #101
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perhaps (on some systems) there is some kind of maximum polygon or model limitation which cause the engine to stop flag animations... i saw that also with a crew member happen some time ago.
Well, I know that Zedi and the gang are working on a new flag.dat so, lets not panic yet. Maybe they can straighten it out.
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Old 06-09-11, 01:54 PM   #102
Arclight
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Feel free to use the new zones I made for FX_Update if you want (only for merchants)
Thanks, that had me worried a little: hard to balance the ships when they all share the same zones.

Should really do a BRF 2.0 at some point with a greatly expanded zones.cfg, but we might get there with what we have now.
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Originally Posted by SteelViking View Post
The flotation itself is pretty good now, but I think you could work wonders on the damage model and sinking behavior.

Would I be allowed to include your files in the mod just so I can keep everything consolidated on these ships?
Well yes, obviously. As long as it doesn't turn up in some payed-for mod I really don't care what people do with it.
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Old 06-09-11, 01:56 PM   #103
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Thanks, that had me worried a little: hard to balance the ships when they all share the same zones.

Should really do a BRF 2.0 at some point with a greatly expanded zones.cfg, but we might get there with what we have now.
I changed the damage/flooding model for the merchants by definig/using the new zones I made. We should consolidate work so we don't have incompatibilites. What needs to be done is a new damage/flooding model needs to be completed for the warships.
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Old 06-09-11, 02:42 PM   #104
Arclight
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Right, erm... I guess I could rework the whole thing using your modified zones.cfg, balance it with that. I could go about adding more to it to accomodate warships, but I would have to "study" what you did there first, figure out the how and why.

Thing is, I'd much like to keep a separate version for people who don't use the collected awesome of your compilation. Would a BRF version only using your modified zones.cfg work properly on a stock game, or would that lead to references to missing effects and such?

These new ships aren't based on that zones.cfg, right? Don't see it in the package at least. I'm more inclined to work with the stock one, tweak the flotation, and then after release redo BRF + these additional ships based on your zones.cfg. (just really don't like basing a mod on a mod, gets messy quick)
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Old 06-09-11, 08:27 PM   #105
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Working on importing the TypeIX as an AI unit. Now this will take a ton of work, and there is no telling if I can get everything to work right, so please be patient. However, I do already have it showing up in game and have some basic functionality.
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