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Old 06-06-13, 06:01 PM   #31
Fifi
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Really??
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Old 06-06-13, 06:43 PM   #32
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Quote:
Originally Posted by Fifi View Post
Really??
Sometimes it help, just take a look at the file's dates.. 2010/01/29 same time - both files.. it's a stock date and time..

Quote:
Originally Posted by sober View Post
The new upload is ok now , thanks . One more question , is the file based on IRAI ? . When i enable it with jsgme it says the guns radars sim wants to overwrite IRAI 39 . cheers .
Sober, don't waste your time.. it's not a mod, it's not even a fix.. it was a joke.. see here how this 'mod' perfectly works -

. .

. .

two out of two.. great mod, excellent work

EDIT: Maybe it's time to to introduce SUBSIM quality control..
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Old 06-06-13, 06:44 PM   #33
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Please look using Goblin Editor, if you are not bright enough to see the changes, then I'll stop working here on this forum, and go elsewhere, since that is how some members on this forum feel.
Please, compare these to the default ones, all the Depth charges in this mod have had their explosion range decreased to 50 meters.

And the range on the KGuns has been slightly increased.
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Old 06-06-13, 06:50 PM   #34
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In what file exactly have you decreased DC's ranges? In the stock .GR2 model? or somewhere else?

EDIT: and please, tell me where can I find these magical files.. because in your mod that was uploaded to the d/l section, I repeat, I can find only two files: DC_barrels.GR2 that was compared with the stock model DC_barrels.GR2 and HEX-Editor told me that these files are identical and guns_radars_01.sim where I found only one changed value.. also I saw your screens with the changed values, but these values were changed in the DC_barrels.sim which I still can't see in your uploaded mod..
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Last edited by volodya61; 06-06-13 at 07:17 PM.
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Old 06-06-13, 07:08 PM   #35
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I used the .SIM file that comes with the DC barrel and the SIM on the Guns_Radars.
The files are not saving properly, and I am working from a Mac, and this is not the ideal platform to be working on.
Give me about 7 hours, when I can get home to my windows computer.
And the constant attacks on my work are very offensive, you of all people, you are a very, very bothersome person, you seem hell-bent on attacking me and my work, what is it you gain? why are you picking on this one piece of work?

You, are the driving factor on why I will probably leave this forum.
I have never met anyone more offensive than you.


I might just pack my things and go, I cannot stand you interacting with me, your not helping with your attack-like attitude.

Last edited by V13dweller; 06-06-13 at 07:22 PM.
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Old 06-06-13, 07:31 PM   #36
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I have made heaps of mods that didnt work , just carry on
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Old 06-06-13, 07:48 PM   #37
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Calm down guys, please

I didn't want to take part in this discussion, but seeing that it is degenerating I think it is time to make some cleareness.

V13's mod is composed by two files: DC_barrels.GR2 and guns_radars_01.sim. Their path looks correct to me so yes, the mod is JSGME ready. As for the changes introduced in each file, I ignore which tweaks were made on the GR2 file, but as far as the sim file is concerned, I can say that the first range of one of the Kgun controllers (Index 50), was increased over IRAI setting from 40 to 50.

It is possible that TDW had reduced it, and that V13 on turn retrieved the stock setting. This would explain why Volodya didn't see any change why comparing this mod with stock files.

Moreover, only one Kgun model is affected by V13's tweaks. This is probably te reason why someone is getting an improvement from this mod, and someone else no, depending on the Kgun mounted on the ship they were testing the mod with.

Finally V13 asserts that, besides increasing thrower's range, his mod decresed also DC explosion range. Such a setting is found in DC_barrels.sim (not GR2), but this file is absent from the mod. In other words, DC blast radius is not affected by this mod.

My two cents opinion? the idea is good, but the mod is still not finished. Keep on working on it V13
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Old 06-06-13, 08:18 PM   #38
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Quote:
Originally Posted by gap View Post
Moreover, only one Kgun model is affected by V13's tweaks. This is probably te reason why someone is getting an improvement from this mod, and someone else no, depending on the Kgun mounted on the ship they were testing the mod with.
Tested it (first DC barel fix mod) with TDW single mission where 2 destroyers are upon me.
Without the mod, each time destroyers ended damaged. With the mod, each time destroyers aren't damaged
So it's working fine somewhere!
In campaign, was depth charged once, at start of war. Looking carefully the destroyers actions, they didn't damage themselves.
That's why this mod was fine to me.
But don't know about more late war destroyers, or other types... gessing it doesn't work as Volodya said
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Old 06-06-13, 10:05 PM   #39
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Right now this mod Only changes the KGuns themselves, I am still working on the Actual depth charge part.
The KGuns have their ranges increased slightly.
When I get home, I will fix the Depth Charges them selves.

I only have a few hours a day in spare time, so the amount of work per day is limited.
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Old 06-07-13, 03:25 AM   #40
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Quote:
Originally Posted by Fifi View Post
Tested it (first DC barel fix mod) with TDW single mission where 2 destroyers are upon me.
Without the mod, each time destroyers ended damaged. With the mod, each time destroyers aren't damaged
So it's working fine somewhere!
Fifi, I already told you.. what you're using it's not a fix.. just regular stock files..


@ gap, sober and others..

I'm sorry, but I do not see any work or understanding of what is done ..
Just don't like the quacks who convince others of what they don't understand themselves.. and uploaded not checked and not tested and not finished mods for the community..

Thats all.. no more any comments in this thread..
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Old 06-07-13, 03:39 AM   #41
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I am happy to say, that the GR2 is not needed, and this is just a .SIM Patch.

The GR2 does not need to be edited, so your attack on my GR2 was not necessary, if you were bright enough, you could have pointed it out to me, and not just go looking for faults, and looking for more fuel to put into the burning flame known as your temper.

How did your first mod uploads go?

Were they perfect?

I have only uploaded 2 mods, so thing cannot be perfect the first time around, you do not seem to understand this, not even any support for a new modder, you just went full out, and attacked me maliciously, even humiliated me in public. As if I did something to hurt you physically and/or mentally. Did I do anything to hurt you? Did I attack you in anyway shape or form?
Remember, accidents and mistakes happen.

If I have, please let me know.
If not, then I can only say, that your are a very hostile and spiteful person.

I have never felt so unwelcome anywhere in my life.
(On topic)

It should be working fine now.
I have uploaded the "New Version" <Said so Volodya could not say this is not worthy of being called finished>

Last edited by V13dweller; 06-07-13 at 04:12 AM.
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Old 06-07-13, 11:21 AM   #42
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Quote:
Originally Posted by V13dweller View Post
I am happy to say, that the GR2 is not needed, and this is just a .SIM Patch.

...

It should be working fine now.
I have uploaded the "New Version"
Actually I was under the impression that you had confused the GR2 with the sim file while packing your mod for release.

A couple of remarks, if you don't mind:

- if your mod worked without the DC barrels sim file, maybe it is better to remove it from the mod anyway, as the reduced DC blast radius would laso reduce DC's effectiveness against subs.

- As noted in my previous post, as far as I can see your mod only affects one Kgun. Maybe other DC throwers featured in game don't cause damage to the destroyers fitted with them, but you might want to have a look into them anyway.

- When you release a new version or just a fix of one of your mods, adding a progressive version number to their name woul help users to keep track of your updates
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Old 06-08-13, 10:03 AM   #43
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Only one of the depth charge throwers needed to be changed, because both the Depth charges have had their explosive ranges decreased to 50 meters and one of the KGuns already had a minimum throw range of 55 meters. but if this interferes with the effectiveness of the depth charges, I could just increase the range of the throwers.

A less aggressive atmosphere is much better to work in.

Any more suggestions can be submitted, aggressive responses will not be accepted.
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Old 06-08-13, 10:20 AM   #44
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The only reason I changed the DCs range in IRAI was because they were effectively useless and caused no damage to the player's sub. With them having a nice large radius (60) they actually caused damage to the player's sub. Decreasing their radius to anything less than 60 will render them ineffective again and thus no threat. I actually want to increase their radius ever further to say 70 or 80. Yes the problem with escorts and destroyers blowing themselves up is there but that is not a problem of the DCs - that is a problem of the ship AI. Trying to fix an effect rather than the cause is not the way to do it. The cause is the ship AI.
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Old 06-08-13, 10:38 AM   #45
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Quote:
Originally Posted by TheDarkWraith View Post
The only reason I changed the DCs range in IRAI was because they were effectively useless and caused no damage to the player's sub. With them having a nice large radius (60) they actually caused damage to the player's sub. Decreasing their radius to anything less than 60 will render them ineffective again and thus no threat. I actually want to increase their radius ever further to say 70 or 80. Yes the problem with escorts and destroyers blowing themselves up is there but that is not a problem of the DCs - that is a problem of the ship AI. Trying to fix an effect rather than the cause is not the way to do it. The cause is the ship AI.
I understand this, I could increase the range to 65 meters as the minimum throw distance for the KGuns so the charges can pack a bigger punch if that help.
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