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Old 06-09-13, 06:27 PM   #61
V13dweller
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Quote:
Originally Posted by gap View Post
I think that the best way to do it, is releasing your mod in two parts, V13:

- increased KGuns ranges;
- decreased DC blast radius.

In this way everyone can install the part(s) which fits his own taste
I will do that today, I will create a second version and upload it using MediaFire.

But I have to get back home, which in about 7 more hours.


And like Vanila said, if the ships could be programmed to speed up after they roll the charges of the backs, this could solve the problem.

Or if a minimum target depth could be set, for example if a sub is in too hallow waters, the ship would use just it's KGuns and not it's racks, but this is just a suggestion.
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Old 06-11-13, 09:26 AM   #62
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I'm sorry, but this will have to wait until the weekend, because I have quite some work that I need to work to do.

I promise I'll have it done by the weekend.
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Old 06-16-13, 03:07 AM   #63
V13dweller
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New update released, see post 1.
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Old 08-21-13, 11:22 AM   #64
vdr1981
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Hm, my destroyers still kicking their asses , even with this fix...Maybe i need some other mod also for this mod to work properly ? Modlist is in the attachment...
Attached Files
File Type: txt Activated mods list.txt (2.3 KB, 7 views)
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Old 08-21-13, 11:59 AM   #65
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Hm, my destroyers still kicking their asses , even with this fix...Maybe i need some other mod also for this mod to work properly ? Modlist is in the attachment...
I advise you to read through whole this thread..
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Old 08-21-13, 01:11 PM   #66
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Originally Posted by volodya61 View Post
I advise you to read through whole this thread..
Yeah, tnx...I see now what you are trying to say...
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Old 08-21-13, 01:45 PM   #67
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Yeah, tnx...I see now what you are trying to say...
Yes, the solution of this issue is not so simple.. at the moment, if we want to get damage from DCs then DDs also will be damaged.. maybe someday TDW will fix it.. but for now, no..
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Old 08-27-13, 06:05 AM   #68
V13dweller
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Right now this mod will stop the destroyers damaging themselves as long as the DD is attacking a target below 50 meters deep, other than that, the depth charge will not have enough range to cause much harm.

I have done extensive testing on this, and the DD's don't often harm themselves if the target is very deep, like the Player who will often dive to depths in excess of 60 meters he will not be likely to damage himself, this is a stop gap measure until someone with the required skill can script the DD's to use their charges more wisely.

And some clarification of the DS.store debacle on previous pages, this is is NOT visible on a Mac on which I do all of my Zip-ing and uploading, I have screenshots of the DS store not being there on the dates of when the incident arose if they are needed.

An Extract from Wikipedia
".DS_Store (Desktop Services Store)is a proprietary format hidden file created by Aplle Inc's Mac OSX Operating system to store custom attributes of a folder such as the position of icon or the choice of a background image."

"Another common issue is that .DS_Store files are included in archives (such as ZIP) created by OS X users, together with other hidden files and directories. Users of other operating systems can then see those hidden files, and those can also cause problems when the archive structure is important."

I hope this clears up any previous tensions.
Because I could NOT see this on my OSX machine.

Last edited by V13dweller; 08-28-13 at 01:36 AM.
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Old 12-15-13, 12:07 PM   #69
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Quote:
Originally Posted by V13dweller View Post
Right now this mod will stop the destroyers damaging themselves as long as the DD is attacking a target below 50 meters deep, other than that, the depth charge will not have enough range to cause much harm.
Hey V13dweller, When you have some spare time please try R.S.D. v5.5 + R.S.D. - Depth Charges Fix_attempt 1 and tell me what you think...
Also, can someone explain to me why damage range of DC is affected by explosion range value from DC barrels .sim file?
Shouldn't that value affect only shake effects or something? I thought that all damage parameters are defined in .zon files...
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Old 12-16-13, 03:59 AM   #70
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I am very sorry, but I no longer have Silent Hunter 5 installed, for a long time actually. I have been very busy with work of all sorts and my PC's SSD's needed room for other things.

I am unsure if I will be able to help any further.

This mod only help destroyers from damaging themselves, but I this is only a basic fix as the destoyers often steam very slowly while dropping charges blowing themselves up and by reducing the explosion range anything attacks below 50 meters should not damage the destroyer.

Ships attacking AI subs are not benefited by this much if not at all as they do not dive very deep, especially the U-class sub.

One of the only reasons I still hang here is because I enjoy helping people and sharing my (aging) knowledge of this game with other.

My knowledge on the damage radius's are very sketchy as I used trial and error as my testbed and my usual modding is not in this format and is usually in rule.ini format for RTS games. So this mod may be completely off but the thing is, I did my best.

Last edited by V13dweller; 12-16-13 at 04:09 AM.
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Old 12-16-13, 05:22 AM   #71
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thank you very much V13dweller

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I did my best.
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