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Old 08-13-07, 01:55 PM   #76
Ducimus
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Great work Wenersobe!

I really love your mod. I have one question and one observation for you.

Question:
Why is double torpedo damage neccessary? What do you think would happen if i ran your mod with normal torpedo damage?


Observation:
I noticed in the single mission you have set up, that the tanker, after about 20 mins or so, seems to spontaniously combust, all on its own.
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Old 08-13-07, 02:15 PM   #77
Wokcus
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Thanks Werner!

I just wanted to add my thanks here to Werner for all his hard work. I downloaded this last night and tried it out. It's a huge improvement over the stock game and adds immensely to both the immersion and replayability. Awesome job!
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Old 08-13-07, 02:45 PM   #78
Bluesub 6
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It work really fine!
Great Mod Werner
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Old 08-13-07, 03:24 PM   #79
Fish40
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I'm useing RFB, and I'm afraid that this mod conflicts with some of the changes incorporated in RFB. Apparently, RFB also changes the damage files, as well as a torpedo file( JSGME warned of the conflict). What would happen if I overide the RFB changes with this mod?
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Old 08-13-07, 03:43 PM   #80
Misfit138
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Quote:
Originally Posted by Fish40
I'm useing RFB, and I'm afraid that this mod conflicts with some of the changes incorporated in RFB. Apparently, RFB also changes the damage files, as well as a torpedo file( JSGME warned of the conflict). What would happen if I overide the RFB changes with this mod?
I made the torpedo file compatible with this mod. Used that RFB file as a base

http://files.filefront.com/NSM3+hard.../fileinfo.html
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Old 08-13-07, 03:56 PM   #81
direland69
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WernerSobe, this is fantastic! I'm amazed at how your contribution has changed the mechanics of the game. If there ever is a SH5, UBI should be offering you a job.

Thank you so much for your efforts. I could never play SH4 without it now.
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Old 08-13-07, 04:25 PM   #82
C DuDe
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Quote:
Originally Posted by Ducimus
Great work Wenersobe!

I really love your mod. I have one question and one observation for you.

Question:
Why is double torpedo damage neccessary? What do you think would happen if i ran your mod with normal torpedo damage?


Observation:
I noticed in the single mission you have set up, that the tanker, after about 20 mins or so, seems to spontaniously combust, all on its own.

OK,

Going to DL it just after typing this .

Very nice stuff indeed WernerSobe, very nice!!!

I was happy enough with the 25% increase in torpedo power but if I read the above quote correctly the damage increase is 100% more then the stock game.

I'm not complaining just wondering about it, if by any very slim chance I'd like to switch back to 25%, would that be a possibility?

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Old 08-13-07, 04:53 PM   #83
leovampire
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Default Wenersobe have a question / problem

I just installed your mod and went to my sabe where I am working on my LBO rework in the east china sea and when I went to check my changes saw this:



Why is there smoke in the middle of the ocean next to my sub?
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Old 08-13-07, 05:19 PM   #84
tater
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This was posted at the zoo of a dinsdale sinking using your mod:

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Old 08-13-07, 06:02 PM   #85
billko
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Quote:
Originally Posted by tater
This was posted at the zoo of a dinsdale sinking using your mod:

Now *that's* what i call being blown out of the water! :rotfl:

Seriously, though - I'd trade an occasional oddity like this for everything else this mod does.
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Old 08-13-07, 06:09 PM   #86
Digital_Trucker
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Musta been one of them there "nuclear" torpeders!:rotfl:

Seriously, I agree with billko, this kind of oddity is well worth enduring to have the enjoyment/immersion provided by the mod.

Now, exactly how was that set up, I'd like to reproduce it (a couple thousand times).
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Old 08-13-07, 06:09 PM   #87
tater
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Maybe the subchaser has no mass?
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Old 08-13-07, 06:11 PM   #88
Digital_Trucker
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Sorry, couldn't resist, but maybe the cargo was helium?
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Old 08-13-07, 06:12 PM   #89
tater
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Hydrogen
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Old 08-13-07, 06:17 PM   #90
leovampire
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Default it's the torpedo mod

try running it at stock levels tater then sink the dinsdale
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