ShipPack 1.0

Yes, I'll get you a report in an email.
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I'm sure we are all eagerly awaiting the new shippack......and i am especially waiting for the longer sink times for all ships...especially the carriers
and what about the other stuff you were working on FC......the target for bombers....and the moving men as a vehicle....will these all be seperate mods or what?
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fabianfred Wrote:I'm sure we are all eagerly awaiting the new shippack......and i am especially waiting for the longer sink times for all ships...especially the carriers
and what about the other stuff you were working on FC......the target for bombers....and the moving men as a vehicle....will these all be seperate mods or what?

Razor was testing new sink times with his squad and he said he is pleased with this mod. New sink times will be part of new ship pack, in fact I can release that separately and than make corrections after people try it.

Other things you mention were supposed to be separate mods. I gave moving soldiers to Lowfighter for further development and I don't know how much he done with it. I don't have enough time to do all the stuff.

Target object is simple to make but some testing is needed for adjusting its properties. Again, time is main problem.

FC
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Well thank you very much for the time you ARE giving us......even if we got nothing more from you we would be very grateful for what we have already :lol:
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Here is link for increased sink times. This is not final version. I'm interested to know how much different sink times are between the ships. So if you download this test mod please report your experience and tell me what should I do to improve this feature.

http://rapidshare.com/files/116989576/SinkTime.zip

Installation: It's best to extract these files as separate mod inside Mods folder. That way it will be easiest to remove them when final version is released.

FC
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Thanks... I'll be busy testing them today Big Grin

tested a few ....the destroyers and carriers and cruiser take a good ten times what they used to...perfect Big Grin


only the ships from the ship pack 1 now seem to go down quickly....lol

and now we get to see the smoke from a destroyed ship for longer too....before, they only gave off smoke just as they received enough damage to sink them, so before you knew it they were underwater and the smoke was out.....especially good with the damage mod because of all the secondary fires and smoke from smaller damages too
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I just played my ultimate Pearl Harbor mission and it was great..... none of the BB's had gone down before the mission ended, nor the DD's which were sinking...
along with the new AAA explosions and sounds it was chaos......smoke and the thunder of explosions everywhere :lol:
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I have tested it.
For me, a little ship is too long to sink.

Is it possible to adjust different delays for each ship's type ?
Your setting are perfect for Battle Ships, Aircraft carrier. But I think it is very long for un Destroyer or un Cargo.

For me (in comparaison to Oleg's time) :
BB, CV = time x 10
Cruisers = time x 7
Destroyers = time x 5
Cargos and little ships : time x 3

What do you think about this ?
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Cat_Mouth Wrote:I have tested it.
For me, a little ship is too long to sink.

Is it possible to adjust different delays for each ship's type ?
Your setting are perfect for Battle Ships, Aircraft carrier. But I think it is very long for un Destroyer or un Cargo.

For me (in comparaison to Oleg's time) :
BB, CV = time x 10
Cruisers = time x 7
Destroyers = time x 5
Cargos and little ships : time x 3

What do you think about this ?

Thanks for feedback. Sink time is supposed to be different each time. So It should be possible for ships to sink fast sometime and slow the other time.

This mod affect only ships from Ships.ini, ships from Technics.ini are using different files and their sink times have been altered in ShipPack1 but difference between original and increased sink times were not that big as in this mod.

I would like to hear more opinions to see if there is a expected difference in sink times or not. Anyway I'll definitely change few parameters in final version and your opinions can influence these changes.

FC
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Well...for me i am happy with this for now.....I would rather they were too long than too quick

as Cat Mouth said the big ships are perfect...the destroyers could be a little faster.

if the ships from first shippack are brought up to the same scale as this it will be truly excellent.

You have given me what i have asked for on the Ubi boards for years :wink:
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Hi, sorry if this has been covered. I've been having problems trying to install the ship pack 1 and get a crash at 70% each time. I have the damage mod and cut & pasted the additions to the ini files as per the instructions, transferred to corresponding locations on notepad.
Still, crash at 70%. If I disable the modified ini files the game runs, but of course the ship pack is not available in FMB.

What do I do?
Soundmod 93, followed basic installation guidelines as vpmedia's thread, with the aaa mod packs and so on. Latest wrapper and ac installer.

It seems to me the damage mod and the ship pack still conflict, even with the changes to the ini files. Is there some other edit I could do, I want to keep the damage mod and really want the new ships too.
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vanir Wrote:Hi, sorry if this has been covered. I've been having problems trying to install the ship pack 1 and get a crash at 70% each time. I have the damage mod and cut & pasted the additions to the ini files as per the instructions, transferred to corresponding locations on notepad.
Still, crash at 70%. If I disable the modified ini files the game runs, but of course the ship pack is not available in FMB.

What do I do?
Soundmod 93, followed basic installation guidelines as vpmedia's thread, with the aaa mod packs and so on. Latest wrapper and ac installer.

It seems to me the damage mod and the ship pack still conflict, even with the changes to the ini files. Is there some other edit I could do, I want to keep the damage mod and really want the new ships too.

Try to disable destruction mod and than install ship mod to see if it will work . If it work than we have to find where is conflict between destruction and ships, if it doesn't than conflict is somewhere else.

You can see that author of Destruction mod, Fabianfred, is using Ship mod so it's possible to use both.

==========

There are 17 downloads of new sink times and only two feedbacks, is it really that hard to write your opinions?


FC
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[quote="FC
There are 17 downloads of new sink times and only two feedbacks, is it really that hard to write your opinions?

FC[/quote]

There are too many consumers here...and not enough providers... too lazy to write except when complaining they 'want this' and 'when are we getting that'....

about fifty people have downloaded my Thailand map and I've only had feedback from about three....
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CVLs will be great with Fireball's Carrier MOD
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Well, 1 comment out of 50 downloads is usual, in my experience as mission builder.

I have downloaded this mod a few days ago, but only got to test it right now, so here i am for a bit of criticism:

-it works ! i like very much the delay between boat stopping and water flooding.

-it may be improved (if you have control): once the tail is up (30/45
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