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Fighting Steel Project Ver. 9.5 Released!

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The latest installment of Fighting Steel project, ie; version 9.5 has been released. Here's what Christopher Dean, NWS Team Director / Projects Designer, has to say about it...

 

FIGHTING STEEL PROJECT V9.5 IS NOW RELEASED!

 

*** DOWNLOAD THE PLAYERS MANUAL FIRST BEFORE INSTALLING V9.5 TO READ

UP ON ALL THE LATEST UPDATES AND DETAILS! ****

 

http://games.groups.yahoo.com/group/NWS-FSP/files

 

Go here to download the update;

 

http://games.groups.yahoo.com/group/NWS-FSP/links

 

FSP V9.5 CD FOR DONATIONS START SHIPPING TOMMOROW AND MONDAY! To order your CD go here;

 

http://www.navalwarfare.org/~content/fs.html

 

NOW GO KICK SOME NAVAL ASS ALREADY!! ;-)

 

Thanks for everyones support and patience and we hope you enjoy this

major update to the FSP series!

 

Take care

Christopher Dean

NWS Team Director / Projects Designer

 

 

This is what the updated manual says for updates, note the new ship classes at the bottom!

 

 

FIGHTING STEEL PROJECT UPDATE HISTORY

FSP v9.5 UPDATES

1) Royal Sovereign class main gun changed to 20-degree-elevation version of 15"/42.

2) Horizontal (deck) penetration values shown for some guns were too low, this has been corrected.

3) Deck armor value on Scharnhorst (and Scharnhorst_15) changed to 5.1".

4) Front turret armor for IJN Takao and Agano corrected to 1.5" from the old 3" value.

5) Deck armor values for Mogami, Takao, and Nachi corrected (wrong modifier was applied in their calculations).

6) Ammo loads for IJN Furutaka and Aoba altered, they normally carried about 100rpg + illumination rounds.

7) IJN Yamato secondary turret armor reduced to 1.3", and only AP rounds now carried for its 6.1" gun.

8) Missing names on ship viewer for RM 'Doria' class added.

9) 2D Graphic for RM 'Abruzzi' (used for ship viewer) corrected.

10) Hit-chances shown in gunnery log now rounded to 2 decimal places, makes gunnery log easier to read.

11) New display system for structure damage, that more accurately demonstrates the way structure loss affects the ship.

The structure damage display on the ship data tag will now show either a green, yellow, orange, or red superstructure 'icon', depending

upon how badly damaged the structure is. Green is light or no damage (<=25% structure loss), yellow is moderate damage (26-50%),

orange is serious damage (51-75%), and red is critical damage (76% + damage).

There is a switch added in the 'DbzLib.ini' file that allows you to switch back to the original structure damage (with the squares showing 2% damage each): Change the line that reads 'TAGS= 1' to 'TAGS= 0' to show the original game structure-loss tag.

12) Progressive flooding. Ships can now sustain damage that causes progressive flooding, which like ship fires in the game can grow

worse or be contained by the crew. Flooding levels are from level 1 (minor flooding) to level 5 (critical flooding). Nationality does affect the ability to control flooding, much like for controlling fires. Flooding will generally be worse the faster you go and the worse the sea state is.

13) Ships are now limited as to what speed they can safely sustain without causing additional flooding (assuming they have suffered any flooding damage). The ships new max speed will automatically be set to this maximum safe speed if you sustain flooding.

14) AI changes for AI 'fishtailing' in single-ship combat. This should also give more sensible AI ship courses while firing.

15) Fixed CTD at end of campaign (January 1943 date).

16) Searchlight on/off commands should work more logically. The AI will still not use searchlights at present; this will be added in a near-future update.

17) System hit modifier based on ship class and shell size added.

18) New punch thru routine added -- the odds of a punch-thru is now more in line with previous research done by Nathan Okun, and more recent research and calculations by the NWS staff.

19) Penetration values for HE shells now based on shell diameter and type of armor struck. This will give much more accurate penetration values for HE shells.

20) System hits now possible with dud/punch thru shells -- The odds of the dud/pass-through shell causing system damage depends upon a comparison between shell size and the size of the ship area hit: for example, a 14" shell dud/pass-through shell striking an unarmored 5" gun mount is very likely to knock the mount out, while a 5" shell hitting an 11" gun mount is much less likely to knock

it out.

21) Flotation damage chance modified with range for hull hits -- at very close ranges the odds of obtaining a hull hit that causes flooding is decreased, while at longer ranges the odds of a hull hit causing flooding will increase.

22) Bombardment scores should now work correctly in bombardment missions.

23) The brief flash of ships name & icon in some situations (when it should not be seen) has been fixed, at least for most occurrences.

24) Obscure torpedo firing CTD fixed.

25) Shell splashes will now show up based on how accurate the salvo was: if the salvo is a straddle, the salvo will appear in a pattern around the ship, while if the salvo did not straddle it will appear in a pattern away from the ship, the less accurate the salvo the farther from the target the salvo lands. Please note that in very rare cases a "missed" salvo may appear near or around another ship (other than the target), but this has no affect at this point.

26) Scharnhorst 15 (15" variant) -- an error in the model caused only one gun per main turret to fire -- this has been fixed.

27) KM light cruisers (K-Class, Leipzig, Nurnberg) main battery ammo load out corrected.

28) New ship classes for FSP 9.5:

RM Cavour BB, RM Soldati I DD, RM Soldati II DD,

SU Sovetskii Soyuz BB, SU Gangut BB, SU Kronstadt BC, SU Kirov CA, SU Gnevnyi DD

Note that the Soldati classes can be used to represent other RM DDs, as some other classes were very similar.

 

The Russians are here! The RM navy is "Regia Marina", the Italians, who already have ships in the game, so these are icing on the cake gents. I'll post some screens as soon as I get the update, I ordered the CD, but Im gonna go ahead and download it today. The file is about 45MB so not too huge. Nice thing about older games, eh? cant wait! ;) :o

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There were some minor glitches in the 9.5 installer that became IMMEDIATELY apparent. The team stayed up late last nite fixing it and VIOLA! there is a NEW installer out NOW called version 9.51. So make sure you get the right one. I played a game lastnite, the Iowas against the Yamatos, yes, you heard right. It was an ugly, brutal fight...The Japs...wait, I aint gonna tell you. you'll just have to read my AAR...hehe. :D

 

iowas.jpg

 

yamato.jpg

 

Here's what William Miller had to say...

 

Date: Sat, 22 May 2004 17:37:41 -0000

From: "wmiller144" <w-miller@sbcglobal.net>

Subject: FSP 9.5 -- update on status..please read...

 

Hello,

 

We have fixed the installer issues, and have fixed the error

with the ship count that caused the error messages that some

players reported. We are currently working on fixing the

Random Battle Generator issue, which at this point appears

to be due to data corruption in the campaign file.

 

When the randon battle generator issue is resolved, we will

post a new installer. In order to avoid confusion, this new

version will be named FSP v9.51 -- this way you will know for

certain (by checking the splash screen) that you have downloaded

and installed the fixed verision.

 

We do thank you for your patience and understanding on this

unfortunate delay in the release.

 

William Miller

Assistant Director\

Projects Developer

NWS

 

and later on...

 

 

Date: Sat, 22 May 2004 19:06:08 -0000

From: "wmiller144" <w-miller@sbcglobal.net>

Subject: *** FSP 9.51 now uploaded ***

 

Helllo,

 

FSP v9.51 has been uploaded and will be ready for download by the

time this message is posted (this is both the English and German

installers). To the best of our knowledge all reported v9.5 issues

have been resolved -- both installer and game issues.

 

Thank you for your patience, and we hope you enjoy the (now properly

working!) game.

 

William Miller

Assistant Director\

Projects Developer

NWS

 

Allright...time for a big group hug...Im so haaaaaaaappy! :D

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