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View Full Version : [REL] Depth Charge Shake


nvdrifter
03-20-07, 11:50 PM
Updated Version 1.02

**Mod Release** SH4 v1.3 Depth Charge Shake v1.02 for use with Trigger Maru v1.6.5


SH4 v1.3 Depth Charge Shake v1.02 for use with Trigger Maru v1.6.5

--------------------------------------------------------------------------------------------------------------

Changes in v1.02:

-Updated necessary files to be compatible with SH4 v1.3

-Updated necessary files to be compatible with Trigger Maru v1.6.5

-Slightly less shake when cruising on the surface in rough seas

*Please note* You can still use this mod even if you don't have the Trigger Maru mod installed. But please remember you will get some features from the Trigger Maru mod when installing Depth Charge Shake v1.02, including changed sub stats, changed bomb stats, and changed depth charge stats. This mod is not compatible with Run Silent Run Deep Campaign mod (Thanks Dr. Beast)



Features in v1.02:

A) Much less submarine side to side rolling action-

This was done to get the right depth charge shaking effect. Please be aware that it does also tone down the rolling action while cruising on the surface. There was no way to avoid this, as the submarine will roll the same whether on the surface or submerged. If you really don't want to lose the side to side surface rolling action, then you can delete the submarine folder in Depth Charge Shake v1.01 before installing. But if you decide to do this, please be aware that the interior cameras may act strange when the heavy side to side rolling motion starts (especially when using the realistic version).


B) Estimating explosion range-

Depth Charge explosion impulse range is set at 70 meters distance in this mod (approximately 210 feet). Please note that impulse explosion is not the same as blast damage, it just means the shockwave of the explosion. Bomb explosion impulse range is set at between 70-100 meters distance (approximately 210-300 feet). You can calculate how close depth charges are exploding to your sub by how much it shakes. The farther away the explosion is, the less your sub will shake. The closer it is, the more it will shake. Please be aware that your sub can shake violently without actuallytaking any damage. If you are hearing explosions from depth charges, but your sub isn't shaking, then this means that the depth charges are farther than 70 meters away from you sub. This may also mean that the enemy escort has *possibly* lost contact with you. It all depends.


**Everyone please note that I put many hours of playtesting and tweaking into this simple (?) mod to try to find the right balance and effect. I had to make a few compromises due to camera limitations and other things, but I still hope everyone will experience some new fear and excitement in SH4 when using this mod.** ;)


--------------------------------------------------------------------------------------------------------------



Hello fellow SH4 players. Has it ever bothered you that when you are are being depth charged or bombed in SH4, the close falling charges or bombs never seem to shake your submarine? Well, it has always bothered me. That gentle rocking back and forth when being blasted with depth charges just doesn't convince me of the immense danger outside of my iron tube. This mod was released to deal with that missing feature. With Depth Charge Shake v1.02, your submarine will shake from nearby exploding depth charges... I mean REALLY shake. ;) If the charge or bomb explodes fairly close to your submarine, it will shake quite violently. This does not automatically mean that your submarine is taking damage, but there is a good chance that it is.Farther away depth charges may only slightly shake the u-boat or not at all. I hope this mod models nearby explosion shock waves striking the submarine and extreme compartment vibrations/ shaking fairly well.

Hopefully now you feel like your submarine is taking damage, and the big question... "How much longer can she hold together?". I hope Depth Charge Shake v1.02 will immerse you even more into SH4. Turn up your speaker volume and hold onto something tight!

Download updated version here:

http://hosted.filefront.com/aragorn155/2115795

CCIP
03-21-07, 12:26 AM
Haha, nice!

Great to see this one aboard. Since I mainly used a non-GWX config, I couldn't really enjoy this with SHIII - but now I can throw it in right away. Excellent work! :up:

Barkhorn1x
03-21-07, 06:38 AM
Excellent.

Thanks.

P_Funk
03-21-07, 08:23 AM
The way you say "Has it ever bothered you how..." makes it sound as if this has been plaguing you for months. :rotfl:

Crosseye76
03-21-07, 11:49 AM
Very cool !!

nvdrifter
03-22-07, 01:34 AM
The way you say "Has it ever bothered you how..." makes it sound as if this has been plaguing you for months. :rotfl:

It had been bothering me for months. You must be psychic! :p

Aimbot
03-22-07, 03:36 PM
I'm assuming it's compatable with 1.1?

CCIP
03-22-07, 11:45 PM
I'm assuming it's compatable with 1.1?

Bump for this question!

nvdrifter
03-22-07, 11:54 PM
Please stand by. We are having technical difficulties. :doh:

nvdrifter
03-23-07, 12:01 AM
I reinstalled v1.1 patch and it *appears* that the patch doesn't modify the Cameras.dat file. I also playetested DCS v1.0 mod with SH4 v1.1 and the camera shakes a lot. All should be well.

CCIP
03-23-07, 01:21 AM
Alright, I think you might be wrong. I'm getting a bunch of Camera-related errors that say "Camera Manager: No behaviour defined for camera type ## (numbers 30 through 36)" on mission load, though you can eventually get into the mission.

I think you should look over the Cameras file again.

nvdrifter
03-23-07, 01:49 AM
Alright, I think you might be wrong. I'm getting a bunch of Camera-related errors that say "Camera Manager: No behaviour defined for camera type ## (numbers 30 through 36)" on mission load, though you can eventually get into the mission.

I think you should look over the Cameras file again.

I noticed that, too. I thought it was something else. Will look into it.

nvdrifter
03-23-07, 10:36 AM
Updated Version 1.01

**Mod Release** Depth Charge Shake v1.01 for use with SH4 v1.1


Depth Charge Shake v1.01 for use with SH4 v1.1

--------------------------------------------------------------------------------------------------------------

Changes in v1.01:

-Updated necessary files to be compatible with SH4 v1.1

-removed 'insane' shake version. There now is only one shaking version.



Features in v1.01:



A) Much less submarine side to side rolling action-

This was done to get the right depth charge shaking effect. Please be aware that it does also tone down the rolling action while cruising on the surface. There was no way to avoid this, as the submarine will roll the same whether on the surface or submerged. If you really don't want to lose the side to side surface rolling action, then you can delete the submarine folder in Depth Charge Shake v1.01 before installing. But if you decide to do this, please be aware that the interior cameras may act strange when the heavy side to side rolling motion starts (especially when using the realistic version).


B) Estimating explosion range-

Depth Charge explosion impulse range is set at 70 meters distance in this mod (approximately 210 feet). Please note that impulse explosion is not the same as blast damage, it just means the shockwave of the explosion. Bomb explosion impulse range is set at between 70-100 meters distance (approximately 210-300 feet). You can calculate how close depth charges are exploding to your sub by how much it shakes. The farther away the explosion is, the less your sub will shake. The closer it is, the more it will shake. Please be aware that your sub can shake violently without actuallytaking any damage. If you are hearing explosions from depth charges, but your sub isn't shaking, then this means that the depth charges are farther than 70 meters away from you sub. This may also mean that the enemy escort has *possibly* lost contact with you. It all depends.


**Everyone please note that I put many hours of playtesting and tweaking into this simple (?) mod to try to find the right balance and effect. I had to make a few compromises due to camera limitations and other things, but I still hope everyone will experience some new fear and excitement in SH4 when using this mod.** ;)


--------------------------------------------------------------------------------------------------------------



Hello fellow SH4 players. Has it ever bothered you that when you are are being depth charged or bombed in SH4, the close falling charges or bombs never seem to shake your submarine? Well, it has always bothered me. That gentle rocking back and forth when being blasted with depth charges just doesn't convince me of the immense danger outside of my iron tube. This mod was released to deal with that missing feature. With Depth Charge Shake v1.01, your submarine will shake from nearby exploding depth charges... I mean REALLY shake. ;) If the charge or bomb explodes fairly close to your submarine, it will shake quite violently. This does not automatically mean that your submarine is taking damage, but there is a good chance that it is.Farther away depth charges may only slightly shake the u-boat or not at all. I hope this mod models nearby explosion shock waves striking the submarine and extreme compartment vibrations/ shaking fairly well.

Hopefully now you feel like your submarine is taking damage, and the big question... "How much longer can she hold together?". I hope Depth Charge Shake v1.01 will immerse you even more into SH4. Turn up your speaker volume and hold onto something tight!

Download updated version here:

http://hosted.filefront.com/aragorn155/

CCIP
03-24-07, 08:06 PM
Good, it's all fine now.

A deserved bump :up:

OneTinSoldier
03-24-07, 11:29 PM
You make great mods nvdrifter! :yep:

Thank's for making and sharing them with us. :)

nvdrifter
03-25-07, 12:46 AM
You make great mods nvdrifter! :yep:

Thank's for making and sharing them with us. :)

Thanks for the compliment. :D

jean74
03-25-07, 02:38 PM
Hi

Many thanks for this exceptionnal work !!!

Maybe you could add "light flicking" so that DD attacks would be more realistic.

What do you think about it ?

Best regards

Jean (french sailor)

Aimbot
03-25-07, 04:46 PM
Hi

Many thanks for this exceptionnal work !!!

Maybe you could add "light flicking" so that DD attacks would be more realistic.

What do you think about it ?

Best regards

Jean (french sailor)
This is already one of my favorite mods, but flicking lights would make it a must have.

melendir
03-28-07, 08:50 AM
Great mod :)

nvdrifter
03-28-07, 08:55 AM
Hi

Many thanks for this exceptionnal work !!!

Maybe you could add "light flicking" so that DD attacks would be more realistic.

What do you think about it ?

Best regards

Jean (french sailor) This is already one of my favorite mods, but flicking lights would make it a must have.

The lights do flicker when the sub gets hit with depth charges.

StandingCow
03-28-07, 08:59 AM
Is this shake realisic? ROFL JK JK!!!

Thank you NV :D

nvdrifter
03-28-07, 09:01 AM
Is this shake realisic? ROFL JK JK!!!

Thank you NV :D

Realism.. what's that? :damn::damn::damn:

:rotfl:

OmegaMan
03-28-07, 01:31 PM
Hi.
Where download this Mod. The link it is empty??????
Regards

xittix
03-28-07, 02:10 PM
Yaaaar Matey!!

Yer file's been looted and it's missin!!


Yaaaar!

:arrgh!:

t0maz
04-18-07, 03:23 PM
Thx man!

REQ for 1.2 compatible :rock:

CCIP
04-18-07, 09:40 PM
I believe it is. At least I'm using it with 1.2 no problem :hmm:

t0maz
04-20-07, 02:33 PM
But Data\Library\Cameras.dat was modified by patch.
Also it would be wonderfull if there will be "Realistic Battery Life" compatible version of mod :rock:

Those 2 are in my favorites mods but .sim files conflicting. :huh:

goose814
05-15-07, 08:01 AM
Can you tell me where this available at. It doesn't seem to be at the original link. Thankyou.

Gus

MaxT.dk
05-15-07, 12:39 PM
The author of this mod has removed all of this mods/files when he left this forum

Uber Gruber
05-15-07, 12:58 PM
Why did he leave the forum ? He was a good modder and has been around for while. I smell fish!:nope:

ReallyDedPoet
05-15-07, 01:01 PM
http://www.subsim.com/radioroom/showpost.php?p=521865&postcount=15

He got fed up , have a look here:roll:. To bad, his mods are great.

RDP

MaxT.dk
05-15-07, 01:06 PM
Actually I never seen that bad behaviour that he was talking about... But yeh, I guess he knows better :dead:

Uber Gruber
05-15-07, 01:57 PM
mmmmm.....well i hope he comes back, i've never really experienced any abuse or bad attitudes to be honest. Sure some people vent steam about SHIV but then who can blame them. Also, its an international community and the base language is english, some people who have english as a second language can sometimes sound a little "abrupt" but hey, they're trying so cut them some slack. I wouldn't have a hope in hell of sounding diplomatic if I tried to post in latvian for example.

And finally there are some people who are just damn right stupid and rude, but feck them!

Anyway, hope he comes back cos his work is very good. :up:

Horsemann
11-14-07, 01:28 AM
Excuse, but on your page http://hosted.filefront.com/aragorn155/ , this mod is in a folder SH3 Mods... :hmm: I have loaded it, being assured, that it is true... I have not used it yet, but may I use this mod with SH3?

Laffertytig
11-14-07, 03:23 AM
does that download u see work with SH4?

nvdrifter
11-14-07, 08:34 AM
Actually, that depth charge shake file listed is the one for SH3 and won't work with SH4. If anyone has any of my old SH4 mods or tweak files I made, please pm me and I would like to re-host them again. My backup disk accidentally got thrown out and I don't have them any more. Thanks. :yep:

nvdrifter
11-14-07, 08:40 AM
But in the meantime, I will go ahead and re-release a new Depth Charge Shake version for SH4. Now if I could just find that cameras tweak file.

Oh, and about the past... all is forgotten.

ReallyDedPoet
11-14-07, 08:42 AM
Nice to see you back here nvdrifter :yep:, you do some great work :up:, hopefully there is more to come.


RDP

nvdrifter
11-14-07, 08:45 AM
Nice to see you back here nvdrifter :yep:, you do some great work :up:, hopefully there is more to come.


RDP

Thanks reallydedpoet. I was burned out modding. Between modding SH3 and SH4 it just became too much. Needed a long break. This time around I am going to try and stick with smaller mods and not get burned out. Looks like a lot of great mods have already been released for SH4. :D

ReallyDedPoet
11-14-07, 08:54 AM
Nice to see you back here nvdrifter :yep:, you do some great work :up:, hopefully there is more to come.


RDP
Thanks reallydedpoet. I was burned out modding. Between modding SH3 and SH4 it just became too much. Needed a long break. This time around I am going to try and stick with smaller mods and not get burned out. Looks like a lot of great mods have already been released for SH4. :D

Whatever you do nv, I am sure it will add to the experience. Again, welcome back.


RDP

nvdrifter
11-14-07, 08:59 AM
Nice to see you back here nvdrifter :yep:, you do some great work :up:, hopefully there is more to come.


RDP
Thanks reallydedpoet. I was burned out modding. Between modding SH3 and SH4 it just became too much. Needed a long break. This time around I am going to try and stick with smaller mods and not get burned out. Looks like a lot of great mods have already been released for SH4. :D
Whatever you do nv, I am sure it will add to the experience. Again, welcome back.


RDP

Again, thanks. Good to be back. ;) Also, I found my mod tools pack re-hosted here:
http://www.subsim.com/radioroom/showpost.php?p=524069&postcount=38

Looks like all wasn't lost. Thanks Captain Cox!

DrBeast
11-14-07, 09:06 AM
Now, if CaptainCox would return too... I've only been at this forum for about a month, but judging by the work you and CaptainCox have done, well, hats off to you gents!

nvdrifter
11-14-07, 09:07 AM
Now, if CaptainCox would return too... I've only been at this forum for about a month, but judging by the work you and CaptainCox have done, well, hats off to you gents!

Captain Cox left? Hmm, didn't know that. But of course, I was gone too!

ReallyDedPoet
11-14-07, 09:09 AM
I think CC had some RL stuff to do, hopefully he will return to the fold.


RDP

Laffertytig
11-14-07, 09:09 AM
yeah good to see u back, your depth charge shake mod was a stick on for me in SH3. any ideas how long till a SH4 version will be around?

nvdrifter
11-14-07, 09:14 AM
yeah good to see u back, your depth charge shake mod was a stick on for me in SH3. any ideas how long till a SH4 version will be around?
Thanks Laffertytig. It will probably be out in a few days after some testing. That is if I still remember how to mod! :p

DrBeast
11-14-07, 09:22 AM
You might to start preserving your energy from now, nvdrifter, what with the patch just around the corner. ;)
I've dabbled with modding at a fairly basic/amateur level (for personal use), but even that piece of amateur stuff is a headache to check and make compatible for patch releases, so I really sympathize with you guys who have a boatload of modifications to go through and make sure they're patch-compatible.

nvdrifter
11-14-07, 09:30 AM
You might to start preserving your energy from now, nvdrifter, what with the patch just around the corner. ;)
I've dabbled with modding at a fairly basic/amateur level (for personal use), but even that piece of amateur stuff is a headache to check and make compatible for patch releases, so I really sympathize with you guys who have a boatload of modifications to go through and make sure they're patch-compatible.
You are right. Whenever they release a new patch, it is hell for the modders because a lot of times mods have to be re-done again. And tweak files sometimes become unusable. I think that is the main reason I got burned out- making all those tweak files. Boring as hell. :doh: But hopefully the Depth Charge Shake mod probably won't be affected by patch 1.4 :D

leovampire
11-14-07, 04:58 PM
You might to start preserving your energy from now, nvdrifter, what with the patch just around the corner. ;)
I've dabbled with modding at a fairly basic/amateur level (for personal use), but even that piece of amateur stuff is a headache to check and make compatible for patch releases, so I really sympathize with you guys who have a boatload of modifications to go through and make sure they're patch-compatible.
You are right. Whenever they release a new patch, it is hell for the modders because a lot of times mods have to be re-done again. And tweak files sometimes become unusable. I think that is the main reason I got burned out- making all those tweak files. Boring as hell. :doh: But hopefully the Depth Charge Shake mod probably won't be affected by patch 1.4 :D

I think you will find getting a shake rattle and roll easier now with the adjustments I made to the sub's with the center of gravity change. They pitch lean and roll much easier now.

nvdrifter
11-15-07, 12:04 AM
Ok everyone. Here is my updated Depth Charge Shake mod- ;)

Updated Version 1.02

**Mod Release** SH4 v1.3 Depth Charge Shake v1.02 for use with Trigger Maru v1.6.5


SH4 v1.3 Depth Charge Shake v1.02 for use with Trigger Maru v1.6.5

--------------------------------------------------------------------------------------------------------------

Changes in v1.02:

-Updated necessary files to be compatible with SH4 v1.3

-Updated necessary files to be compatible with Trigger Maru v1.6.5

-Slightly less shake when cruising on the surface in rough seas

*Please note* You can still use this mod even if you don't have the Trigger Maru mod installed. But please remember you will get some features from the Trigger Maru mod when installing Depth Charge Shake v1.02, including changed sub stats, changed bomb stats, and changed depth charge stats. This mod is not compatible with Run Silent Run Deep Campaign mod (Thanks Dr. Beast)



Features in v1.02:

A) Much less submarine side to side rolling action-

This was done to get the right depth charge shaking effect. Please be aware that it does also tone down the rolling action while cruising on the surface. There was no way to avoid this, as the submarine will roll the same whether on the surface or submerged. If you really don't want to lose the side to side surface rolling action, then you can delete the submarine folder in Depth Charge Shake v1.02 before installing. But if you decide to do this, please be aware that the interior cameras may act strange when the heavy side to side rolling motion starts (especially when using the realistic version).


B) Estimating explosion range-

Depth Charge explosion impulse range is set at 70 meters distance in this mod (approximately 210 feet). Please note that impulse explosion is not the same as blast damage, it just means the shockwave of the explosion. Bomb explosion impulse range is set at between 70-100 meters distance (approximately 210-300 feet). You can calculate how close depth charges are exploding to your sub by how much it shakes. The farther away the explosion is, the less your sub will shake. The closer it is, the more it will shake. Please be aware that your sub can shake violently without actually taking any damage. If you are hearing explosions from depth charges, but your sub isn't shaking, then this means that the depth charges are farther than 70 meters away from you sub. This may also mean that the enemy escort has *possibly* lost contact with you. It all depends.


**Everyone please note that I put many hours of playtesting and tweaking into this simple (?) mod to try to find the right balance and effect. I had to make a few compromises due to camera limitations and other things, but I still hope everyone will experience some new fear and excitement in SH4 when using this mod.** ;)


--------------------------------------------------------------------------------------------------------------



Hello fellow SH4 players. Has it ever bothered you that when you are are being depth charged or bombed in SH4, the close falling charges or bombs never seem to shake your submarine? Well, it has always bothered me. That gentle rocking back and forth when being blasted with depth charges just doesn't convince me of the immense danger outside of my iron tube. This mod was released to deal with that missing feature. With Depth Charge Shake v1.02, your submarine will shake from nearby exploding depth charges... I mean REALLY shake. ;) If the charge or bomb explodes fairly close to your submarine, it will shake quite violently. This does not automatically mean that your submarine is taking damage, but there is a good chance that it is.Farther away depth charges may only slightly shake the u-boat or not at all. I hope this mod models nearby explosion shock waves striking the submarine and extreme compartment vibrations/ shaking fairly well.

Hopefully now you feel like your submarine is taking damage, and the big question... "How much longer can she hold together?". I hope Depth Charge Shake v1.02 will immerse you even more into SH4. Turn up your speaker volume and hold onto something tight!

Download updated 1.02 version here:

http://hosted.filefront.com/aragorn155/2115795

(http://hosted.filefront.com/aragorn155/)

leovampire
11-15-07, 12:48 AM
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.

nvdrifter
11-15-07, 01:51 AM
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.
Yeah, the only 3 library files that are changed are the Bomb/Depth Charge sim files and the cameras.dat file. The sub.sim files can be left out, but I changed the center of gravity to make the shaking effect better. So the lower center of gravity is highly recommended to get the right effect. Looks strange without it. If people are using different mods besides Trigger Maru, they can use Mini Tweaker and change the CG in the sub.sim files themselves. The line I changed in each sub file was the gc_height= 0.58

The original sub CG's were way too high with too much roll to get the right shaking effect for my mod.

nvdrifter
11-15-07, 02:08 AM
I'm also thinking about making a Real Fleet Boat compatible version of Depth Charge Shake (by using the RFB sub.sim files). Not sure, though.

swdw
11-15-07, 02:27 AM
I'm also thinking about making a Real Fleet Boat compatible version of Depth Charge Shake (by using the RFB sub.sim files). Not sure, though.
Hang on for a little bit. THe RFB sub files are going to undergo a few changes in the next few days. Leo's center of gravity change will be one of them.

WIll let you know when that's posted so you can play with the new files.

Oh I forgot, Beery was hoping someone would "pick up RFB and run with it". So I'm trying to gather a few people into helping with changes to RFB. So if you want to work on small projects and know of something small n RFB that could use some changing, you're more than welcome to let us know what you're doing and run with the idea. I'm trying to help keep efforts coordinated so the changes don't clash or people don't duplicate work. Promise I won't try and talk you into anything big.

nvdrifter
11-15-07, 03:05 AM
I'm also thinking about making a Real Fleet Boat compatible version of Depth Charge Shake (by using the RFB sub.sim files). Not sure, though.
Hang on for a little bit. THe RFB sub files are going to undergo a few changes in the next few days. Leo's center of gravity change will be one of them.

WIll let you know when that's posted so you can play with the new files.

Oh I forgot, Beery was hoping someone would "pick up RFB and run with it". So I'm trying to gather a few people into helping with changes to RFB. So if you want to work on small projects and know of something small n RFB that could use some changing, you're more than welcome to let us know what you're doing and run with the idea. I'm trying to help keep efforts coordinated so the changes don't clash or people don't duplicate work. Promise I won't try and talk you into anything big.

Thanks for the offer. I could easily change the RFB camera file to make the depth charge shaking effect if you are interested in having that feature in the RFB mod. If Leo is going to lower the CG of the subs, then all I would have to do is modify and test the camera file to work properly with the modded RFB sub.sim files.

DrBeast
11-15-07, 07:20 AM
Neat! Will definitely try this out! I now wonder if I can play around with the cameras.dat settings to see if I can make it ROW-compatible, too (yeah, another mod I'm gutting to make my own adjustments to...somebody stop me!). Just an FYI, nvdrifter, Leo has actually RAISED the gc settings to get an enhanced rolling/pitching effect. Not for the seasick, his mod :D

ReallyDedPoet
11-15-07, 07:40 AM
Nice job updating this :up:


RDP

Rockin Robbins
11-15-07, 08:08 AM
Nvdrifter, thought you were a just a legend. It's great to see you back and modding again. You laid a huge part of the foundation of all of today's work and I'm glad to see you back to enjoy some of the benefit.:up:

And you're still a legend even though you're back in the flesh. Sorry.:rotfl:Don't let the few detractors make you forget about your many less vocal supporters. We are legion.:rock:

skwasjer
11-15-07, 09:16 AM
You are right. Whenever they release a new patch, it is hell for the modders because a lot of times mods have to be re-done again. And tweak files sometimes become unusable. I think that is the main reason I got burned out- making all those tweak files. Boring as hell. :doh: But hopefully the Depth Charge Shake mod probably won't be affected by patch 1.4 :D
And if it does, and tweakfiles become useless (even if they don't), you can always try my tool (see sig) ;)

nvdrifter
11-15-07, 09:52 AM
Nvdrifter, thought you were a just a legend. It's great to see you back and modding again. You laid a huge part of the foundation of all of today's work and I'm glad to see you back to enjoy some of the benefit.:up:

And you're still a legend even though you're back in the flesh. Sorry.:rotfl:Don't let the few detractors make you forget about your many less vocal supporters. We are legion.:rock:
Thanks, but I'm not quite sure I'm a legend. :p A lot of other modders have contributed far more than I have. Way too many to list here. We did learn a lot in those early days of modding SH3. And thankfully what we learned could mostly be applied to SH4. I think a lot of the original great modders just got burned out and retired from modding. I guess I can't really blame them. Some of them are still around, but many have left. Modding Sh3 and SH4 is just so time consuming. :doh:

ReallyDedPoet
11-15-07, 09:56 AM
You should check out skwasjer's app. nv, it may prove to make your life a
little easier ;)


RDP

nvdrifter
11-15-07, 09:59 AM
You should check out skwasjer's app. nv, it may prove to make your life a
little easier ;)


RDP

Sounds good. I'll check it out. I hate those damn tweak files. :lol:

leovampire
11-15-07, 04:07 PM
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.
Yeah, the only 3 library files that are changed are the Bomb/Depth Charge sim files and the cameras.dat file. The sub.sim files can be left out, but I changed the center of gravity to make the shaking effect better. So the lower center of gravity is highly recommended to get the right effect. Looks strange without it. If people are using different mods besides Trigger Maru, they can use Mini Tweaker and change the CG in the sub.sim files themselves. The line I changed in each sub file was the gc_height= 0.58

The original sub CG's were way too high with too much roll to get the right shaking effect for my mod.

I knew the compatability questions would pop up and I wanted them to be answered before I got swamped with them myself. I added just the Bomb and Depthcharge file's you made to my game and got good result's without losing the effects we did for ROW so I am happy with that situation.

I will see what you did to the camera file and see if we have the same thing already going or if we need to add something to our destabilized camera for the interior's of the sub's.

But even with the high center of gravity I did to the sub's for the ROW mod I got some serious shaking from the Bomb's and depth charges both.

nvdrifter
11-15-07, 07:53 PM
Question seeing your main work is for the underwater effect the only thing you really need is the Bomb and Depth Charge sim file's in the Library folder is this correct? I am asking due to some compatability issues with some of the ROW work so people will know how to get one good effect without losing something else they would like to have.
Yeah, the only 3 library files that are changed are the Bomb/Depth Charge sim files and the cameras.dat file. The sub.sim files can be left out, but I changed the center of gravity to make the shaking effect better. So the lower center of gravity is highly recommended to get the right effect. Looks strange without it. If people are using different mods besides Trigger Maru, they can use Mini Tweaker and change the CG in the sub.sim files themselves. The line I changed in each sub file was the gc_height= 0.58

The original sub CG's were way too high with too much roll to get the right shaking effect for my mod.
I knew the compatability questions would pop up and I wanted them to be answered before I got swamped with them myself. I added just the Bomb and Depthcharge file's you made to my game and got good result's without losing the effects we did for ROW so I am happy with that situation.

I will see what you did to the camera file and see if we have the same thing already going or if we need to add something to our destabilized camera for the interior's of the sub's.

But even with the high center of gravity I did to the sub's for the ROW mod I got some serious shaking from the Bomb's and depth charges both.
Hi Leo. I can explain really quick why I lowered the cg's. In the first few versions of Depth Charge Shake, a lot of users said that the shaking was too much and that they wanted less, more realistic shaking. The only way I could do this was to lower the angle of the camera shake (degrees of shake rotation), but in doing so, I had to also lower the subs' cg's. If I didn't also lower the subs' cg's, when the boat starting rolling side to side for whatever reason, the camera would lock at about 15 degrees (my camera angle setting) with each rolling motion. And it looked weird.

DrBeast
11-16-07, 04:22 AM
I took a look at your changes, nvdrifter, and I played around with the settings a bit, using my full ROW installation (camera included). I think I've come up with a cameras.dat file that "plays well" with both mods installed. However, I'd be grateful if you could explain what the other parameters you've changed mean. My interpretation of the parameters was purely guess-work. Here's what I think they mean. Mind you, the parameters I'm reporting are as they show up in S3D editor, I'm not a big fan of tweaker files.

Elasticity = The "intensity" of the shake?
Dumper = Damper, maybe? How fast the shaking will stop.
MaxAngle = Self-explanatory, really.
Coef = Really clueless here.

I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).

I tested in both depth-charged and bombed on conditions in calm seas, I'll run a test in rough weather too (I had to crash at 02:30...a curse and plague on having to get up in the morning to go to work!). During testing, however, I discovered that your mod is incompatible with Run Silent Run Deep Campaign Mod, because that mod has added new bombs in bombs.sim. I got a CTD just as a plane with the new bomb loadout was about to appear. I've modified all the RSRD .sim files accordingly, and I'll notify lurker of this in case he wants to add them as an alternative download, if you're ok with it, too.

Of course, I wouldn't have done any of this if I hadn't decided that this mod is a keeper! :up:

nvdrifter
11-16-07, 08:20 AM
I took a look at your changes, nvdrifter, and I played around with the settings a bit, using my full ROW installation (camera included). I think I've come up with a cameras.dat file that "plays well" with both mods installed. However, I'd be grateful if you could explain what the other parameters you've changed mean. My interpretation of the parameters was purely guess-work. Here's what I think they mean. Mind you, the parameters I'm reporting are as they show up in S3D editor, I'm not a big fan of tweaker files.

Elasticity = The "intensity" of the shake?
Dumper = Damper, maybe? How fast the shaking will stop.
MaxAngle = Self-explanatory, really.
Coef = Really clueless here.

I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).

I tested in both depth-charged and bombed on conditions in calm seas, I'll run a test in rough weather too (I had to crash at 02:30...a curse and plague on having to get up in the morning to go to work!). During testing, however, I discovered that your mod is incompatible with Run Silent Run Deep Campaign Mod, because that mod has added new bombs in bombs.sim. I got a CTD just as a plane with the new bomb loadout was about to appear. I've modified all the RSRD .sim files accordingly, and I'll notify lurker of this in case he wants to add them as an alternative download, if you're ok with it, too.

Of course, I wouldn't have done any of this if I hadn't decided that this mod is a keeper! :up:
Hi Dr Beast. Here is what I have learned from my experimentations:

Elasticity = Speed of shake (maybe that's what you meant by 'intensity')
Dumper = How fast the shaking will stop. (your guess was right)
MaxAngle = Self-explanatory, really. (again, your guess was right)
Coef = Unknown effect. I never could see any effect when changing this number.

Just a note. If you set the dumper too low, the camera will shake slightly at any small movement, such as waves or whatever. The lowest setting I could ever get for this number was .3 which is still playable.

As far as this mod not being compatible with Run Silent Run Deep Campaign Mod,I didn't know that. Thanks for the info. And of course Lurker has my permission to repost a modded version of this mod.

Oh yeah... and I'm happy you like the mod. :yep:

nvdrifter
11-16-07, 08:49 AM
You are right. Whenever they release a new patch, it is hell for the modders because a lot of times mods have to be re-done again. And tweak files sometimes become unusable. I think that is the main reason I got burned out- making all those tweak files. Boring as hell. :doh: But hopefully the Depth Charge Shake mod probably won't be affected by patch 1.4 :D And if it does, and tweakfiles become useless (even if they don't), you can always try my tool (see sig) ;)

Hi Skwasjer. Thanks for releasing your great mod program. What I am really waiting for is the Import/export of 3D models feature. I have some big ideas I want to try once you implement that feature. :up:

nvdrifter
11-16-07, 09:15 AM
I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view).
Also, as far as these extra settings you changed in the camera file (sonar and radar rooms), they won't influence SH4 because those settings are left over from SH3. And unfortunately SH4 left out these extra rooms, so it will have no effect on SH4. Also, inside conning tower shake was included in this release. ;)

Laffertytig
11-16-07, 10:18 AM
SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?

Laffertytig
11-16-07, 10:18 AM
SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?

skwasjer
11-16-07, 10:26 AM
Hi Skwasjer. Thanks for releasing your great mod program. What I am really waiting for is the Import/export of 3D models feature. I have some big ideas I want to try once you implement that feature. :up:
I hope I'll get to it soon :smug:

As far as the coef it seems to be some modifier to strengthen or weaken another value/result, in this case the overal shock intensity. (Description taken from .act file: The coefficient to apply on the shocks) A way to control the 'amplitude' or 'shock violence' so to speak. I could picture it so, that this value controls whether or not you get knocked of your socks by a shock. I'm only theorizing here, I don't test or have experience with these values because I don't mod myself, just thinking out loud. Maybe the SH4-engine doesn't even use this value anymore?

lurker_hlb3
11-16-07, 03:23 PM
As far as this mod not being compatible with Run Silent Run Deep Campaign Mod


I fix it on my end ( post 1.4 ). I'll just create a seperate set of bomb files that will allow this mod to work with have to worry about compatibility with other modes

leovampire
11-16-07, 03:58 PM
Like wind coef how much effect the wind has over smoke in the game or over the oceans surface.

If you have a wind speed at 15mps and you set the coef at let's say 15 when stock may have been 1 as most were set for originaly.

Then at 15 mps wind's smoke will be blown accross and or very close to the ocean's surface and not allowed to get high in the sky.

Or on the actual ocean surface it will cause high wave's to curl over more when the wind hit's them.

But without actual knowledge on what that coef is tied to in game it is hard to figure out what your effecting.

It's basicly the ammount of influance something has in the game.

Another example the gun's muzzle flash on all the in game gun's orginaly the wind coef was set to 1 on all of them I changed this to 2.5 so that as the wind get's higher in speeds it tend's to blow the muzzle flash and smoke from the gun's slightly off center from the front of the muzzle to create a more realistic effect in higher wind state's.

So under mechshockspendulum in the camera file if you raise the coef value in there from 0.5 to let's say 0.9 then the amount of movement will increase because it has more of an influance over the camera view.

DrBeast
11-17-07, 12:31 PM
Cheers for the info, nvdrifter, skwasjer and Leo :up:. Well, I have managed to get shakes in hydrophone and/or radar view, so I guess you're referring to other compartments (I'm not good with how the game (or S3D editor?) names the various parameters in Cameras.dat. Inside conning tower I also altered to make ROW compatible. And yes, I noticed that I get small bounces when it's wavy enough...I liked it, actually, better than a simple swaying back and forth. Never been in a sub before, but in smallish boats you get to feel these small bumps, so I'm happy with it. Leo, want another Camera file for ROW? :D

Laffertytig
11-19-07, 06:49 AM
so is it ok to install this over ROW without altering any files or will bad stuff happen?

leovampire
11-19-07, 03:16 PM
so is it ok to install this over ROW without altering any files or will bad stuff happen?

I would talk to DrBeast and see about getting the camera mod he did. I think he took one of our camera mod's and added the changes to it NDrifter wanted for the effect. But if you use the sub set up's from this mod the surface movement's I created for roll pitch will be gone.

I personaly just used the bomb and depth charge file's in my own game and to me seems to be fine in effect's.

I need to ask DrBeast about the camera file as I havn;t had a chance yet to see the changes or make adjustments myself.

DrBeast
11-20-07, 05:37 AM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3

Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5

Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5

Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5

I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!

leovampire
11-20-07, 04:36 PM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3

Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5

Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5

Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5

I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!

But I will also apply it to the ROW camera's when I get a chance and rerelease them in the near future. With extra Credit's to go to NVDrifter and DrBeast.

DrBeast
11-21-07, 06:16 AM
I will also apply it to the ROW camera's when I get a chance and rerelease them in the near future. With extra Credit's to go to NVDrifter and DrBeast.

Neat. That'll give me some time to further fine-tune the settings. My rig isn't exactly helping me when testing is involved, as it takes 10 minutes to load the bloody game! :down:

nvdrifter
11-21-07, 10:21 AM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3
Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5
Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5
Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5
I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!
But I will also apply it to the ROW camera's when I get a chance and rerelease them in the near future. With extra Credit's to go to NVDrifter and DrBeast.

Thanks for the credits. I found that a Dumper setting at .4 was the best (in my opinion). The camera won't bounce too much on the surface in rough seas with this setting, but there is still a nice shaking effect from DC's. Anything below .4 and the camera will sometimes get too bouncy. :dead: One other thing you might consider is to lower the blast impulse settings for the DC's. This way you might get less, more realistic camera shaking effect.

longam
11-21-07, 03:03 PM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3

Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5

Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5

Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5

I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!

I wonder if the JTxE program would come in handy for this mod.

http://www.subsim.com/radioroom/showthread.php?t=123521

leovampire
11-21-07, 03:13 PM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3

Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5

Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5

Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5

I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!

I wonder if the JTxE program would come in handy for this mod.

http://www.subsim.com/radioroom/showthread.php?t=123521

These are dat file changes so JTxE isn't usable for this type of work.

leovampire
11-21-07, 03:14 PM
Here are the changes I made to the camera file:

Interior Fore:
CMechShockPendulum:
Elasticity = 30 (experimenting with 40 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 3
Interior Aft:
CMechShockPendulum:
Elasticity = 25 (experimenting with 35 now)
Dumper = 0.35 (experimenting with 0.45 now)
MaxAngle = 15 (experimenting with 25 now)

Coef = 0.5
Radioroom Radar, Radioroom Hydrophone, Radioroom Radar A-scope:
CMechShockPendulum:
Elasticity = 20
Dumper = 0.7
MaxAngle = 30 (experimenting with 45 now)

Coef = 0.5
Conning Tower:
CMechShockPendulum:
Elasticity = 25
Dumper = 0.5
MaxAngle = 15

Coef = 0.5
I've kept the ROW subs' .sim files (with the Gravity Center higher up).
The new values I'm experimenting with give me a bit more realistic ride feeling (getting bounces+rocky motion now instead of bounces OR rocky motion), but I haven't been depth-charged enough to see how it looks like (I'll need to load up my test mission to check).

Hope this helps!
But I will also apply it to the ROW camera's when I get a chance and rerelease them in the near future. With extra Credit's to go to NVDrifter and DrBeast.

Thanks for the credits. I found that a Dumper setting at .4 was the best (in my opinion). The camera won't bounce too much on the surface in rough seas with this setting, but there is still a nice shaking effect from DC's. Anything below .4 and the camera will sometimes get too bouncy. :dead: One other thing you might consider is to lower the blast impulse settings for the DC's. This way you might get less, more realistic camera shaking effect.

But thanks for the extra info I was just starting to do the 3 camera's for the ROW mod came in a nick of time. :rock:

longam
11-21-07, 03:17 PM
Oh ok, not posting that long quote......:)

leovampire
11-21-07, 04:29 PM
Oh ok, not posting that long quote......:)

I am working on them right now. I will do it to all 3 camera mod's in ROW.

BOY OH BOY I forgot just how many new camera's l3th4l added to the file's until I started to do this.

I also added a Mech Shock pedulem effect to the camera view just outside of the scope's on the interior before you actualy look through the scope's just less of an effect than the others due to your supose to be standing right in front of it from this camera view. I though 30 deg was too much for that view so made it only a max of 15 deg. I didn't want the camera to hit the radar man LOL!!

longam
11-21-07, 04:44 PM
I also added a Mech Shock pedulem effect to the camera view just outside of the scope's on the interior before you actualy look through the scope's just less of an effect than the others due to your supose to be standing right in front of it from this camera view. I though 30 deg was too much for that view so made it only a max of 15 deg. I didn't want the camera to hit the radar man LOL!!

Cool, sounds great Leo especially in the area of the scope view. Are you going to mod sea sick pills with all this rocking back and forth?

leovampire
11-21-07, 04:58 PM
#2. ROW Camera Mod: There are now 3 vs to choose from vs1 has an angle sway when you turn from left to right vs2 does not have that angle turn sway. The the Realistic Camera that limit's the TBT on the bridge to only 90 deg angle's also has angle sway removed when turning. You can only run 1 at a time in your game. Can be added to game at anytime without problems.


#2a ROW_Camera_vs_2a (http://files.filefront.com/ROW+Camera+vs+1arar/;9095504;/fileinfo.html) With turning angle sway. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2b ROW_Camera_vs_2b (http://files.filefront.com/ROW+Camera+vs+2brar/;9095531;/fileinfo.html) With out turning angle sway thanks Canonicus for info on this. Now with Depth Charge shake from NVDrifter also added. posted on 11/21/07


#2c ROW_Realistic_Camera_vs_2c (http://files.filefront.com/ROW+Realistic+Camera+vs+1crar/;9095538;/fileinfo.html) This camera limit's the ability in using the TBT to only a 90 deg angle instead of a full 360 deg. Also turning angle sway is removed. Now with Depth Charge shake from NVDrifter also added. Posted on 11/21/07

leovampire
11-21-07, 06:02 PM
But I made a JSGME ready download of your mod that is ROW compatable seeing I redid the camera file's for it and already have the sub adjustment's people like.

Here is an ROW compatable NVDrifter depth charge mod with just the Depth Charge file and Bomb file. It is JSGME ready.

ROW_Depth_Charge_Shake_Mod_by_NVDrifter (http://files.filefront.com/ROW+Compatable+Depth+Charrar/;9096009;/fileinfo.html)

This way here there will be no over write's with the ROW mod files and no problems.

Dave

Warning just found out that this file will not work with RFB and RSRD mod's.

I am going to have to download those mod's and make the changes to their Depth Charge and Bomb file's and make a release for people running those mod's.

It causes some loop problems with depth charges being droped from SHIPs.

Will try to do it for this weekend unless NVDrifter want's to do it.

kriller2
11-21-07, 06:52 PM
I will try this on my next mission in the pacific :up:

Happy thanks giving!

Weather-guesser
11-21-07, 08:41 PM
woohoo! I remember trying this mod when it first came out but couldnt get it to work. Then I cant remeber seeing it after that. Thanks guys. Try try again. :arrgh!:

nvdrifter
11-23-07, 09:03 AM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I got good results with blast impulse strengths between 150 and 200 (DC's at about 150.. bombs between 150 and 200) . Please consider impementing this into your next version.

I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more). Maybe I don't even need to if you do it.

And of course I don't mind... More power to you! :up:

ReallyDedPoet
11-23-07, 09:07 AM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more).

And of course I don't mind... More power to you! :up:

Sounds good to me. By the way, when did you uninstall SH4 :hmm: The game has come along way since it's early days :yep:


RDP

nvdrifter
11-23-07, 09:11 AM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more).

And of course I don't mind... More power to you! :up:
Sounds good to me. By the way, when did you uninstall SH4 :hmm: The game has come along way since it's early days :yep:


RDP
I really like SH4. I do agree that it has come a long way with all the great mods. It's just that my video card really can't handle it right now. I am running a Ge Force 6600. I like smooth frame rates and I am spoiled with SH3's high frame rates. Maybe I will upgrade someday. :hmm:

ReallyDedPoet
11-23-07, 09:18 AM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more).

And of course I don't mind... More power to you! :up:
Sounds good to me. By the way, when did you uninstall SH4 :hmm: The game has come along way since it's early days :yep:


RDP
I really like SH4. I do agree that it has come a long way with all the great mods. It's just that my video card really can't handle it right now. I am running a Ge Force 6600. I like smooth frame rates and I am spoiled with SH3's high frame rates. Maybe I will upgrade someday. :hmm:

It is worth it :yep:, ROW has changed the graphics in a huge way, and there are other great mods as well. I also fire up SH3 from time to time, I get great fps there as well.


RDP

leovampire
11-23-07, 04:54 PM
But I made a JSGME ready download of your mod that is ROW compatable seeing I redid the camera file's for it and already have the sub adjustment's people like.

Here is an ROW compatable NVDrifter depth charge mod with just the Depth Charge file and Bomb file. It is JSGME ready.

ROW_Depth_Charge_Shake_Mod_by_NVDrifter (http://files.filefront.com/ROW+Compatable+Depth+Charrar/;9096009;/fileinfo.html)

This way here there will be no over write's with the ROW mod files and no problems.

Dave

Warning just found out that this file will not work with RFB and RSRD mod's.

I am going to have to download those mod's and make the changes to their Depth Charge and Bomb file's and make a release for people running those mod's.

It causes some loop problems with depth charges being droped from SHIPs.

Will try to do it for this weekend unless NVDrifter want's to do it.

Just wanted to make sure the new warning was seen.

leovampire
11-23-07, 04:58 PM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I got good results with blast impulse strengths between 150 and 200 (DC's at about 150.. bombs between 150 and 200) . Please consider impementing this into your next version.

I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more). Maybe I don't even need to if you do it.

And of course I don't mind... More power to you! :up:

I will consider it if you do not want to do it. First I have to make RSRD and RFB compatable Depth Charge and bomb changes as the one's available now causes a DD depth charge drop loop problem. :damn: :damn:

I did the Midway Mission using what I did to the camera's and stuff so far and had a blast so to speak so I am thanking you for the mod because I enjoyed it totaly!

Especialy with 15 to 20 DD's comming after me when I sunk a Fleet carrier heading to Midway Island.

Between your mod and the new depth charge sounds in ROW I was jumping as much as the camera did! :rotfl: :rotfl:

nvdrifter
11-23-07, 08:24 PM
Leovampire, I recently released a Depth Charge Shake for SH3 that doesn't change the CG's of the U-boats. What I did instead was lowered the impulse blast strength of the DCs and the bombs. This creates a much more realistic and (less) camera shaking effect than the last version. Just thought you would like to know. I got good results with blast impulse strengths between 150 and 200 (DC's at about 150.. bombs between 150 and 200) . Please consider impementing this into your next version.

I am thinking about releasing another version of Depth Charge Shake for SH4 with this feature (even though I don't even have SH4 installed any more). Maybe I don't even need to if you do it.

And of course I don't mind... More power to you! :up:
I will consider it if you do not want to do it. First I have to make RSRD and RFB compatable Depth Charge and bomb changes as the one's available now causes a DD depth charge drop loop problem. :damn: :damn:

I did the Midway Mission using what I did to the camera's and stuff so far and had a blast so to speak so I am thanking you for the mod because I enjoyed it totaly!

Especialy with 15 to 20 DD's comming after me when I sunk a Fleet carrier heading to Midway Island.

Between your mod and the new depth charge sounds in ROW I was jumping as much as the camera did! :rotfl: :rotfl:
Sounds like a blast. :p I still like the strong shaking effect, but a few people here told me that in real life the shaking wasn't that much. Maybe they have been depth charged before. Hehe. That is why I toned it down in my latest SH3 Depth Charge Shake mod. Hmm, maybe two versions: a Hollywood style shaking version and also a more realistic, less shaking version. :hmm:

leovampire
11-23-07, 09:28 PM
But the camera adjustment's I made for ROW I changed the coef from 0.5 to 0.8 and got some great action from the camera's.

When the depth charges were going off below the sub the camera jumped up with the sub movment.

When they hit at a distance the movemnt was easy and slow as they got closer it got more and more intence and they way we have the camera sway set up in our camera file's as the sub slowly stops to rock in the water so does the camera slowly stop rocking.

Man what a ride! And with the depth charge sounds we have in the mod not only can you hear the distance from the sub explosions but now also feel it according to the distance with the camera's.

Very cool effect enjoy I in joy it!

Now just have to make the RSRD and RFB compatable one's.

DrBeast
11-24-07, 01:43 PM
Hm...I think I should grab those camera files you released, Leo, and compare them to mine. I think I've reached a point in my settings, now, that give enough shake (but not too much) when I'm DCed, and fluid rocking motions and small bumpity-bumps when the sea is rough enough. I can tell you I jumped off my seat a couple of times too...tracking a Destroyer with the hydrophone, hear the engine revving up for the attack run, and all of a sudden the screen shakes violently as a DC exploded inches over the conning tower! Now, that's the kind of immersion that makes SH4 so damn enjoyable! :D

leovampire
11-24-07, 04:57 PM
This first one is a T.M. / RSRD compatable depth charge shake download.

http://files.filefront.com/TM+and+RS.../fileinfo.html (http://files.filefront.com/TM+and+RSRD+Compatable+Ddrar/;9115008;/fileinfo.html)

The Second one is a RFB / RSRD compatable depth charge chake download.

http://files.filefront.com/RFB+and+R.../fileinfo.html (http://files.filefront.com/RFB+and+RSRD+Compatable+ddrar/;9115007;/fileinfo.html)

Both are JSGME ready and have a readme file in them.

I got these files from Lurker on the RSRD mod and I added the changes from NVDRifter's work.

Enjoy guy's.
Dave

Laffertytig
02-03-11, 03:10 PM
was this mod ever integrated into the TMO and RFB mods?

the download link aint workin and i would really like to have the effects of this mod.

markdenny
02-05-11, 10:53 AM
Can this be used on OM/OMEGU do you know or can somebody please make it so it does PLEASE. :D