@gap
Check your e-mail ASAP please. :salute: |
Quote:
Quote:
|
I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings. :doh: I'll try following my old advise (along with DivingDuck's) and get back to you soon. :shucks: |
Quote:
- get a clean copy of the relevant chunks; - import only the first animation mesh (the one with the _00 suffix in its name) in the 3D chunk; - save, close and reload the file; - import all the animation meshes in the 3D chunk; - customize MeshAnimationData settings; - save, cross the fingers and test in game :O: Let me know if missed some important step or I got something wrong... |
Then can we expect this wonderfull mod? What stage are we in ?:Kaleun_Salute:
|
Quote:
for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done. We are working hard on it, so it could be released, but it will take time and at this point we couldnīt estimate in the slightest, how long it would take us. Sorry that I couldnīt give you a better answer... We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs. |
Quote:
In the same time, Jeff is checking what is going on with the dc-man model 'loosing' some of its faces during its animation and I am confident that he will solve the puzzle. Once these little problems will be solved our work will proceed more steadily. As noted by padi, we have many depth charge models ready for import in game, and we will crate various versions of the new rack with different depth charge types and ammo loadouts that we will "fit" on all the British destroyers that historically used that type of rack. EDIT: Under Padi's suggestion, I add that US and other Commonwealth escorts will also get their ASW equipment revised and updated according to historical data available. Moreover, it is our hope that the surface combatants of other WWII Navies (German, French, Italian, Soviet, etc) will follow the same destiny, if we find enough information on them. |
Hi,
new day, new news. Today I'm happy to welcome Kendras to the Mod team. He is an graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience in a great way. |
Quote:
Will this be compatible with NYGM? KUrtz |
Quote:
|
Discord-Server
Hi,
we're happy about the massive interest regarding our mod and decided to grant the interested community access to our Discord, so you could get in touch with us easier and be informed sooner about new releases and upcoming features. Also if you want to help us with remarks, suggestions, beta-testing, or in any other way that's also the prefered way to go since it is easier to get the information spread to all developers. This is the link to the Discord, we hope to come in contact with you soon: https://discord.gg/8XAMaSs |
a version for nygm could be great, im making a hybridation from nygm and russian gwx that is really interesting and adding this to the frankenstein would be interesting.
|
Quote:
KUrtz |
Hi Community,
here are some sneak peaks from the smoke floats in bad weather conditions. Stay tuned for more news. https://i.ibb.co/pjW3cyJ/Smoke-Float-1.png https://i.ibb.co/5nGwRVt/Smoke-Float-2.png https://i.ibb.co/9tFyfgb/Smoke-Float-3.png https://i.ibb.co/WG2Tbbn/Smoke-Float-4.png https://i.ibb.co/sFXgzHM/Smoke-Float-5.png https://i.ibb.co/p4SyMyC/Smoke-Float-6.png https://i.ibb.co/zHjK5YG/Smoke-Float-7.png |
:o Wow ! Blocking vision too ?
|
Quote:
Unfortunately we couldn't make smoke screens to affect AI visual sensors as well as player's vision though. The smoke floats will be ignited directly on the decks of the ship classes which historically carried them or, as you can see from Padi's screenshots, they will be dropped as actual floating smoke-generating devices. As the real HC floats they will emit smoke for ca 20 minutes and they will sink after ca. 40 minutes from when they were dumped. Not all the ships of a given class will carry them, but only a few selected vessels based on ship loadout. |
Quote:
Outstanding ! Unfortunate about the AI sensors, but blocking player's is more the point I would think. |
Quote:
Another little shortcoming is that we couldn't find a way for triggering the smoke effect as soon as a submerged submarine is detected. For now, the destroyers equipped with smoke canisters will only use them against ships, surfaced submarines and raised periscopes at a maximum range equal to the range of their visual sensor. We could also make them to start laying smoke during depth-charge runs, when they are about on top of the estimated U-boat position, but I am not sure that such a tactic would make any sense. |
Quote:
Even having them is great, anything else is a plus. I wouldn't consider no screen for a submerged sub a problem. I know smoke was a common surface battle tactic. Any idea how often it was even used against subs ? |
Quote:
|
All times are GMT -5. The time now is 04:30 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.