SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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03-24-08, 12:53 PM | #1 |
Grey Wolf
Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
Uploads: 0
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Hey Rubini,
after you release Type IXD2, it would be "reasonable" to make some candy for a classic VIIC... So we have something for testing till you revert to IX series...
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03-24-08, 12:56 PM | #2 | |
Eternal Patrol
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Quote:
No, I agree; the VII is the next logical choice. Of course the only real next choice is whatever turns Rubini on.
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03-24-08, 12:58 PM | #3 | ||
Chief
Join Date: Jan 2008
Posts: 328
Downloads: 45
Uploads: 0
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Yap
Quote:
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03-24-08, 01:16 PM | #4 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hi mates,
Expect the first Type IXd2 beta (only the new water stream) for tomorrow afternoon. I finished all two sides an hour ago (44 holes with water stream - a lot of manual work), all is working as intend. Your feedback will be very important to me, to really continues the mod or not (if we really like it or not). Any comments will be welcome as always. Now about the next uboat...humm...Sailor Steve is our guru and the most aged here ( ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-26-08, 08:46 PM | #5 |
Ocean Warrior
Join Date: Apr 2007
Location: in my sub
Posts: 2,741
Downloads: 47
Uploads: 0
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verry nice,n il be waiting for the IXB version then
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Gruß |
03-26-08, 03:46 PM | #6 |
Engineer
Join Date: Apr 2006
Location: In one place in the Atlantic, say A Coruña, Galiza (Spain)
Posts: 214
Downloads: 187
Uploads: 0
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SCORE
Water Stream for Type IXD2 by Rubini in SH3 = 8 Water Stream for type IXD2 by Ubisoft in SH4 = 3 |
04-02-08, 10:59 AM | #7 |
Engineer
Join Date: Apr 2006
Location: In one place in the Atlantic, say A Coruña, Galiza (Spain)
Posts: 214
Downloads: 187
Uploads: 0
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Hi!
Have you incorporated into this release, the on / off trigger mentioned by you? Very good job. Thanks. |
04-02-08, 12:06 PM | #8 |
Grey Wolf
Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
Uploads: 0
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With a full respect to all the gorgeous mods that we have seen in a last few months (correct me if I'm wrong...) I am deeply convinced that water stream for VIIc is the most important single mod that has been reached.
Two things, that we considered impossible, in a hunt for SH4 visuals; surface transparecy and water stream from sub... 50% seems to be busted soon, due to your brain Rubini... Five stars, Mate ( just don't name it "final", please... ) * * * Please, don't write poems on your devotion to IX series, simply... VIIc was spine of Kriegsmarine...
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04-02-08, 12:28 PM | #9 |
Ace of the Deep
Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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I think it's at least arguable. But that alone is a geat compliment for Rubini, I think.
But in the end it comes down to one player's preferences. If you are more into realism and gameplay then you would probably like something like OLC's Gui better. If you get most out of the game by great emersion through fancy graphics and atmospheric sound effects then this is now one of the greatest improvements, that's true. Since Racerboy did his exhaust mod by using hardcoded particle generating functions it was clear that something like this can be achieved. But it is still a *lot* of hard work to find out where the to trigger everything, how to set the parameters of the particle generators and so on. So it's a really impressive work, Rubini is doing here. And I'm glad that he puts so much time and effort into it to share his results with the community. |
04-02-08, 02:40 PM | #10 |
Sonar Guy
Join Date: Aug 2006
Location: Sailing the Seas of Lies
Posts: 389
Downloads: 24
Uploads: 0
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Agreed, this is a very nice mod. I can't wait for 2.1 and RB's effects.
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04-02-08, 10:52 PM | #11 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Quote:
By the way the type VIIC is ready. I will release a new version of the entire mod with the Type IXd2 reworked now with "over water" controller and the type VIIC. This new version will also contain the wake bug fix for all playable uboats. Here a pic with 9m/s wind: Now I need to go to bed. See you tomorrow guys.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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04-02-08, 11:53 PM | #12 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 32,857
Downloads: 171
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WoW! that's awsome Rubini, & the release just around the corner!
Many thanks again for all the time & effort you put into this GREAT mod!
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Sub captains go down with their ship! |
04-04-08, 05:14 AM | #13 | ||
Grey Wolf
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Excellent mod but a problem
I installed latest vers 3 and went on patrol in V11c everything looked fine, but after a couple of days on fast spped I slwoed down to take a look at my sub mid Atlantic with this mod.
I decided to take a dive so crash dived to 70 metres. Now this is interesting, I began to notice flickering in the interior graphics which got worse until whole areas just went black, but my crew and some dials remained fine. Then I surfaced to see if there was any change in the visuals for surface running. Sure enough myu conning tower, deck gun and deck were all there but my hull was invisible, still there as the now wave and water running continued to run down the sides of my sub, I just couldnt see the sides of my sub. Instead all I could see was a pole where my attack perescope is, and four tubes at fron of the boat, my dive planes and one tube at back and the propeller shafts Can any one tell me whats going on, I love this mod and its so much better than the same affect in SH4 but I'd like my sub to have a visible hull. Interestingly this only occured some time into the game, my graphics were find when I first left port. Here is an activated mods list: GWX - Integrated Orders Pacos_German_Folklore_SubEmblems_Mod_V1.2 RB_7b_Flags&Ps_1_04_GWX Thomsen's Sound Pack GWX - Enhanced Damage Effects AAAShips1.0 GWX - Late War Sensors Snorkel Antennas GWX 2.0 + Iambecomes AA ships Med_Merchant_11v1.0 Torpedo damage Final ver2.0 RB_SH4_Effects_for_SH3_2_03 SH4 16k Atmosphere for GWX v1.1a WB's GWX mission messages OLC Environment - Colour Files OLC Environment - High Detail Scene File with RWF OLC Environment - GWX 2.0 Campaign Files with RWF New_Trawlers_1.1 TypeVII_Open_Hatch OLC Improved Wave Textures Lighthouse V2 Water_Stream_for_Uboats_V3 TwistyPeriscopeThingyMod Quote:
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04-07-08, 12:46 AM | #14 |
Nub
Join Date: Jan 2005
Location: Cranston R.I. U.S.A.
Posts: 2
Downloads: 561
Uploads: 0
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Looks great but.....
This mod looks great . But on my system, my frame rates dropped while on the NavMap, to the point where I couldn't go faster than 250x as the framerate dropped to 2-5 fps. Normaly my framerate at 1000x = 40 - 50 fps.
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04-07-08, 12:59 AM | #15 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Quote:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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