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05-23-17, 08:46 PM | #1 |
Engineer
Join Date: Mar 2012
Location: Kalifornia
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*SCREENSHOTS ICEBERGS REVISED*
Here I resurrected part of my prior mod that was eaten into vaporware by the HDD Failure. I found phase I of the Iceberg/drift Ice/Ice Pack Beta that was left on my back-up Drive. Nothing is any different than when I first started it in summer of 2016. Ice Floe: Ships Passing Through Ice: |
05-25-17, 09:11 AM | #2 |
Pacific Aces Dev Team
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mikey117us There is lots of good stuff there, coupled with a properly tuned sky dome for the arctic nights this would be so awesome to have!!!!
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One day I will return to sea ... |
05-25-17, 09:20 AM | #3 | |
Stowaway
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Quote:
http://www.subsim.com/radioroom/show...58#post2467858 |
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05-25-17, 02:37 PM | #4 |
Engineer
Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
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Better Lighting Conditions than the Endless Arctic Night and a fair amount of ice coverage, then I killed it by adding more ice below in the Arctic Night Pics:
Back in the Endless Arctic Night in January 1942 at 09:00 A.M. Local Time Survivors in the Icy Water: Adding over 7-10km+ More Pack Ice Experiment, Convoy Frozen in place Taking One Hour Real Time to Break Free ( therefore an undesired result Convoys moved off when Ice Exceeds 3-5/10s coverage due to damage or sinking of ships ) A Wise New U-Boat Type IXC/40 Under Ice: Another Stuck mikey117us Flower Class Corvette "The Cruel Sea" Mod Stuck in Pack Ice: I need to Fine Tune 3D Models and Sizes to get a coverage that is passable for ships if encountered but U-Boats Technically would go around the long way to avoid Torpedo door jamming, dive plane, rudder and prop damage. This as a mod is very easy to use if there are scripted icebergs in the scripted campaign they overwrite them and add the drift ice. Kendras if you can think of other things and create them this could be a good collaboration mod. I like the thought completely. |
05-26-17, 09:29 AM | #5 |
Stowaway
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I like the idea of large ice fields !
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05-28-17, 09:12 AM | #6 |
Pacific Aces Dev Team
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Man that looks so awesome!!!!
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One day I will return to sea ... |
05-28-17, 10:33 PM | #7 |
The Old Man
Join Date: Oct 2012
Location: Pleven,BG
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I almost forgot ftp://Maik:Woelfe@hartmuthaas.no-ip....ower_Arctic.7z
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05-29-17, 12:07 PM | #8 |
Stowaway
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I've found a sound to add to the icefields : http://www.hnsa.org/wp-content/uploa...07/track19.mp3
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05-30-17, 11:50 AM | #9 |
Engineer
Join Date: Mar 2012
Location: Kalifornia
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@Kendras been experiencing CTDs in Beta testing of Ice Fields. Only during an increase in size of ice fields to larger than those in the screenshots. To me it would seem better that they remain as they are
As depicted in the screenshots ( for now ). Other anomalies experienced: inability of the game engine to recognize an obvious ship 5000m away as the size of an iceberg 3D model now with Drift Ice has a footprint of several thousand meters. Remedy would be to attach the ice as a child node to the model in s3d. This resulted in the ice rising and falling many meters out of the water as the icebergs rise and fall, therefore undesirable. Ships become stuck in drift ice. And as expected Torpedos detonate at about 1/2 there initial run. I will Therefore this week upload a BETA version for testing purposes in this thread. I Use GWX and have two single missions Ice ice baby I and II I use them for Beta testing, maybe someone could test in a campaign too. Stay tuned for Beta mod. |
05-30-17, 02:11 PM | #10 |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
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