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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#121 | |||
Stowaway
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It was the correct order. |
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#122 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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http://navruleshandbook.com/Rule22.html Quote:
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#123 |
Admiral
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Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details. Here are first funnel horns pipes (2 with Y shape, not 2 vertical): ![]() ![]() Best regards, Vd
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 Last edited by VonDos; 10-08-17 at 01:15 AM. |
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#124 | |
Stowaway
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![]() Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? ![]() |
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#125 |
Stowaway
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So, in wings, I have duplicated the material and changed its name.
Now in game, the lantern is bright green during night ![]() ![]() |
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#126 | |
Admiral
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Btw, voilà a "definitive" version: ![]() Best regards, Vd
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 Last edited by VonDos; 10-08-17 at 06:02 AM. |
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#127 |
Stowaway
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Very nice !
![]() @gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night. https://www.mediafire.com/file/3jctm...-%20QM%20v1.7z |
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#128 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,354
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![]() What do these "nlusM" files mean? |
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#129 |
Stowaway
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#130 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,354
Downloads: 850
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#131 | |
Stowaway
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#132 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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#133 | |
Admiral
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Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?) creating a new library object... so we will maybe have enlighted nightime portholes like a library part we can link as equipment in timeline... Best regards, Vd
__________________
![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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#134 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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![]() I must be doing something wrong. Still investigating ![]() |
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#135 | |
Admiral
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Small alternative idea! Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace. After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound. Is this possible? Is this stupid? Best regards, Vd
__________________
![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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