SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-21-08, 12:27 PM | #826 | |
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
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Quote:
Footnote: maybe I should leave modesty behind and just write it down in the Readme that I'm the one who fine-tuned those SFX mods...? :p
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05-21-08, 12:48 PM | #827 |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
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With time to spare, I was able to get into the sim and zon files. It's interesting cause I don't think the sim files will be needed. I'm not even sure exactly why Werner used them since I am getting the exact affect with just the zon files. I'll see what happens just in case it's something in the displacement or draught. If it is, there's probably a way to make additional changes to the zone.cfg and zon files so the sims won't be needed.
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05-21-08, 12:55 PM | #828 | |
Eternal Patrol
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Location: Alberta, Canada
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05-21-08, 01:01 PM | #829 | |||
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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Quote:
Quote:
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05-21-08, 01:32 PM | #830 |
Bosun
Join Date: Feb 2005
Location: Wisconsin
Posts: 61
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Hi,
Am another user here just itching to get this back working again... 1.5 seems a bit blah without now! :hmm: Now if someone could figure out a way to 'skip time' or skip to next waypoint that would sure be nice. Sometimes it gets to be a pain waiting for the sub to cross half the world just to get to station... MalakieUSN |
05-21-08, 01:45 PM | #831 | |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
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Quote:
You have changes added into NSM? |
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05-21-08, 05:30 PM | #832 | |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
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Quote:
Right now, I'm just converting the classic version. I'll do the light later. |
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05-22-08, 04:41 AM | #833 | ||
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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Quote:
ETA: Don't sweat it man, we're only humans. There won't be angry mobs at your doorstep demanding to drown, hang and quarter you
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05-23-08, 03:54 PM | #834 |
Watch
Join Date: Apr 2007
Posts: 29
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Why hasent this been stickied?
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05-25-08, 12:27 PM | #835 |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
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05-25-08, 01:01 PM | #836 | |
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
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Downloads: 36
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Quote:
The other ship split in half after the collision...?
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05-25-08, 01:51 PM | #837 |
Seaman
Join Date: May 2008
Posts: 35
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Hi,
thanks a lot for working on portin this great mod to SH4 1.5 But there always has been one tiny thing with NSM that bothered me, and maybe it is fixable: When you hit a sip with a torpedoe, you often don't see 3D damage in NSM, or, if you see it, the holes are very, very small... (yes, I checked carefully that 3D-damage was fully enabled in options...) With the deckgun there were also no holes that I could notice... (only with NSM enabled) I think this may be connected to stronger armor values or something like that, so the hole-size may be hardcoded to be relative to maybe damage taken, and so maybe it can't be easily fixed, but if you could, it would be great to have the 3D-damage-eye-candy, together with the great sinking system... Keep up the great work |
05-25-08, 02:10 PM | #838 | |
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
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Downloads: 36
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Quote:
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05-25-08, 02:14 PM | #839 | |
Eternal Patrol
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Location: Alberta, Canada
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05-25-08, 02:20 PM | #840 |
The Old Man
Join Date: Oct 2007
Location: Somewhere Out In Space
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Downloads: 36
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Wow...that must be the first time I've seen two AI ships collide! They always seem to possess this uncanny ability of avoiding collision ALL THE TIME! Well done!
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