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Old 03-19-11, 10:34 AM   #16
Gerald
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Quote:
Originally Posted by TheDarkWraith View Post
According to the .act file, the lifetime is in minutes thus is why I set it for 0.12 (0.12 * 60 seconds = 7.2 seconds). Surface is in square meters (m2) and from looking at all the bold decoys available in game the bold type 1 had the smallest m2 value so I used it. I really didn't have a clue what I should set the m2 value to. By releasing this for everyone to test we can come up with an appropriate value. The Noise value, well I really had no clue on this one. The .act file said >= 0. If that's not vague I don't know what is What does this noise do? What is an appropriate value to set it to Once again by releasing this and letting you all play around and test it we can come up with appropriate values.
Now why did I choose 7.2 seconds for the lifetime? It's a number I pulled out of the air I don't know how long these water disturbances should last when a DC explodes
The density of water, is the larger one in the air so your figure may well be relevant, btw thanks for a great addition
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Old 03-19-11, 11:29 AM   #17
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Originally Posted by Robin40 View Post
TDW...the SuperModder

Can I activate this mod in mid-patrol?

I want to escape those damned DD's
can be activated/deactivated at any time

v2.0 released due to some feedback received from Rubini.
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Old 03-19-11, 11:56 AM   #18
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Originally Posted by TheDarkWraith View Post
can be activated/deactivated at any time

v2.0 released due to some feedback received from Rubini.
thx TDW

I found out that with this mod activated oxygen reserve is immediately 100% when sub emerges

while it takes some time (2 to 6 mins) in stock SH3-GWX

I must check more
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Old 03-19-11, 11:58 AM   #19
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v3.0 released. See post #1 for details.

This version adds support for hedge hogs.

Can't see how this mod can make the oxygen reserve go immediately to 100%. All IDs are unique (they follow the format that I use) and the method I use to make this work hooks some of the depth charge explosions effects and spawns a virtual bold decoy when they (effects) are called.

Last edited by TheDarkWraith; 03-19-11 at 12:10 PM.
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Old 03-19-11, 01:09 PM   #20
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DW
What program do you use to tweak the dsd file?
Thanks for these wonderful mods.
Not that you don't have enough to do, but are you going to release these for SH4 and SH5?
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Old 03-19-11, 01:11 PM   #21
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DW
What program do you use to tweak the dsd file?
Thanks for these wonderful mods.
Not that you don't have enough to do, but are you going to release these for SH4 and SH5?
already released for SH4 and SH5

With you referring to the .dsd file that means you have version 1. Please update to version 3 at post #1. The file is now a .dat file and I use hex editor to adjust values. You could probably use S3D but not sure as I don't use it.
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Old 03-19-11, 01:12 PM   #22
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Originally Posted by TheDarkWraith View Post
v3.0 released. See post #1 for details.

This version adds support for hedge hogs.

Can't see how this mod can make the oxygen reserve go immediately to 100%. All IDs are unique (they follow the format that I use) and the method I use to make this work hooks some of the depth charge explosions effects and spawns a virtual bold decoy when they (effects) are called.
Yes...I rechecked and all works well

Thx again TDW
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Old 03-19-11, 02:03 PM   #23
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TDW is now officially the first multi-tasking modder. This must be the first time in SH history that a modder has released a mod simultaneously for SH3, SH4 and SH5.

congrats TDW.
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Old 03-19-11, 02:05 PM   #24
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Originally Posted by Bilge_Rat View Post
TDW is now officially the first multi-tasking modder. This must be the first time in SH history that a modder has released a mod simultaneously for SH3, SH4 and SH5.

congrats TDW.
Second time actually. First time was my ship/plane fire/smoke damage

All the file structures are basically the same with SH5 throwing some strange quirks every once in awhile (due to the GR2 format). This makes it easy to port something I make in SH5 to SH3/4.
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Old 03-19-11, 02:15 PM   #25
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Appreciate all the tweaks, thanks again!
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Old 03-19-11, 04:58 PM   #26
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Double thanks for the SH3/4.
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Old 03-19-11, 05:55 PM   #27
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I've received some feedback in the SH5 mods forum in regards to this saying that some other games that have modeled this behavior set the lifetime of the disturbance effect to 30-60 seconds. Currently I have it set to 8 seconds. What do you all think the lifetime of it should be
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Old 03-19-11, 07:38 PM   #28
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HI TDW, perhaps have 2 versions "lite" and "strong"?
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Old 03-19-11, 09:22 PM   #29
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Quote:
Originally Posted by TheDarkWraith View Post
I've received some feedback in the SH5 mods forum in regards to this saying that some other games that have modeled this behavior set the lifetime of the disturbance effect to 30-60 seconds. Currently I have it set to 8 seconds. What do you all think the lifetime of it should be
I also guess that 8 is so few; 20-60 is better.

Also IMHO isn´t a good idea to have the effect for the headhogs, they have a more short explosion, without so much bubbles, then its RL disturbance is probably despresible.

I noticed that the time is in minutes but I heave a much better effect when i set life_time=10. I don´t know why but the result was more noticiable and yet without excess.

Also on the file structure you use two DC explode´s effects to call the virtual bold. I use the settings that i wrote some posts above only attached to one, under_explosion (so, only 1 call per DC) and the result is very good and the file yet more simple.

But for sure this mod is so good that the community most try it for a while and then, with more observations, we can have at end the "best" settings.
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Last edited by Rubini; 03-20-11 at 04:13 PM.
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Old 03-19-11, 09:47 PM   #30
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Quote:
Originally Posted by Rubini View Post
Also on the file structure you use two DC explode´s effects to call the virtual bold. I use the settings that i wrote some posts above only attached to one, under_explosion (so, only 1 call per DC) and the result is very good and the file yet more simple.
The game will use only one of those two depending on where the DC explodes in relation to the sub. That is why I included both of them for each kind of depth charge.
As for the hedgehogs I can make a smaller disturbance for them.
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