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View Full Version : Looking for Ubertorps,better smoke,and oil slicks..AND SURFACE SHIPS TO DRIVE!!!!!!!


turnerg
04-11-07, 01:05 AM
Hey guys, im runnin gwx 1.02, and it seems like my ship/fire smoke doesnt look nearly as good as i remembered it when i first got sh3.... what i'd realy like is realy good looking, dense smoke, fps not being an issue on my rig.( giggity giggity)

Also, i seem to se a profound lack of flaming, awesome oil slicks when i plaster tankers, carriers, or anything for that matter. there were some awesome ones in sh2, used to look like hell on water.....now it just looks like.....water, with a couple boxes..i want destruction!!!!!!! (i think i remember the hollywood eyecandy mod or something?????)

and for the sake of boredom, and a will for Shenanigans, i cant seem to make my own ubertorps..... i took the walther torp, made it go 90kts, and tried to give it a 3000m blast radius, with massive damage, ie over 1000, and it changed nothing.....no entire convoy torching, not even one ship sinks with one torp.........again using gwx1.02......

and a warning to all, do NOT beef up the 20mm guns too far, or when dd's shoot your peri, youll die in one hit......was having that problem....:nope:

Reece
04-11-07, 01:18 AM
Gee that's a tall order, as far as the Torpedoes are concerned use MiniTweaker & adjust the Torpedo.zon file, change the Min & Max EF values for each type of torpedo.:yep:

Steel_Tomb
04-11-07, 05:20 AM
You will be fitting TLAM's to that VIIC of yours next lol :lol:, post a few screens of the damage. Uber torps should make a very pretty explosion.

Mush Martin
04-11-07, 06:01 AM
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img11-2-2007_23.jpg
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img11-2-2007_23-1.jpg
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img11-2-2007_23-2.jpg
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img11-2-2007_23-3.jpg
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img11-2-2007_23-4.jpg

Mush Martin
04-11-07, 06:03 AM
I quite literally spent a saturday afternoon once trying to shoot
down a plane using a black swan class sloop for AA ammo
about ten tries no hits , bit of a shame really would have
made a great pic if I could have gotten it.

Reece
04-11-07, 06:09 AM
Gotta love that MM ... looks like the Philidelphia experiment gone terrably wrong.:lol:

Mush Martin
04-11-07, 06:16 AM
Oh no according to the test data everything went perfect except
for the aiming thing

Reece
04-11-07, 06:30 AM
Look up in the sky .... it's a bird .... it's a Plane .... No it's ....... a destroyer!:huh::88)

Thank God it wasn't a bird!:lol:

Mush Martin
04-11-07, 06:31 AM
Oh you hate those seagulls too,

maybe I should have tried to hit one of them withit.

Mush Martin
04-11-07, 06:36 AM
I actually have a tip about use of ubertorps

its a good idea to make them more sensitive
and have them run an extra metre or two
below the target ship if you want to get
a nice vertical lift. other wise they tend
to spiral off sideways which of course
is also fun, but one of the best things
about ubertorps is watching a destroyer
breakup on re entry like a bad day at NASA

really hillarious shame I dont have a pic of that
handy.

In one of the funniest sequences it exploded
at the top of the arc and the lifeboat came
off and followed it through about a two mile
drop and crashed straigh onto the deck
I had a great series for humorous pics thread
but it got dumped by accident in a purge.
while waiting for me to put in text bubbles.

Reece
04-11-07, 08:25 AM
the best things about ubertorps is watching a destroyer breakup on re entry
:rotfl::rotfl:

STEED
04-11-07, 09:20 AM
I want nuclear torps now, one torp impact on a convoy and good night to the whole convoy. :shifty:

Reece
04-11-07, 09:26 AM
WE WANT NUCLEAR TORPS, COMPLETE WITH MUSHROOM CLOUD!:lol:

Mush Martin
04-11-07, 09:33 AM
Fine I have it bagged up as a mod but I had rejected it
so give me a few minutes to do a readme and Ill put it
up on FF
MM

Reece
04-11-07, 09:47 AM
Can't wait to fire a spread!:lol:

Mush Martin
04-11-07, 09:48 AM
Its ready now let me know if theres problems Ill see what I can do
to give it some support.

I mention in the readme that its either z1 or z2 torps that are
done I made this quite a while ago and rejected putting it out.
and dont clearly remember but Im confident its z1 but thought
I better qualify that.

also I failed to mention in the readme that azn132 taught me
how to do this and he should get credit.

@steed it wont take out a whole convoy at a stroke but
it will make orbital debris out of any single ship, and if there
are ships within the blast area Im sure they will show some
damage.


[edit] I forgot some larger carriers and battleships and some large cruisers wont lift.

Reece
04-11-07, 09:58 AM
Will certainly give this "Supertorpedo" a go MM!:yep: Goodnight all, time for my beauty sleep!:smug:

turnerg
04-11-07, 06:40 PM
What did you change in mini-tweaker? i couldnt get any change in damage or area.....

Madox58
04-11-07, 06:55 PM
Oh you hate those seagulls too,

maybe I should have tried to hit one of them withit.

I don't need Uber weapons to wipe out Segulls!
One byte change, they are dirt napping
on my installs!

Uber Hex Editing!
:rotfl: :rotfl:

Reece
04-11-07, 10:13 PM
Sorry if I gave you a bum steer Turnerg, I would have assumed the Max & Min EF values, I haven't actually tried it myself, go to MM's download site, and grab the Super Torpedo mod, try it or reverse engineer it!:yep:

turnerg
04-11-07, 11:45 PM
Itll be a bit before i can get the mod, thats the only thing....im wondering if the gwx torpedo.zon, like some of the other files, are too different for minitweaker to properly change everything....

oh well, everything should end up better when i get internet hooked up in my room.

Mush Martin
04-12-07, 04:09 AM
Hi Everybody and anybody its my embarrasing duty to report that
the supertorpedos that I put up yesterday actually are set up
on T3 torps not z1 or z2 like I indicated previously or in the
readme. sorry to all for the mistake.

MM

ps ive taken it down for a bit to redo that readme
if any one wants it just let me know.

[edit] supertorp_beta2 now available on my FF with corrected readme.

turnerg
04-13-07, 04:58 AM
Did some expiramenting last night, and using minitweaker, you can increase the oil droplet size for sinkings drastically, and make them last much longer, so it seems i almost have a nice oil slick going... its just the color of the oil is...well....purplish......

Ah, and i'm trying to make large-caliber gun splashes much, much larger.

Capt.Crackerjack
04-13-07, 07:57 AM
Did some expiramenting last night, and using minitweaker, you can increase the oil droplet size for sinkings drastically, and make them last much longer, so it seems i almost have a nice oil slick going... its just the color of the oil is...well....purplish......

Ah, and i'm trying to make large-caliber gun splashes much, much larger.

:up: That's great, turnerg, we need a bigger oil slick and don't worry because slicks are often purplish (multi) hued. Bigger splashes for large shells will be good too.

By the way, you might want to start a new thread for your mods, as they will get lost on this thread.:yep:

turnerg
04-13-07, 10:04 AM
ATM, its using files that im sure were changed in the gwx i have installed, so i'd have to have a scratch-file to work with...plus i want to make sure it hasn't already been done, and i need some input on how to combine effects, ie oil spots+flames+smoke, etc.

Oh, and i accidentally broke my bismarck...tried to change the paint to what she actually wore when she broke out and fought hood, but now the 2 aft turrets are burried in the hull.......

An considering i have 3ds6 and 7, im considering making the Texas, as she appeared all over in the sh3 AND sh4 based theatres.

Madox58
04-13-07, 10:17 AM
Unless you know how to hex edit,
and you understand the SH3 files and ID's,
You won't be able to combine effects.
You can change the oil slick colors through:
A: Hex edit
B: Write a tweak file that will do the changes
Changeing the tga for oil slicks won't do it.
which, by the way is in materials.dat.
fire_add.tga