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wamphyri
03-18-10, 07:07 PM
Wamphyri's torp bubbles removal

In stock all the torpedoes have bubbles that follow behind the torpedo. As was discussed in the tread near the end the electric torps shouldn't have this. So this little mod removes them from the electric torpedoes. The TVII(walter engine) will still have them but no wake, and the 3 different kinds of TI's will have the bubbles and a wake.


Download

Link (http://www.filefront.com/17457288/No%20torp%20bubbles%20-%20wamphyri.zip)

FX Update Mod version (current as of fx update 0.0.5)

Link (http://www.filefront.com/17460071/no%20torp%20bubbles%20-%20fx%20mod%20compatable-%20wamphyri.zip)

Install with JSMGE

Nuclear
03-18-10, 07:31 PM
woo hoo for more bug fixes. :rock:

gimpy117
03-18-10, 07:33 PM
:up:

reaper7
03-18-10, 07:45 PM
I may have a reason to start using them electrics... :up:

Arclight
03-18-10, 07:47 PM
Excellent. :D

ReallyDedPoet
03-18-10, 08:11 PM
Nice :up:

kylania
03-18-10, 08:19 PM
woo hoo for more bug fixes. :rock:

From March 8th:

Electric torpedoes not being spotted is not a bug.

Electric torpedoes leaving wakes is a SH5 bug. Its fixed in the file I uploaded earlier (http://www.subsim.com/radioroom/showpost.php?p=1300559&postcount=9).

Propellers (and arming prop) for ALL torpedoes not turning is a problem we have with the animation system. KNOWN BUG.

By the way, for the first time we have quasi-accurate german torpedo models in the game :)

(http://www.subsim.com/radioroom/showpost.php?p=1300559&postcount=9)

wamphyri
03-18-10, 09:56 PM
Oh poo. I searched the forum to see if anyone had done this but guess I missed that thread. Our mods should be identical.

kylania
03-18-10, 10:25 PM
Yeah, not knocking your mod, just mentioning that the devs are aware of both issues (propellers and the bubble trail) and they are being fixed next patch. :DL

wamphyri
03-18-10, 11:14 PM
probably most of the stuff we've modded will be fixed next patch. Then we'll have to make mods to fix the stuff that they broke. The great "silent hunter" circle of life.

jmr
03-18-10, 11:15 PM
So there is another patch coming?

java`s revenge
03-18-10, 11:53 PM
Really great, thanks :yeah:

Paco
03-19-10, 02:22 AM
:rock:

quad5
03-19-10, 02:59 AM
Good work!:yep:

Question: you can make realistic eel wake for G7a?

wamphyri
03-19-10, 10:16 AM
I can try .. do you have an idea of what it should look like?

xxx4Dxxx
03-19-10, 11:17 PM
talk about wake texture. any one have a problem with it disappearing?

The General
03-20-10, 05:06 AM
Yeah, not knocking your mod, just mentioning that the devs are aware of both issues (propellers and the bubble trail) and they are being fixed next patch. :DLWait a minute...How does this guy know what's in the next Patch?! :o

When's it due then Kylania?

captainprid
03-20-10, 05:26 AM
Wait a minute...How does this guy know what's in the next Patch?! :o

When's it due then Kylania?


I read yesterday on here that there might not even be a patch if the game doesn't make lots of cash. So is there going to be one and when will it be released??

wamphyri
03-20-10, 06:36 AM
Well I hope there's going to be an other one .. honestly my mods depend on it. There's so many bugs I have to deal with for my airplane mod that I want to physically throw the game out the window. For my sanity's sake I hope there's another patch.

captainprid
03-20-10, 07:05 AM
Yeah. The game is basically unfinished so I do think Ubi have an obligation to sort out the bugs etc and i'm sure they will but who knows when

BlueNinja
10-20-10, 09:08 PM
I've been using this mod now for a while and realized that the wake is removed from the TI (G7a) and not the TII (G7e).

It should be the other way around. Can this be fixed please.

Cheers,

W_clear
10-21-10, 06:27 AM
You have modified files and there is no difference With the original file‘You are uploading wrong.?or....................:88)

BlueNinja
10-21-10, 08:51 AM
I'll try downloading and installing it again. If you watch the event cameras for both types of torpedos the TI is wakeless and the TII has a wake.

Cheers,

TheDarkWraith
10-21-10, 11:06 AM
which of the following torpedoes are electrics:

T_I
T_I_FAT_I
T_II
T_III
T_III_FAT_II
T_IV
T_V
T_I_LUT_I
T_III_LUT_II
T_XI
T_VII
T_Mk10TorpUS
T_Mk14TorpUS
T_Mk16TorpUS
T_Mk18TorpUS
T_Mk23TorpUS
T_Mk27TorpUS

:06:

Sepp von Ch.
10-21-10, 12:12 PM
which of the following torpedoes are electrics:

T_I
T_I_FAT_I
T_II
T_III
T_III_FAT_II
T_IV
T_V
T_I_LUT_I
T_III_LUT_II
T_XI
T_VII
T_Mk10TorpUS
T_Mk14TorpUS
T_Mk16TorpUS
T_Mk18TorpUS
T_Mk23TorpUS
T_Mk27TorpUS

:06:

German torpedoes:

- T II (fisrt electric-fleet-torpedo with 60 /72 kW DC engine and lead batteries)
- T III, T III Lut and T III Fat
- T IV Falke (G7es - first fleet torpedo with passive homing)
- T V Zaunkönig (passive acoustic homing torpedo with active magnetic distance fuse TZ5 with impact pistol Pi 4c)
- T XI Zaunkönig II (further development of T V with 4 adjustable security limits and switchable reception receiving beams)

+ (that means for the game "no bubbles in the wather")

- T VII Steinbarsch (Walther turbine)

Sepp von Ch.
10-21-10, 12:26 PM
US:

T_Mk18TorpUS (electric)
T_Mk27TorpUS (electric)




T_Mk16TorpUS (hydrogen-peroxide powered)

PL_Andrev
10-21-10, 04:32 PM
I'm not sure that
- T VII Steinbarsch (Walther turbine)
- T_Mk16TorpUS (hydrogen-peroxide powered)
were 'not-bubble-in-water' torpedoes.

"The CO2 which was produced as the only gaseous combustion product was compressed and sent overboard where it dissolved in sea water before it could rise to the surface."

This means:
There was a bubble on water like steam powered, but bubbles was invisible on surface and does not produce a torpedo wake like electric torpedoes.

Steam: bubbles and wake
Peroxide: bubbles but no wake
Electric: no bubbles and no wake

BlueNinja
10-24-10, 08:56 AM
Ok, I reinstalled and I think it's working properly. I see bubbles for both the TI and TII in the event camera see screen shot of TII torpedo. I only see a wake on the surface for the TI and not the TII now so don't know what happened with original install of this mod.

http://img243.imageshack.us/img243/3193/g7etorpedo.jpg (http://img243.imageshack.us/i/g7etorpedo.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Cheers,

TheDarkWraith
10-24-10, 09:03 AM
German torpedoes:

- T II (fisrt electric-fleet-torpedo with 60 /72 kW DC engine and lead batteries)
- T III, T III Lut and T III Fat
- T IV Falke (G7es - first fleet torpedo with passive homing)
- T V Zaunkönig (passive acoustic homing torpedo with active magnetic distance fuse TZ5 with impact pistol Pi 4c)
- T XI Zaunkönig II (further development of T V with 4 adjustable security limits and switchable reception receiving beams)

+ (that means for the game "no bubbles in the wather")

- T VII Steinbarsch (Walther turbine)

so all the listed torpedoes above are electrics and should have no wake correct?

PL_Andrev
10-24-10, 10:21 AM
so all the listed torpedoes above are electrics and should have no wake correct?

Not exactly, no wake - yes.
But, as I write below, T VII Steinbarsch (Walther turbine) is peroxide powered and should have bubbles with no wake.

wamphyri
10-27-10, 09:30 PM
Well I haven't been modding for months but this should be an easy fix. Will do it and fix it after work.

wamphyri
10-31-10, 10:09 AM
Wait .. why is blueninja using my mod at all? patch 1.2 fixed the wakes making my mod useless.

Anyways here's a small mod to remove the bubbles from the electrics. I'll put the link here and on the front page.

Link (http://www.filefront.com/17457288/No%20torp%20bubbles%20-%20wamphyri.zip)

So the 3 kinds of T1 torps will have a wake and bubbles, the TVII will have no wake but have bubbles, All the rest are electric and will have no wake and no bubbles.

Echolot
10-31-10, 11:07 AM
:up: Thank you. Now all is fine with the torps except the wake texture.

With SHIII i use Torpedo HAHD Mod with the texture of a foam mod (don't know the name atm) and looks great. SH5 is like a game from the year 2000 (or 1963, where the poeple have zero experience in game programming) in some points.

Whatever, thx again.

Gruß.

Echol:sunny:t.

Sepp von Ch.
10-31-10, 01:30 PM
Wamphyri: Your mod is great, but it is possible to make it compatible wit TDW´s famous FX Update mod (http://www.subsim.com/radioroom/showthread.php?t=174511)?

Your mod overwrite TDW´s FX Update mod. http://s1.postimage.org/BIdor.jpg (http://postimage.org/image/24jysiz0k/)


I tested these mods:

1) When I activate your mod before TDW´s FX Update mod, electric torpedoes have bubbles.

2) When I activate TDW´s FX Update mod first, your mod is OK, but this wonderfull and very realistic torpedo hit not displayed:

http://s3.postimage.org/z0BI0.jpg (http://postimage.org/image/1z35uxxdw/) :cry:

PL_Andrev
10-31-10, 01:49 PM
Wamphyri: Your mod is great, but it is possible to make it compatible wit TDW´s famous FX Update mod (http://www.subsim.com/radioroom/showthread.php?t=174511)?

Or create them as part of FX mod.
Will be great...
:yeah:

Sepp von Ch.
10-31-10, 02:30 PM
Yes! It would be awesome!:yep:

wamphyri
10-31-10, 10:09 PM
Done guys. Link on the first post.

Bubblehead1980
10-31-10, 11:03 PM
Would anyone be willing to do this for Mark 16 torpedo in SH 4? Cant find a modder who knows how.Long shot but thought I'd try, pref one that works fine with RSRD and TMO.

PL_Andrev
11-01-10, 02:15 AM
Done guys. Link on the first post.

Great work, thank you!
:yeah:

I thought about fix wake/bubbles for US torpedoes but the question is whether it is needed?

1. AI subs use torpedoes extremely weak, destroyers and cruisers still do not shoot.
2. Player is not informed (but should be) by a hydrophone about the coming torpedo like Enigma: Rising Tide.
3. Currently the enemy torpedo can be spotted by human player.

So, do we need this fix?
:hmmm:

Sepp von Ch.
11-01-10, 03:02 AM
Wymphyri: Thank you VERY much for your support!:yeah:

wamphyri
11-01-10, 09:27 AM
Great work, thank you!
:yeah:

I thought about fix wake/bubbles for US torpedoes but the question is whether it is needed?

1. AI subs use torpedoes extremely weak, destroyers and cruisers still do not shoot.
2. Player is not informed (but should be) by a hydrophone about the coming torpedo like Enigma: Rising Tide.
3. Currently the enemy torpedo can be spotted by human player.

So, do we need this fix?
:hmmm:

I had a quick look and I don't really see much reason.

@bubblehead : I don't have sh4 installed anymore otherwise I'd have a look. It should be easy to do.

Kentrat
11-01-10, 02:04 PM
Thanks Wamphyri, a useful addition to realism; Do we activate after FX mod or before?

Regards

wamphyri
11-01-10, 09:13 PM
Great work, thank you!
:yeah:

I thought about fix wake/bubbles for US torpedoes but the question is whether it is needed?

1. AI subs use torpedoes extremely weak, destroyers and cruisers still do not shoot.
2. Player is not informed (but should be) by a hydrophone about the coming torpedo like Enigma: Rising Tide.
3. Currently the enemy torpedo can be spotted by human player.

So, do we need this fix?
:hmmm:

after

wamphyri
11-02-10, 10:57 PM
Everyone,

I need pictures of real torpedo wakes. I've got a good headstart on making them look alot more realistic and SH5 worthy but I want to get it right. Since I'm newly back there may already be a mod that does this and if so just let me know.