View Full Version : [WIP] FX Update
nozaurio
11-17-10, 08:31 PM
The diesel spill according to this picture is somewhat less colorful than the petroleum:
http://www.cnn.mx/media/2010/08/10/afp-derrame-petroleo-india-buques.jpg
D.Kruger
11-17-10, 08:44 PM
you are showing screenshots of my SH4 effects for SH3 mod that I did for SH3. Yes, I'm bringing it to SH5 :yep:
Yes FX-mod yours, but the texture of brown and black smoke , I did, and texture of fire and explosions, too I have done. And in your mod for themselves made changes, I do to all the smoke went in one direction, as well as with the smoke and fire from the explosions, but never finished because of the Silent Hunter 5
These textures of brown and black smoke, the newest. Long time I was experimenting ... These textures are only I have, and if they do you need then I will be happy to give them to you.
Excuse for my bad English
http://a.yfrog.com/img155/5750/sh32010020203453928.jpg
http://a.yfrog.com/img440/1168/01510074z.jpg
TheDarkWraith
11-17-10, 09:02 PM
Here's the oil spot that appears when you completely damage a ship's diesel engine, engine room, or engine compartment. The spot starts small and grows to a huge spot on the water. It reaches maximum size in 30 minutes but it's also completely faded out. So the lifetime of the spot is 30 minutes and at 15 minutes it starts fading out. It's also a floating object so it can possibly move on the water surface:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3275
PL_Andrev
11-18-10, 04:49 AM
The different-coloured smoke has sense... but it depends from burning material:
I do not see the "brown" smoke when oil burns:
http://www.alaska-in-pictures.com/data/media/20/burning-oil_4516.jpg
Second issue:
I'm playing on SH3/Uboat Total War mod and at this mode the oil smoke have different structure - effect of oil smoke shows that this smoke is dense, fat and heavy... very impressive.
http://img126.imageshack.us/img126/3610/sh3img26122008211118227rv0.jpg
http://www.forum.polishseamen.pl/download.php?id=7844
http://www.forum.polishseamen.pl/download.php?id=7994
PL_Andrev
11-18-10, 10:57 AM
Tested gun at PQ-17 with FX 0.5:
On screenshot is the water splash from my gun's bullet.
Do you see the difference between color of bullet's water splash and destryer's screw?
But it is not the reason of this post...
The true reason is:
I have this splash maybe at 1 per each 10 fires...
:o
http://img88.imageshack.us/img88/3630/splash5p.jpg
TheBeast
11-18-10, 12:23 PM
What about some type of oil leak coming from submarine when deisel engines are damaged. I played around with this in SH4. A smoke effect visable under water only looked very good for this effect but is disapated rapidly.
Just a thought...
TheDarkWraith
11-18-10, 01:14 PM
What about some type of oil leak coming from submarine when deisel engines are damaged. I played around with this in SH4. A smoke effect visable under water only looked very good for this effect but is disapated rapidly.
Just a thought...
excellent idea. I'll put that down on my list :up:
7thSeal
11-18-10, 02:54 PM
Haven't been working on this mod anymore yet. My UIs mod with the development of the new tutorial feature is currently taking all my time.
That 'yet' word was bigger than expected... you've been cranking out new improvements planned for a future release since posting in this thread. I'll give you more time before posting back in the UI thread. :har:
Jk, great news on the improvements! :salute:
TheDarkWraith
11-18-10, 03:19 PM
That 'yet' word was bigger than expected... you've been cranking out new improvements planned for a future release since posting in this thread. I'll give you more time before posting back in the UI thread. :har:
Jk, great news on the improvements! :salute:
I bounce around all my projects. Sometimes I discover something or something comes to mind and I need to jump to another project. I finished the new tutorial feature and thus it was back to work on this mod.
TheDarkWraith
11-18-10, 10:14 PM
v0.0.7 released. See post #1 for details :|\\
And before anyone asks, no I will not remove the bodies and no I will not remove the bleeder bodies either :smug:
Madox58
11-18-10, 10:19 PM
v0.0.7 released. See post #1 for details :|\\
And before anyone asks, no I will not remove the bodies and no I will not remove the bleeder bodies either :smug:
You don't need to.
Others will if they really want to.
PL_Andrev
11-19-10, 03:49 AM
This is crude oil (petroleum) or engine oil effect?
http://img819.imageshack.us/img819/2141/debris2.jpg
I think that petroleum (from damaged and sinked tankers) should look much much higher like it:
http://img535.imageshack.us/img535/4595/crude6.jpg
Sepp von Ch.
11-19-10, 04:51 AM
EDIT: Resolved
Sepp von Ch.
11-19-10, 06:41 AM
Some debris is moving too quickly from the sunken ship:
http://s1.postimage.org/6mkya5hg/SH5_Img_2010_11_19_12_27_32.jpg (http://postimage.org/image/6mkya5hg/)
http://s1.postimage.org/6mzu49xg/SH5_Img_2010_11_19_12_27_41.jpg (http://postimage.org/image/6mzu49xg/)
http://s1.postimage.org/6ntlsitg/SH5_Img_2010_11_19_12_27_51.jpg (http://postimage.org/image/6ntlsitg/)
Had a little problem with the 0.7. After I broke a frighters backnone with my torpedos, there was a big explosion and shortly after that the area around the ship (maybe a circle wit a 150m radius) was turned into an intesive red "fog" which was neraly 2m above the water and had a thick of round about 3 meters.
Edit:
Tested ist again. Both time it was dusk (between 6.pm and 8.pm in june) and a red flare was fired. Maybe there is a problem with the flares when there is still sunlight at later houres in summer.
TheDarkWraith
11-19-10, 07:57 AM
Had a little problem with the 0.7. After I broke a frighters backnone with my torpedos, there was a big explosion and shortly after that the area around the ship was turned into a red "fog" which was neraly 2m above the water.
Edit:
Tested ist again. Both time it was dusk (between 6.pm and 8.pm in june) and a red flare was fired. Maybe there is a problem with the flares when there is still sunlight at later houres in summer.
time of day has nothing to do with it. Can I see a screenshot of what the problem is? You're saying that the red flare reflection was floating 2m above the water? :hmmm:
TheDarkWraith
11-19-10, 07:58 AM
Some debris is moving too quickly from the sunken ship:
how long after the ship sunk did the debris start moving fast?
TheDarkWraith
11-19-10, 09:50 AM
just noticed a big bug - debris follow the ship at it's speed :shifty: Working on a solution......man they really screwed up this SH5 game engine :damn: Give me the SH3 game engine revised with SH5 graphics please!
Here is the screenshot.
This time it happend without a red flare. It seems that the fog only occurs when the ship ist destroyed and not only damaged.
http://img196.imageshack.us/img196/3302/sh5img20101119144925.png
http://img132.imageshack.us/img132/5360/sh5img20101119145033.png
Sepp von Ch.
11-19-10, 11:15 AM
just noticed a big bug - debris follow the ship at it's speed :shifty: Working on a solution......man they really screwed up this SH5 game engine :damn: Give me the SH3 game engine revised with SH5 graphics please!
Yes, this is it.
And I have noticed the same problem as Empier.
TheDarkWraith
11-19-10, 11:20 AM
Yes, this is it.
And I have noticed the same problem as Empier.
I found a solution to the debris following the ship but man, what a convoluted mess you have to go through for something that was SO simple in SH3 :damn:
Sepp von Ch.
11-19-10, 11:33 AM
Nothing happens!
If you knew how happy I am to new version of this FX mod...
I will wait to fix:03:
It's fog of white flares.
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=3276
TheDarkWraith
11-19-10, 01:58 PM
v0.0.8 released. See post #1 for details :|\\
DKSIMONS
11-19-10, 03:38 PM
Another fantastic mod by the Wraith....thanks for the update.....:o
The fog is still there and now it's flashing.
And again without a flare in the sky.
The foge immediatly occurs after the sconde torpedo hit the DD and destroyed it. After the first hit that damaged the ship everything was normal.
I run the game with an ATI card, will try it later with an NVIDIA gpu maybe it's a problem with the graphics card.
http://img12.imageshack.us/img12/1085/sh5img20101120001955.png
And a Hooray! for your amazing work. Your mods are realy awesome!
TheDarkWraith
11-19-10, 07:05 PM
The fog is still there and now it's flashing.
And again without a flare in the sky.
The foge immediatly occurs after the sconde torpedo hit the DD and destroyed it. After the first hit that damaged the ship everything was normal.
I run the game with an ATI card, will try it later with an NVIDIA gpu maybe it's a problem with the graphics card.
And a Hooray! for your amazing work. Your mods are realy awesome!
The 'fog' you speak of is the red flare's reflection on the water. The only way it can be visible is if there's a red flare in the sky. It's there, just look way up in the sky for it. This is normal and expected when there's a flare in the sky.
Now the flashing part is what concerns me. How often does it flash? Is it more like a flicker (random) or ??? :06:
It flashes randomly at short intervals.
And this time there definitly was no visible flare in the sky (maybe it's covered by the smoke). The screenshot was taken a few seconds after the torpedo hit. I turned to TC0 and searched the sky for a flare and there was none.
TheDarkWraith
11-19-10, 07:26 PM
It flashes randomly at short intervals.
And this time there definitly was no visible flare in the sky (maybe it's covered by the smoke). The screenshot was taken a few seconds after the torpedo hit. I turned to TC0 and searched the sky for a flare and there was none.
it's there. Go to the center of the red reflection and look straight up. It'll be small to see but it's there.
Capt Sinbad
11-19-10, 08:04 PM
Do we uninstall all of your previous versions before installing 0.8 TDW?
cheers
TheDarkWraith
11-19-10, 08:08 PM
Do we uninstall all of your previous versions before installing 0.8 TDW?
cheers
yep. v0.0.8 is a stand-alone version. If you think the flare reflections are too bright please let me know and I'll tame them down.
Capt Sinbad
11-19-10, 09:05 PM
yep. v0.0.8 is a stand-alone version. If you think the flare reflections are too bright please let me know and I'll tame them down.
Thanks for the reply
:salute:
LcSummers
11-20-10, 01:32 AM
Hi TDW,
i have a question concerning the installation order. I had some CTD s.
I have two mods, both of them installed: One is your great UI mod.
1, BRF 1.3
2, Multiple UIs with TDC
and your FX mods
3, FX_Update_0_0_7_BARF_1_3_Full_Fix
4, FX_Update_0_0_7_ByTheDarkWraith
Do i have to install both FX updates and in wich order?
Must BRF in front or after UI mod?
Like:
#1 ?
#3 ?
#2 ?
#4 ?
Thank you very much for any help. Hope to solve problems with CTDs when both fx updates installed.
LC
(http://www.subsim.com/radioroom/member.php?u=254741)
TheDarkWraith
11-20-10, 01:41 AM
FX Update
FX Update barf 1_3 full fix
UIs mod
ensure you have the latest versions of each (UIs is 5.2.0 and FX Update is 0.0.8)
LcSummers
11-20-10, 01:55 AM
Hi TDW,
thanks alot for your fast respond.
Thanx
LC :salute:
I have downloaded your newest mod. GREAT!!!
PS: BRF 1.3 is in front of your listed mods. right?
TheDarkWraith
11-20-10, 02:12 AM
Hi TDW,
thanks alot for your fast respond.
Thanx
LC :salute:
I have downloaded your newest mod. GREAT!!!
PS: BRF 1.3 is in front of your listed mods. right?
you don't need BRF 1.3...it's already in the add-on mod FX_Update_brf_1_3_full
TheDarkWraith
11-20-10, 02:19 AM
I think I need to change the way the oil spot is rendered to be like the flares (v0.0.8). Anyone seen anything strange with the oil spots in heavy seas? I imagine you'll get some 'oil spot fog' with the way it is. Also just noticed that the small splash I made for the lifevests and helmets hitting the water is missing sound. I'll correct that in the next update.
Did anyone notice the difference in the torpedo explosion? There's now an initial water rise, then sink, then the water plumes rise up. That's how it was supposed to be in earlier versions but I finger fubar'd it when creating it with the hex editor :cool:
I'm going to put some 'spin' on the debris also in the next version to give it the illusion of water floating and subsequent turning in the water due to the waves (just so the debris doesn't look so lifeless).
LcSummers
11-20-10, 02:36 AM
you don't need BRF 1.3...it's already in the add-on mod FX_Update_brf_1_3_full
Thanx mate,
PL_Andrev
11-20-10, 05:13 AM
Is possible to add debris from destroyed submarine like oil on water or small debris (no boxes of course)?
I think about human (at multiplayer game) and AI submarines.
Sepp von Ch.
11-20-10, 07:37 AM
What is the black spot moving away from the ship?
The stain in the blue circle was left after the sunked ship, but what is in the red circle?
http://s4.postimage.org/2pepmjt2c/SH5_Img_2010_11_20_12_28_44.jpg (http://postimage.org/image/2pepmjt2c/)
TheDarkWraith
11-20-10, 09:44 AM
What is the black spot moving away from the ship?
The stain in the blue circle was left after the sunked ship, but what is in the red circle?
http://s4.postimage.org/2pepmjt2c/SH5_Img_2010_11_20_12_28_44.jpg (http://postimage.org/image/2pepmjt2c/)
was the red circle moving? If so, was it moving quickly or slowly? Does it resemble the oil spots from a sunken ship? And does the item in the red circle grow larger with time? If so then I'll have to change the way the oil spots are rendered to like I did with the debris. This freakin SH5 game engine is crap :damn: SH3 was a hell of a lot easier to work with :arrgh!:
TheDarkWraith
11-20-10, 10:24 AM
while investigating the missing sound from my small item splash I discovered that ALL my splashes are now missing sounds :o This is due to an ID change I made in my files that I forgot to update in the .dsd files :damn: I'll be releasing another full version with this fix and an update to the oil spots
TheDarkWraith
11-20-10, 12:01 PM
right now I'm in a learning process of this SH5 game engine. SH3 was a fairly easy game engine to add effects to. This SH5 game engine is very hard to add new effects to because it doesn't seem to follow any set of 'rules'. Take for instance effects. The zone file determines what effects get played based on damage taken. Now in SH3 the controllers would 'disconnect' the new object from the parent object. This is sometimes so and sometimes not so in SH5. There is no rhyme or reason to it, at least not that I have been able to figure out yet. Because of this creating and adding new effects is a real PITA! Thus is why you're probably going to see many versions of this mod. I can test and it will work but because this game engine doesn't seem to follow any 'rules' on effects the minute I release a new version with new effects someone will spot something that isn't working correctly. Then I must try and find a solution which in itself is another version release. You all are my best testers and best feedback.
v0.0.9 released. See post #1 for details :|\\
rascal101
11-20-10, 05:34 PM
OK MR Darkwraith,
I have followed your advise and reloaded my mods - Wow! what a difference - now I got secondary explosions, now I get attacked from the air - now I got flares, now I got reasonable behaviour from surface ships although I've still not encountered escorts so yet to see any difference re escort aggression.
Any way I have a problem - have encountered a 4 ship convoy off the SE coast of Scotland - shallow water, usually I score one or two torp hits, then surface to finish off with deck gun. I usually bag all four, then turn about to get out of the area and then BAM....CTD, no apparent reason.
I suspect it might be Mr Clear's Enviro Mod, as this was a long running issue but then again perhaps its one of yours - Can you check my mod list below and see if you can make any reccommendations.
If it is Mr Clear's mod there is a file or folder that you remove to stop the CTD's can anyone advise which one it is - Can TDW also clarify which order to install his own mods
Mod List including clashing mods in RED
Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
Environment 4.5 MOD
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
sobers ultimate base wave mechanics for SH5
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
FX_Update_0_0_9_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_0_0_29_No_hydrophone_on_surface
IRAI_0_0_29_No_Aircraft_Spotting_At_Depth
IRAI_0_0_29_ByTheDarkWraith
TheDarkWraith
11-20-10, 06:04 PM
Mod List including clashing mods in RED
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
above is the order for my mods that you have. I would disable the environment mod and test again to see if you still get a CTD.
rascal101
11-20-10, 09:30 PM
OK tried all of the suggestions and still got a CTD - there's a bug in there somewhere - heres the activated list showing conflicing mods in RED - I removed the EEnviro Zones TGA file from the Enviro mod - this is what was reccommended to stop CTD's with Mr Clears Mod so that leaves something else - see below
Cerberus62 Additional Merchant Ships 1.0
Cerberus62 Historical Ship Equipment 1.2
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Loading Screens Mod 2.0
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
SteelViking's Sky Banding Mod
SV&Com Underwater Mod
Wordeees' Actual Footage Menu V2
U-Boat Watch Crew Routine SFX
German U-Boat Hydrophone SFX
Grossdeutscher Rundfunk
Unterseeboot SFX
U-Boat Ballast Tanks SFX
U-boat Historical Specifications 1.4
Old Style Explosions V1.1
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Interior Mod V1.2
AirTorpedoes
ImprovedWaves_Improved Pitch&Roll
Enhanced FunelSmoke_by HanSolo78
Ui-Boat V2.2
sobers ultimate base wave mechanics for SH5
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Environment 4.5 MOD
TheDarkWraith
11-20-10, 10:06 PM
there's no way to figure out who the culprit is without disabling them all and enabling one by one and testing inbetween. I would first disable all exept for my mods and test to see if you get the CTD.
THE_MASK
11-21-10, 12:30 AM
downloaded v8 , fire the sub deck gun and got these black dots that drifted towards the sub .
http://img100.imageshack.us/img100/9052/46464620.jpg (http://img100.imageshack.us/i/46464620.jpg/)
http://img89.imageshack.us/img89/2420/15560737.jpg (http://img89.imageshack.us/i/15560737.jpg/)
Thanks for the many mod that you have made TDW, I write in order to signal that l' last release (FX0.9) sends in Crash the game when c' it is a combat against the Airplane. If markup FX.06, all OK.
Duval
PL_Andrev
12-05-10, 07:21 AM
Hello TDW,
I return back to my post on this thread:
http://www.subsim.com/radioroom/showpost.php?p=1522682&postcount=197
As you see the developers put the correct color for water's foam for different weather conditions. Is possible to "read" the current color of water's foam and put it to splashes color to fix different colors between foam and splashes?
Gunfighter
12-22-10, 01:45 PM
Hi TDW Oil slicks standing End on Could You Help REF Visitor Message sent.:up:
TheDarkWraith
12-24-10, 10:04 AM
Hi TDW Oil slicks standing End on Could You Help REF Visitor Message sent.:up:
I'm not sure why this is happening. I've been unable to recreate the problem. I have updated the effect though with another controller that should prevent this from happening.
Since I was in the FX update files I removed the fireworks from the ammo explosion also
TheDarkWraith
12-24-10, 01:47 PM
v0.0.10 released. See post #1 for details :|\\
tonschk
12-24-10, 04:33 PM
Thanks for all your work!! :yeah:TheDarkWraith
7thSeal
12-24-10, 10:23 PM
v0.0.10 released. See post #1 for details :|\\
Thanks for removing the fireworks with this version TDW, much appreciated.
I just finished setting up and overclocking my new 6950 card with a new Samsung 24" monitor and man my jaw dropped after playing a game at that resolution... I just thought my old 1680x1050 monitor looked good, what a step up. :DL
Gunfighter
12-25-10, 06:03 AM
I'm not sure why this is happening. I've been unable to recreate the problem. I have updated the effect though with another controller that should prevent this from happening.
Since I was in the FX update files I removed the fireworks from the ammo explosion also
Thank You Sir :up:
TheDarkWraith
12-26-10, 11:59 AM
next version of the mod will contain these: http://www.filefront.com/17705102/SH5-Lighthouses.avi/
:rock::|\\
tonschk
12-26-10, 12:31 PM
:DL Fantastic :rock: Well done TheDarkWraith
letterboy1
12-26-10, 07:31 PM
Any chance this will eventually become compatible with W_Clear's Environment mod?
[501]Otto
12-26-10, 08:13 PM
Thx, TDW :rock::rock:
TheDarkWraith
12-27-10, 10:00 AM
v0.0.11 released. See post #1 for details :|\\
Enjoy the improved lighthouses :D :rock:
Gunfighter
12-28-10, 02:14 PM
http://i47.photobucket.com/albums/f163/ABThing/OilSlick.jpg
hi TDW,Using ver 11, Sorry to say Oil Slick still standing on End think I'll go back to Version 8 Thanks for trying to sort it out.
GUNFIGHTER
Seeing stuff like this in the middle of the ocean.. I would freak out :o
TheDarkWraith
12-28-10, 02:38 PM
hi TDW,Using ver 11, Sorry to say Oil Slick still standing on End think I'll go back to Version 8 Thanks for trying to sort it out.
GUNFIGHTER
Seeing stuff like this in the middle of the ocean.. I would freak out :o
The granny way of rendering really screws up the effects for the game :nope: I might have to remove the oil slicks (and other slicks I was working on) entirely due to this :wah:
Gunfighter
12-28-10, 02:56 PM
The granny way of rendering really screws up the effects for the game :nope: I might have to remove the oil slicks (and other slicks I was working on) entirely due to this :wah:
3 or 4 of the guys have said they are getting this.If it is only a few dont messup your mod just for me, I dont mind going back to Ver 8 and thank you for quick reply
TheDarkWraith
12-28-10, 03:10 PM
3 or 4 of the guys have said they are getting this.If it is only a few dont messup your mod just for me, I dont mind going back to Ver 8 and thank you for quick reply
going back to 8 you will lose many new features (lighthouses were in v11)
Actually would be interesting to have something like a Bermuda triangle filled with weird effects like this.. ghost ships, smoke hovering the water and once you enter one.. ur ship will be teleported at some random locations etc. First time I saw the screenshot thought that is a special effect made by TDW .. pretty scarry :DL
Sepp von Ch.
12-29-10, 12:04 PM
v0.0.11 released. See post #1 for details :|\\
Enjoy the improved lighthouses :D :rock:
Thank you very much TDW!:yeah:
I have the same problem as Gunfighter, but I can not uninstall this superb version!:yep:
Gunfighter
12-29-10, 01:17 PM
Thank you very much TDW!:yeah:
I have the same problem as Gunfighter, but I can not uninstall this superb version!:yep:
Yes I'm going to stick with Ver 11 its to good a mod not to have :up: I am sure TDW will come up with something later.
Sepp von Ch.
01-01-11, 05:52 PM
Post Nr. 42 (http://www.subsim.com/radioroom/showpost.php?p=1535392&postcount=42) in this thread " [REL] External Torp Reload Time ": http://www.subsim.com/radioroom/showthread.php?t=165416&highlight=Posorschitz
I released v0.0.6 of the FX Update mod with the external torp reload time changed to that recommended by wamphyri
TDW, I use your FW mod in version 0_0_11, but the external torp reload time is too fast. In older version of your mod it was perfect. Is this problem with changed external torp reload time by me or is no longer part of your FX mod?
And U-Boat visual damage is no longer part of your FX mod?
ReallyDedPoet
01-09-11, 12:43 PM
I see there is support for BARF Full DW, any for Lite, or does it matter for that version?
TheDarkWraith
01-09-11, 09:22 PM
I see there is support for BARF Full DW, any for Lite, or does it matter for that version?
doesn't matter what version.
ReallyDedPoet
01-09-11, 09:34 PM
doesn't matter what version.
:up:
Eventually I'll get around to MO.
TheDarkWraith
01-09-11, 10:44 PM
:up:
Eventually I'll get around to MO.
I wouldn't be in any rush. It's a BETA version just for feedback and testing currently. Call it the shaking out of the bugs and figuring out what everyone wants in a final release version :DL
Meldric
01-19-11, 06:13 AM
Hi!
I am having loads of wrong oil spots like in this picture:
http://www.subsim.com/radioroom/showpost.php?p=1562058&postcount=312
Using latest version.
Any fix coming up for that?
Or is going back to an older version a valid solution?
Meldric
Stormfly
02-06-11, 03:01 AM
Hi!
I am having loads of wrong oil spots like in this picture:
http://www.subsim.com/radioroom/showpost.php?p=1562058&postcount=312
Using latest version.
Any fix coming up for that?
Or is going back to an older version a valid solution?
Meldric
same here :wah:
Captain von Keldunk
02-06-11, 10:19 AM
Hello :DL
I had this problem too, I have a ati card.
I changed particles\ funnelsmoke\ waterReflection Frustrumtest, was False
to True, and so far I have not seen oil spots or standing slicks and smoke balls any more.( I was wrong)!! Maybe this Frustrumtest thing should be true?:06: Needs more testing I think.
Hope this helps :DL
P.S I played tutorial mission were you sink tree ship as a test, and I had tree oil slicks from tree sunked ships following my u-boat.:hmmm:
did another tutorial mission and it was 3 oil slick following my uboat.
P.S2 I finally rid my game of these evil oil spots.:DL
I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen?:dead:) do rise up from the sea but they die soon. You hardly notice them any more.:woot:
THE_MASK
02-20-11, 07:48 PM
There were also smoke floats . A barrel filled with chemical and when lowered into the water it reacted and caused a white smoke . Could we have a new kind of depth charge , one that stays floating for X amount of time and emits smoke . ie: smoking while floating and stops when sunk , same as a ship i suppose . So i guess the scenario would be that the dd has an extra type of depth charge . This depth charge stays floating for X amount of time and then sinks . I am on the surface amongst a convoy and smoke barrels/depth charges are letting off smoke on the surface stopping me from seeing all the ships thru the periscope . I would nt want too many though , i guess the depth charges have a controller that adjusts time between throwing . Maybe only in medium or large size convoys and randomly , not every encounter . Just a thought , no idea if it is possible . I think this would work well with wolf pack attacks as well . I could imagine seeing a convoy in the distance covered in smoke .
http://www.lonesentry.com/articles/ttt07/acid-smoke-float.html
charognard
02-25-11, 03:47 AM
Is there any interaction between flare and other ship ? Do a ship launching a flare, make a DD coming or any another ship for look for survivors ? If not, it ll be great :D
Kapten Nemo
02-27-11, 12:43 AM
P.S2 I finally rid my game of these evil oil spots.:DL
I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen?:dead:) do rise up from the sea but they die soon. You hardly notice them any more.:woot:
Hi TDW, may I ask u something about this file TDW_FXU_Slicks_and_Spots_Particles.dat in FX update 11 mod. If I open that file with Silent3Ditor, there is a misplaced child chunk no.15 (Follow Parent) with Parent Id 0x0500ff520400f1fb, is it supposed to be at that position?
Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong.
TheDarkWraith
02-27-11, 01:06 AM
Hi TDW, may I ask u something about this file TDW_FXU_Slicks_and_Spots_Particles.dat in FX update 11 mod. If I open that file with Silent3Ditor, there is a misplaced child chunk no.15 (Follow Parent) with Parent Id 0x0500ff520400f1fb, is it supposed to be at that position?
Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong.
I use hex editor and not S3D so I'll have to investigate it :up:
TheDarkWraith
03-02-11, 11:52 AM
Hi TDW, may I ask u something about this file TDW_FXU_Slicks_and_Spots_Particles.dat in FX update 11 mod. If I open that file with Silent3Ditor, there is a misplaced child chunk no.15 (Follow Parent) with Parent Id 0x0500ff520400f1fb, is it supposed to be at that position?
Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong.
ok I looked at that file with my hex editor and sure enough I made a typo :nope: This is more than likely why the oil slicks stand on end sometimes :yep:
Good catch Kapten Nemo :up:
I'll be releasing v0_0_12 here soon with the change.
EDIT:
testing the change revealed a whole new set of problems....now the slicks aren't appearing where they are supposed to be, they are pretty far away from where they need to be. Playing around with it now...
TheDarkWraith
03-02-11, 03:53 PM
v0.0.12 looks like the oil slick problem is fixed
AND fire now causes damage to ships :rock: They can sink and explode just from the fires on them now :D
marleymen
03-02-11, 03:59 PM
v0.0.12 looks like the oil slick problem is fixed
AND fire now causes damage to ships :rock: They can sink and explode just from the fires on them now :D
About the fire that causes damage .. I never doubted you will fix that. :arrgh!:
What was the oil slick problem in previous releases? :-?
THE_MASK
03-02-11, 03:59 PM
This is awesome :rock:
TheDarkWraith
03-02-11, 04:08 PM
Where is this 0.0.12 ?
I have to tweak the fire damage. Currently the ship is destroyed from fire in about a minute. Way too fast.....
iambecomelife
03-02-11, 04:22 PM
There were also smoke floats . A barrel filled with chemical and when lowered into the water it reacted and caused a white smoke . Could we have a new kind of depth charge , one that stays floating for X amount of time and emits smoke . ie: smoking while floating and stops when sunk , same as a ship i suppose . So i guess the scenario would be that the dd has an extra type of depth charge . This depth charge stays floating for X amount of time and then sinks . I am on the surface amongst a convoy and smoke barrels/depth charges are letting off smoke on the surface stopping me from seeing all the ships thru the periscope . I would nt want too many though , i guess the depth charges have a controller that adjusts time between throwing . Maybe only in medium or large size convoys and randomly , not every encounter . Just a thought , no idea if it is possible . I think this would work well with wolf pack attacks as well . I could imagine seeing a convoy in the distance covered in smoke .
http://www.lonesentry.com/articles/ttt07/acid-smoke-float.html
Some merchantmen also had them. They are probably the "fog buoys" mentioned in this write-up:
http://uboat.net/allies/merchants/ships/1146.html
If SH5 is like SH3 and merchants can't use depth charge nodes, then maybe create a new type of gun shell with 0 damage value, and attach the smoke to its splash effect...? :hmmm:
Sepp von Ch.
03-02-11, 04:57 PM
I have to tweak the fire damage. Currently the ship is destroyed from fire in about a minute. Way too fast.....
Perfect!:up:
Depth charge also have on board inter alia auxiliary cruisers, liner ships (Laconia etc.) and Truppentransporters.
v0.0.12 looks like the oil slick problem is fixedAND fire now causes damage to shipsWell this is just great news! Super-great, thanks TDW! :woot:
TheDarkWraith
03-02-11, 06:23 PM
this fire damage is really cool :yep: Now I'm trying to figure out the best 'time' for fire to consume and destroy the ship.
If we look at a large steamer it has 400HP. A small fire will do max of 3HP damage / 1 minute. So if the small fire is the only fire burning on the ship (in theory) the ship should succumb to fire damage in 133 minutes. Does this sound reasonable? Now if there are multiple fires going it will succumb to fire damage much faster. Large fires do max of 6HP / minute of damage to the ship.
THE_MASK
03-02-11, 06:32 PM
If you could add randomness into the HP then would it matter ?
TheDarkWraith
03-02-11, 06:33 PM
If you could add randomness into the HP then would it matter ?
Can't add randomness into this one. Has to be hard coded.
TheDarkWraith
03-02-11, 06:47 PM
figured out something better. Now a single fire or two cannot destroy the ship. They can severely damage it and reduce it's HP to next to nothing but it will take multiple fires to destroy a ship by fire.
iambecomelife
03-02-11, 06:52 PM
figured out something better. Now a single fire or two cannot destroy the ship. They can severely damage it and reduce it's HP to next to nothing but it will take multiple fires to destroy a ship by fire.
Great! Out of curiosity, how does it work?
Madox58
03-02-11, 06:55 PM
Can't add randomness into this one. Has to be hard coded.
Ain't that what the DLL inject could do?
:DL
TheDarkWraith
03-02-11, 06:57 PM
Ain't that what the DLL inject could do?
:DL
no DLL injection with this one. This is making controllers do things they weren't supposed to do ;)
This will work in SH3 and SH4 also.
EDIT:
had a dumb moment there....I added some randomness now....
TheDarkWraith
03-02-11, 07:34 PM
got some good randomness now. There's even randomness to where the damage is incurred in relation to the fire (+- some random radius from the fire is where the damage will incur).
I'll be sending it out to a couple of people for testing here soon :up:
stoianm
03-02-11, 07:35 PM
:D:salute:
7thSeal
03-02-11, 08:19 PM
got some good randomness now. There's even randomness to where the damage is incurred in relation to the fire (+- some random radius from the fire is where the damage will incur).
Great stuff TDW, even more the reason for me to keep following a damaged ship to see if I need to finish it off. :salute:
I tell you if my sub ever had this same randomness relating to damage when being dc'd.... that would be an awesome thing. :DL
TheDarkWraith
03-02-11, 08:35 PM
Great stuff TDW, even more the reason for me to keep following a damaged ship to see if I need to finish it off. :salute:
I tell you if my sub ever had this same randomness relating to damage when being dc'd.... that would be an awesome thing. :DL
Exactly! One fire will not take a vessel down. Two large fires might. More than two fires there's a good chance it's going down from burning (after some time). 4+ fires it's going down by burning but the question is how long will it take....:D
Testers will have it in hand here in a few and we'll see what they think about it :up:
Drewcifer
03-02-11, 09:09 PM
Great stuff TDW, even more the reason for me to keep following a damaged ship to see if I need to finish it off. :salute:
I tell you if my sub ever had this same randomness relating to damage when being dc'd.... that would be an awesome thing. :DL
Random Depth charge damage would be pretty BA...
TheDarkWraith
03-02-11, 09:13 PM
Now this is pretty cool! I put some shells in a merchant and had 2 large fires and 2 small fires going on it. I stopped firing shells and shadowed it for about 25 minutes. After that time it exploded (succumbed to the fires!) and I got credit for the kill :rock:
stoianm
03-02-11, 09:15 PM
Now this is pretty cool! I put some shells in a merchant and had 2 large fires and 2 small fires going on it. I stopped firing shells and shadowed it for about 25 minutes. After that time it exploded (succumbed to the fires!) and I got credit for the kill :rock:
awsome.... if you are doing all these cool things today maybe you will remember about smoked depth charges... will be cool to have these tooin sh5:rock:
TheDarkWraith
03-02-11, 09:18 PM
awsome.... if you are doing all these cool things today maybe you will remember about smoked depth charges... will be cool to have these tooin sh5:rock:
Those will be simple to make. Might do it after I make the fire damage for SH3 and SH4.
EDIT:
Sober says oil slicks are working correctly! He's going to test the fires now.
Drewcifer
03-02-11, 09:58 PM
This game just keeps getting better!!
Church SUBSIM
03-02-11, 11:13 PM
v0.0.12 looks like the oil slick problem is fixed
AND fire now causes damage to ships :rock: They can sink and explode just from the fires on them now :D
Starting to wonder what brand of coffee this man drinks ... fantastic news!
TheDarkWraith
03-02-11, 11:18 PM
Starting to wonder what brand of coffee this man drinks ... fantastic news!
No coffee or Tea...don't like either one!
Got the fires done for SH4 and now working on SH3
urfisch
03-03-11, 02:58 AM
:o
:up:
TheDarkWraith
03-03-11, 09:48 AM
so far feedback from the fires is very positive. I've experienced ship's blowing up from fire damage, Sober has experienced ship's burning and suffering severe damage and on the point of dying but don't, stoianm has experienced ship's taking some damage from fire but not excessive, Magnum has seen them take damage and slip underwater from what appears to be flooding....seems like an excellent random mix of results, just what I was looking for :yeah: No reports of oil slicks standing on end either :rock:
Is there the probability for the ships to extinguish the fire for simulating firefighting onboard?
To avoid the situation, when, after firing the vessel up, player is just waiting and whispering "burn, baby, burn..." until the kill is counted.
Perfect job anyway :up:
TheDarkWraith
03-03-11, 10:19 AM
Is there the probability for the ships to extinguish the fire for simulating firefighting onboard?
To avoid the situation, when, after firing the vessel up, player is just waiting and whispering "burn, baby, burn..." until the kill is counted.
Perfect job anyway :up:
You are not guaranteed a kill just because the ship is burning. Sometimes it will be destroyed from fire, sometimes it won't. This is exactly what I was going for.
Now the question of crew extinguishing the fire no they don't/can't/wasn't coded into the game. BUT there is a solution/work around. It's not the easiest to implement but it is doable.
Currently when you damage a ship and you hit a particular zone that has the effect of fire and you damage that zone enough to cause the effect to be played, the effect will continuously loop (that's how the effect was designed). Now what we can do is make some new fire effects that last only a predetermined time and substitute some of these for the continuous loop fires thus simulating crew combating the fires :yep:
Its kinda annoying that most of the times the ships just keep sailing as nothing happened. Im using acoustic torpedoes and even I hit the ships in stern and blow up their propeller.. they just keep going. Burning like hell, exploding but still sailing. Is very rare when the hit ship will stop and get into the damaged state, need to be the very perfect shot. Silent Otto would be very pissed :P
TheDarkWraith
03-03-11, 10:31 AM
Its kinda annoying that most of the times the ships just keep sailing as nothing happened. Im using acoustic torpedoes and even I hit the ships in stern and blow up their propeller.. they just keep going. Burning like hell, exploding but still sailing. Is very rare when the hit ship will stop and get into the damaged state, need to be the very perfect shot. Silent Otto would be very pissed :P
I doubt I have the perfect setup for the fires. It'll need tweaking to get it 'just about right'. But for a start it's pretty darn good. Just the fact that the ships are taking damage due to the fires is pretty good :up:
stoianm
03-03-11, 10:42 AM
I doubt I have the perfect setup for the fires. It'll need tweaking to get it 'just about right'. But for a start it's pretty darn good. Just the fact that the ships are taking damage due to the fires is pretty good :up:
but it is not posible to make some parts of a ship much sensitive than others? - will be great if will be posible.. verry immersive... special if we will know these parts and put our torp in the juicy spot
TheDarkWraith
03-03-11, 10:48 AM
but it is not posible to make some parts of a ship much sensitive than others? - will be great if will be posible.. verry immersive... special if we will know these parts and put our torp in the juicy spot
I'm increasing the damage radius from the fires currently. Still tweaking...
stoianm
03-03-11, 11:00 AM
I'm increasing the damage radius from the fires currently. Still tweaking...
in the case you can do that then your ideea to put in your SOAN the ships parts colored diferent for the sensible ones will be a perfect match with this new ship behavior:D
TheDarkWraith
03-03-11, 12:49 PM
The secondary explosions now cause damage to the vessel also :rock:
stoianm
03-03-11, 12:50 PM
The secondary explosions now cause damage to the vessel also :rock::D:sunny:
TheDarkWraith
03-03-11, 01:58 PM
v0.0.12 released. See post #1 for details :|\\
ReallyDedPoet
03-03-11, 02:14 PM
Great work :yep::up:
Fabulous !!! :yeah:
Another indispensable !!!
Thank you very much for your very impressive works !!!
Take care :salute:
Jean
Stormfly
03-03-11, 02:38 PM
ohh my dear, :D ...downloading
marleymen
03-03-11, 03:31 PM
Thanks for your hard work TDW .. again ... and again ... :arrgh!:
Sepp von Ch.
03-03-11, 04:15 PM
Thank you VERY much sir for this splendid update!
Stormfly
03-03-11, 04:22 PM
Thank you VERY much sir for this splendid update!
wow, just hit a merchant in it`s fuel bunker, i saw a normal torp impact followed by a small explosion, 2 second later i saw a big explosion followed by 3 smaller ones creating 3 fires, another 6 seconds later i saw another big catastrophic explosion which ripped the ship into 2 peaces :D
d3vnu11
03-03-11, 05:13 PM
so far feedback from the fires is very positive. I've experienced ship's blowing up from fire damage, Sober has experienced ship's burning and suffering severe damage and on the point of dying but don't, stoianm has experienced ship's taking some damage from fire but not excessive, Magnum has seen them take damage and slip underwater from what appears to be flooding....seems like an excellent random mix of results, just what I was looking for :yeah: No reports of oil slicks standing on end either :rock:
Wewt Can't wait for this update looking forward to it. That's how Grey Wolves Mod seemed to play out with sinkings. Took hours sometimes after a torp attack. But the main thing patience leaves you with more torps in the end :) Hey did they keep the keel damage critical attack apparently if you put a torp under the beam a coupla meters it could crack the ship in half I remember in SH3 even looked like it lifted the ship out of the water little. Anyway many thanks to the Modders out there doing the work for Ubi :)
TheDarkWraith
03-03-11, 05:16 PM
wow, just hit a merchant in it`s fuel bunker, i saw a normal torp impact followed by a small explosion, 2 second later i saw a big explosion followed by 3 smaller ones creating 3 fires, another 6 seconds later i saw another big catastrophic explosion which ripped the ship into 2 peaces :D
Excellent :rock: Now, what about the oil slicks? Displaying normally (not standing on end)? :06:
Trevally.
03-03-11, 05:55 PM
Excellent :rock: Now, what about the oil slicks? Displaying normally (not standing on end)? :06:
This is where a tanker used to be:arrgh!:
Nice looking oil slick:woot:
http://img23.imageshack.us/img23/4736/oilsh5.png
TheDarkWraith
03-03-11, 05:59 PM
This is where a tanker used to be:arrgh!:
Nice looking oil slick:woot:
Nice :up: Did they use to stand on end before v0.0.12 for you? :06:
See if I know these oil slicks are fixed for good I can work on fuel leaks. How cool would that be to hit the fuel bunker and cause it to leak and see the leak path trailing behind the ship?
Trevally.
03-03-11, 06:06 PM
Nice :up: Did they use to stand on end before v0.0.12 for you? :06:
See if I know these oil slicks are fixed for good I can work on fuel leaks. How cool would that be to hit the fuel bunker and cause it to leak and see the leak path trailing behind the ship?
Sorry TDW, no i had never seen them stand on end before. Only in some pics on here.
I will remove v.12 and test again.
Trevally.
03-03-11, 06:39 PM
Removed v0.12 and oil slick were as in the pic above.
So sorry, this cant tell if they are fixed.
I did find a bug. When you use you last torp
and there are no more to load, there is an error
when you aim at a ship and it tries to work out
torp travel time.
http://img695.imageshack.us/img695/135/errorsh5.png
TheDarkWraith
03-03-11, 06:56 PM
Removed v0.12 and oil slick were as in the pic above.
So sorry, this cant tell if they are fixed.
I did find a bug. When you use you last torp
and there are no more to load, there is an error
when you aim at a ship and it tries to work out
torp travel time.
Thanks for the bug report :up: I'll address it.
Great stuff !!!
Had to quit using this mod because of the "On-End" Oil Slicks.... cant wait till ya get that sorted and I can again load this Mod !
The new effects from fire damage sounds Great !
Thanks for your efforts Kind Sirs !
:salute:
TheDarkWraith
03-03-11, 07:01 PM
Great stuff !!!
Had to quit using this mod because of the "On-End" Oil Slicks.... cant wait till ya get that sorted and I can again load this Mod !
The new effects from fire damage sounds Great !
Thanks for your efforts Kind Sirs !
:salute:
the oil slicks standing on end should be fixed. You are a prime candidate for confirming they are :yep:
Point taken.... Lol !
:D
Will Load it up in a bit and see what I Find.
You wanna I should try this on a single mission, or new Campaign....
Or is it safe to add to an "In-Progress" camp, on Patrol ?
:hmmm:
TheDarkWraith
03-03-11, 07:10 PM
Point taken.... Lol !
:D
Will Load it up in a bit and see what I Find.
You wanna I should try this on a single mission, or new Campaign....
Or is it safe to add to an "In-Progress" camp, on Patrol ?
:hmmm:
safe to enable/disable at any time :up:
TheDarkWraith
03-03-11, 07:36 PM
I did forget something I was going to do in v0.0.12....adjust the funnel smoke! So I'll be releasing v0.0.13 here soon :up:
Stormfly
03-03-11, 07:42 PM
this standing oil slicks are gone on my side, they stopped hunting me and laying brave and plain on the surface where the ship was sunk as they should...
...i wonder if they had some special chemic / biological add in it making them follow the causing pulloter :o
THX for cleaning them :rock:
TheDarkWraith
03-03-11, 07:45 PM
this standing oil slicks are gone on my side, they stopped hunting me and laying brave and plain on the surface where the ship was sunk as they should...
Good to hear. I'm glad I can finally put that problem to rest :salute:
7thSeal
03-03-11, 08:02 PM
this standing oil slicks are gone on my side,
Same for me, glad to see them fixed. Now I need to go play with the deck gun and examine the fire damage. :rock:
Stormfly
03-03-11, 08:03 PM
i wonder if it would be possible to have fires inside the sub, or maybe tower or the deck gun coud catch, but after diving this should stop then :D
Overboard
03-03-11, 08:13 PM
@ TDW Can you tell me if this is compatable with MO patch 2 and your depth keeping fix + UI mod 6_4_0, also will this load order work?
1. MO
2. MO patch 2
3. UI 6_4_0
4. depth keeping fix
5. FX update v12
Thanks. :salute:
TheDarkWraith
03-03-11, 08:18 PM
@ TDW Can you tell me if this is compatable with MO patch 2 and your depth keeping fix + UI mod 6_4_0, also will this load order work?
1. MO
2. MO patch 2
3. UI 6_4_0
4. depth keeping fix
5. FX update v12
Thanks. :salute:
Ensure you're using the latest test version of UIs v6.4.0. I'll be updating it to test version 8 here in a few.
reverse 4 and 5 then you'll be ok. You're going to want FX update 0.0.13 for the funnel smoke ;) Be releasing here soon :up:
stoianm
03-03-11, 08:24 PM
Ensure you're using the latest test version of UIs v6.4.0. I'll be updating it to test version 8 here in a few.
reverse 4 and 5 then you'll be ok. You're going to want FX update 0.0.13 for the funnel smoke ;) Be releasing here soon :up:
:hmmm: - the fix is not supouse to be before UI? ,,This mod is fully compatible with my UIs mod. You have to install this mod first then install my UIs mod.''
TheDarkWraith
03-03-11, 08:28 PM
v0.0.13 adjusts the funnel smoke:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3736
The convoy WAY off in the distance is > 10kms :D
Be uploading here soon.
TheDarkWraith
03-03-11, 08:54 PM
Ever since v0.0.5 of this mod I've been meaning to adjust the funnel smoke. I released v0.0.12 and realized I had forgotten yet again :damn: So now I'm finally doing it. v0.0.13 released. See post #1 for details :|\\
stoianm
03-03-11, 09:02 PM
Ever since v0.0.5 of this mod I've been meaning to adjust the funnel smoke. I released v0.0.12 and realized I had forgotten yet again :damn: So now I'm finally doing it. v0.0.13 released. See post #1 for details :|\\
:salute: - smoked dc pls - just as an reminder (to not forget like funnel smoke:))
Drewcifer
03-03-11, 10:04 PM
@ TDW Can you tell me if this is compatable with MO patch 2 and your depth keeping fix + UI mod 6_4_0, also will this load order work?
1. MO
2. MO patch 2
3. UI 6_4_0
4. depth keeping fix
5. FX update v12
Thanks. :salute:
I'm confused you stated that 3 needed to be after 5, so that it didn't overwrite crucial files? So was that meant to be the other way around or am I missing something?
NOTE: if you are installing this with my UIs mod then you need to install this mod first. Reason being is so that it doesn't overwrite the xx_sil.dds files in my UIs mod.
marleymen
03-03-11, 10:18 PM
I'm confused you stated that 3 needed to be after 5, so that it didn't overwrite crucial files? So was that meant to be the other way around or am I missing something?
NOTE: if you are installing this with my UIs mod then you need to install this mod first. Reason being is so that it doesn't overwrite the xx_sil.dds files in my UIs mod.
Also there are some files that fx update has and "depth keeping fix" too.
(submarines files)
TheDarkWraith
03-03-11, 10:18 PM
I'm confused you stated that 3 needed to be after 5, so that it didn't overwrite crucial files? So was that meant to be the other way around or am I missing something?
NOTE: if you are installing this with my UIs mod then you need to install this mod first. Reason being is so that it doesn't overwrite the xx_sil.dds files in my UIs mod.
I need to update that documentation as those .dds don't exist anymore
Drewcifer
03-03-11, 10:41 PM
So proper installation is now UI then FX?
TheDarkWraith
03-03-11, 10:43 PM
So proper installation is now UI then FX?
1. MO
2. MO patch 2
3. UI 6_4_0
4. depth keeping fix
5. FX update v12
Overboard
03-03-11, 11:00 PM
Ok..so i don't need to reverse 4 and 5 then. :D
marleymen
03-03-11, 11:23 PM
1. MO
2. MO patch 2
3. UI 6_4_0
4. depth keeping fix
5. FX update v12
In wich order should be adding to those Stormyīs DBSM Sound Mod??
Thanks in advance TDW.
TheDarkWraith
03-04-11, 12:35 AM
Ok..so i don't need to reverse 4 and 5 then. :D
Depth keeping fix needs to be last since it modifies the .sim files
The correct order would be:
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix
Overboard
03-04-11, 12:51 AM
Thank you TDW. :up:
mobucks
03-04-11, 01:36 AM
about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.
I read in the other thread, about SOAN including ship info, as well as weak spots to aim for critical hits. Is this somehow able to be implemented into SH5? Rewarding marksmanship would go a long way to improving the gameplay as well as immersion.
Magic1111
03-04-11, 04:49 AM
Depth keeping fix needs to be last since it modifies the .sim files
The correct order would be:
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix
Okay, the above order I understand, no problem!
But two questions please:
1.) What is the correct order with "Intelligent Random AI (IRAI) version 0.0.30" ? At which position must be this MOD ?
2.) I have in my install all MODs from postion 1 - 5 in this order and IRAI 0.0.30 (see question 1).
Do I need the two additional MODs that comes with FX update (UHS-Fix and BARF) and what is then the complete correct order with these two Add-Ons ?
Maybe is this then the complete right MOD-Order for me:
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. UHS-Fix (Add-On from FX Update v13)
6. BARF (Add-On from FX Update v13)
7. depth keeping fix
8. IRAI 0.0.30
9. Air Torpedo MOD (because # 8 overrides # 1)
Can anybody please this order verify or change to correct ?!
Many thanks and best regards,
Magic:salute:
charognard
03-04-11, 05:00 AM
I think it must be :
1. MO
2. MO patch 2
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
6. UI 6_4_0 test version 8
7. IRAI 0.0.30
8. depth keeping fix
But TDW would confirm it...
TheDarkWraith
03-04-11, 08:13 AM
I think it must be :
1. MO
2. MO patch 2
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
6. UI 6_4_0 test version 8
7. IRAI 0.0.30
8. depth keeping fix
But TDW would confirm it...
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix
TheDarkWraith
03-04-11, 08:15 AM
i wonder if it would be possible to have fires inside the sub, or maybe tower or the deck gun coud catch, but after diving this should stop then :D
Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)
TheDarkWraith
03-04-11, 08:19 AM
about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.
this can easily be tweaked by editing the \data\Zones.cfg file for the fires.
ReallyDedPoet
03-04-11, 08:20 AM
Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)
Would be a great addition if it can happen :yep:
Gravina
03-04-11, 08:59 AM
Hi TDW i have some dubts related to the mod.
1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?
2) What means exactly BARF? and what this mod do exactly?, same with UHS.
Since im not english is dificult to figure it out. :salute:
TheDarkWraith
03-04-11, 09:27 AM
Hi TDW i have some dubts related to the mod.
1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?
2) What means exactly BARF? and what this mod do exactly?, same with UHS.
Since im not english is dificult to figure it out. :salute:
1) only one ship has them enabled so far - the NLL ship. I have to add the ability to other ships yet
2) BARF is a mod made by Arclight that changes the damage model of the ships to sink by flooding over time
3) UHS is a mod by ddrgn that changes the dynamics of the subs with waves and also sets some historically accurate ammo loadouts and such
ReallyDedPoet
03-04-11, 09:53 AM
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix
If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?
TheDarkWraith
03-04-11, 09:59 AM
If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?
Doesn't matter which version of BARF you use
ReallyDedPoet
03-04-11, 10:01 AM
Doesn't matter which version of BARF you use
So the order I mentioned is fine.
TheDarkWraith
03-04-11, 10:07 AM
So the order I mentioned is fine.
yep :up:
ReallyDedPoet
03-04-11, 10:14 AM
yep :up:
Great, thanks DW :salute:
Gravina
03-04-11, 10:23 AM
Thanks for the answer, because i was using the BRF mod too.
Now i have other dubt, is this mod compatible with sober base wave mechanics? i mean should i enable it after sobers base wave mechanics?
Btw nice work, this community is making a new whole game :rock:.
Sokolov
03-04-11, 11:21 AM
Link dont work
marleymen
03-04-11, 11:26 AM
Quote:
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1611786#post1611786)
The correct order would be:
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix
In wich order should be adding to those Stormyīs DBSM Sound Mod??
Thanks in advance TDW.
mobucks
03-04-11, 12:37 PM
this can easily be tweaked by editing the \data\Zones.cfg file for the fires.
This i suppose?
[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
What to do with yellow txt? comment it out? delete it?
Quote:
In wich order should be adding to those Stormyīs DBSM Sound Mod??
Thanks in advance TDW.
I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.
marleymen
03-04-11, 01:20 PM
I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.
umm.. I donīt understand that.
TheDarkWraith
03-04-11, 01:21 PM
This i suppose?
[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
What to do with yellow txt? comment it out? delete it?
you can comment it out (;) to remove it. If you decide to only remove one or two ensure you keep the Effectx numbering correct :up:
mobucks
03-04-11, 01:31 PM
which line is used for the awesome debris you include in this mod? keeping this!
edit:
also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?
TheDarkWraith
03-04-11, 01:44 PM
which line is used for the awesome debris you include in this mod? keeping this!
edit:
also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?
The debris is hooked to events (effects) so you can't disable them (well you could but it would take some digging). The 100 number is the % damage needed in that zone to play that effect. So in this example at 100% damage play all those effects. You can change that number to anything you want (0-100).
Gravina
03-04-11, 02:47 PM
Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.
Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).
Other thing i canīt find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant:O:).
can i modify then the originally eqp files in the sea folder of the game? (previous back up:hmmm:).
:salute:.
TheDarkWraith
03-04-11, 02:59 PM
Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.
Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).
Other thing i canīt find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant:O:).
can i modify then the originally eqp files in the sea folder of the game? (previous back up:hmmm:).
:salute:.
Currently only one ship (NLL I believe) is setup to allow starshells and ships horns/whistles. I'm working on completing the rest.
Once all the ship's are complete you won't need to add .eqp file entries. They will already be there. You'll just need to edit them to add the starshell or whistles/horns.
Yes you can modify the original eqp files
Gravina
03-04-11, 03:20 PM
Well i have a unescorted convoy of 12 ships 90kms NNW of Freetown there are a few diferent ships in it, i will modify cimarron, ranger and hogisland to see how the thing works in the middle of the night :D.
Thanks for your answer comrade. :salute:
PL_Andrev
03-04-11, 03:43 PM
v0.0.13 - adjusted funnel smoke
Years ago, AOTD_MadMAx put to his mod missing funnel smoke controllers and missing sound. This last update put the missing items?
Link to original AOTD_MadMax'es mod:
http://www.subsim.com/radioroom/showthread.php?t=164210
or direct download from location
http://www.aotd-flottille.de/Maddy/RDA/Funelsmoke_Planes_Sound.rar
Magic1111
03-04-11, 03:52 PM
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix
Thanks for clearify this ! :up:
THE_MASK
03-05-11, 03:41 AM
I put 3 torps into a large tanker at night and it started 7 fires . I followed it and i observed some small explosions about 15 minutes apart . After about 90 minutes from the initial torp impacts i observed a catastrophic explosion and the tanker sunk . I did not engage the tanker after the initial torp impacts .
Gravina
03-05-11, 07:47 AM
I added sound and starshells to some ships and im having only starshells working so far, seems that only the head of the convoy shoots the starshells
no sounds rn, the sound used is the scc announcement and horn/whistle for civilian ships, i was unable to find this sound in the mod sounds folder i think is because itīs not working so im going to add one in entrie 91 and the other in 92 and see how them works :salute:.
TheDarkWraith
03-05-11, 08:12 AM
I added sound and starshells to some ships and im having only starshells working so far, seems that only the head of the convoy shoots the starshells
no sounds rn, the sound used is the scc announcement and horn/whistle for civilian ships, i was unable to find this sound in the mod sounds folder i think is because itīs not working so im going to add one in entrie 91 and the other in 92 and see how them works :salute:.
Only one ship has this ability currently (The NLL I believe). Until I release this with all ships completed you won't get any other ships to work.
Gravina
03-05-11, 12:34 PM
Ops kk, then waiting to this nice feature.
Flares looks nice hope the sounds do the same :salute:.
TheDarkWraith
03-05-11, 12:38 PM
Ops kk, then waiting to this nice feature.
Flares looks nice hope the sounds do the same :salute:.
The NLL ship has the starshells enabled and the ship's horns/whistles enabled. Create a single mission with it and you can see/hear these features in the game.
Church SUBSIM
03-05-11, 01:41 PM
http://i1117.photobucket.com/albums/k589/Church_PhotoBucket1/luftattack_fxresults.png
So I am off the east coast of England when I come across a unescorted convoy,with no less than 6 troop transports and 6 tankers and various other merchants.
It's Christmas in March!
I set up my attack and release my first fish (rear shot at a tanker) when all of a sudden all the ships start adjusting speed and direction.
They've seen my scope ... but why are they firing all of their guns ... and in the air?
Better make the attack on this Troop Transport that is now about 400 meters in front of me ... set the torps depth ... check the AOB ... looking good ...
bow caps open ... right in front of me the transport bursts into flames. Several bombs find their mark and rip through the ship.
Huge fireball, debris flying everywhere ... and I start taking damage. WTF! The radio, electric motors, stb diesel and hydro are all damaged.
I have minor flooding.
I look around in the scope and it's the Luftwaffe attacking the convoy! How great is that! I watch for a few moments as they orbit, pick a target, make diving attacks ... ON ALL MY TARGETS!
They sky is full of flack and explosions. Ships, my ships, start bursting into flames. Pieces flying all over.
Seems my contact report I sent prior to my dive was received and acted on. Now they are here and I can only assume that because
I was within 400ish meters of the Transport that one of them attacked I took residual damage! That or they missed with a bomb and it hit me!
After my initial hit on a Medium Ranger Tanker I managed to get another tanker and
two of the Troop Transports. The luftwaffe inflicted major damage, hitting no fewer than six ships.
(All the planes were shot down from what I could tell).
For the next hour or so, it was amazing. Ships that had been hit suffered internal explosions to various degrees.
Nothing was the same on each ship, some would slowly go under as fires spread, others looked to be containing the fires
when all of a sudden a massive explosion would tear it apart. After each sinking a oil slick would mark the spot of the ships
final moments. Some where black, others were black with a little white in them. Non on end, all looking ... well ... like oil slicks.
Fantastic!
All tubes expended, the motors in various states or repair, the main pump was restored.
Dieter Epp almost wet himself. The convoy is trying to reassemble after taking sever losses from the air
and under the water.
This is what the game was meant to be. I would say that version 0.0.13 is working very well.
TheDarkWraith
03-05-11, 01:54 PM
sounds exciting :yeah: I'm assuming you had IRAI installed at that time also?
You more than likely received blast damage from the plane bombing the ship you were close to.
I think the vessels taking damage from fires is a wonderful thing. Add a whole new complete element to the game :up:
Very nice. And the AI vs AI battles are just awesome. Coolest one so far was the battle for Malta where the Luftwafe is raiding the port every day. So when 10 bomber meet more than 10 war ships and the port defense.. is almost like Pearl Harbor, smoke and fire all over.
stoianm
03-05-11, 02:06 PM
sounds exciting :yeah: I'm assuming you had IRAI installed at that time also?
You more than likely received blast damage from the plane bombing the ship you were close to.
I think the vessels taking damage from fires is a wonderful thing. Add a whole new complete element to the game :up:
The planes cammed to attack the convoy because he reported the spoted convoy on the radio? AI planes reacted like these because of that or they were do the same even he not report the spoted contact?
Church SUBSIM
03-05-11, 02:12 PM
I sent a contact report prior to my dive ... about 30-45 min later they arrived and attacked en force. The setting for contacts is whatever the default is in MO/6.40/which ever for Radio contacts ...
Yes, using IRAI (settings at 90/95 for sonar), Here's my mod order:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_13_ByTheDarkWraith
FX_Update_0_0_13_UHS_Fix
FX_Update_0_0_13_BARF_1_3_Full_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
NewUIs_TDC_6_3_7_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_3_7_U-Jagd_Chrono
sobers base wave mechanics for SH5 V12
sobers base sky mechanics V1
SteelViking's Sky Banding Mod
sobers smaller water drops
sobers real trees 1.0
Window_Lights_Redone_V1
Trevally Automated Scripts v0.5
A Fistful of Emblems v1.51
renow_points_0_compatible a fistfull of emblems version_by stoianm
Grossdeutscher Rundfunk
Capthelms SH5 Audio Mod
sobers talking conning crew mod
NewUIs_TDC_6_4_0_New_radio_messages_German
Lite Campaign LC 1.2
Open_Horizons
Black_Skin_albrecht
Church's SHV Emblems Felix
Church's Uboat Clean Mark (3D Views)
Church's Compass Dials Mod v2.1 - Option Two
Church's On Station Search
stoianm colored exterior mod v1 (low color)
stoianm Atlantic blue water color for MO
stoianm EnvNights compatible blue Atlantic water for MO (low)v1
Church's SHV Blue Underwater Mod v1.0
Church's SHV Impurity v1.0
Naights Submarine Textures (internal) V1.1
NewUIs_TDC_6_3_7_No_contact_shapes_or_colors_no_co ntact_line
Church's NavMap v1.0 - Grey Waters
sobers realistic hydrophone operator SH5
NewUIs_TDC_6_4_0_Real_Navigation
Church's Base Fog Mechanics v1.0 (variations on Sobers work .. WIP)
TheDarkWraith
03-05-11, 02:13 PM
The planes cammed to attack the convoy because he reported the spoted convoy on the radio? AI planes reacted like these because of that or they were do the same even he not report the spoted contact?
If by chance one of the planes was in the area then it would more than likely call for backup. What probably happened in this scenario is he radioed in a contact report and they came to his aid.
TheDarkWraith
03-05-11, 02:17 PM
@ Church SUBSIM: do you think the flare water 'reflection' is too bright (the red circle on the water)?
7thSeal
03-05-11, 02:24 PM
@ Church SUBSIM: do you think the flare water 'reflection' is too bright (the red circle on the water)?
In my opinion it is, I honestly thought something was wrong with the graphics the very first time I saw it but then noticed a flare had been fired. I don't know how you'd adjust it but it looked more closer to an oil slick rather than a reflection. :)
Awesome combat report. Speaking about the behavior of the AI, there's two things I don't get.
1. Do friendly naval units have the same behavior? In a test mission I created, with my sub near an enemy freighter and an AI uboat some 10 km away, when I radioed a contact report the other uboat did not react at all.
2. Do friendly AI units react only to convoy reports, or also when you report just one ship spotted?
stoianm
03-05-11, 02:44 PM
@ Church SUBSIM: do you think the flare water 'reflection' is too bright (the red circle on the water)?
if you will ask me i will say yes... i think it is to bright:hmmm:
Church SUBSIM
03-05-11, 03:12 PM
@ Church SUBSIM: do you think the flare water 'reflection' is too bright (the red circle on the water)?
The radius is a little large. It could stand a reduction in size. Perhaps about the width of the boat, not 6 times it's size.
In regards to the brightness, it's pretty close imo. A little tweaking down might be in order. Given that image is from the day, it looks pretty bright, but at night, it should be the brightest thing around, rivaling the sun (it is a nautical flare after all). Wondering it it's tweaked for daylight effects, will that dampen the night as well?
http://farm3.static.flickr.com/2349/2273178112_ce012fff13.jpg?v=0
http://farm3.static.flickr.com/2137/2272384245_6bb3052ec1.jpg?v=0
One thing I did notice in this latest installment of the FX mod, when the flare is fired, there is no longer a pause in the game.
Previous version I knew without even looking when a flare went off.
That or it's the fact that I just replaced my nVidia GTX280 (One nVidia engineer turns to the other and says, "Lets see how hot we can make this card run before we fry the memory and produce a grey screen of death at startup!") with a Gigabyte ATI HD Overclocked 5850 (One ATI engineer turns to the other and says, "Let's see how much awesomeness we can pack into this card and make it run at 42˚, and we'll sell it online for under $189!")
Can't say for sure.
TheDarkWraith
03-05-11, 03:16 PM
The radius is a little large. It could stand a reduction in size. Perhaps about the width of the boat, not 6 times it's size.
In regards to the brightness, it's pretty close imo. A little tweaking down might be in order. Given that image is from the day, it looks pretty bright, but at night, it should be the brightest thing around, rivaling the sun (it is a nautical flare after all). Wondering it it's tweaked for daylight effects, will that dampen the night as well?
can't differentiate between day or night. Have to play around with it......
7thSeal
03-05-11, 03:36 PM
The radius is a little large. It could stand a reduction in size. Perhaps about the width of the boat, not 6 times it's size.
This would likely help alot to reduce the brightness of it. :up:
Starburst... now that's a different story. :DL
marleymen
03-05-11, 03:46 PM
In my opinion it is, I honestly thought something was wrong with the graphics the very first time I saw it but then noticed a flare had been fired. I don't know how you'd adjust it but it looked more closer to an oil slick rather than a reflection. :)
Happened to me too. I agree it should be less bright
mobucks
03-05-11, 11:39 PM
the secondary explosions that cause damage to other ships are too large radius. It is killing my boat! This feature should be toned down a lot. At 400m my ships engines are almost destroyed, and at 2.5km the sub engines take 2-4% damage. Hull satys 100% at 400m or 2.5km, only subsystems and crew take damage. My crew is very upset.
the secondary explosions that cause damage to other ships are too large radius. It is killing my boat! This feature should be toned down a lot. At 400m my ships engines are almost destroyed, and at 2.5km the sub engines take 2-4% damage. Hull satys 100% at 400m or 2.5km, only subsystems and crew take damage. My crew is very upset.
Damn, that's what damaged my boat I thought i hit an underwater mine or something.
I have to report same thing as mobucks. I hit a merchant and managed to make her stop, so I was at scope depth and waiting to see her sunk when I heard some loud explosions and my sub get a total damage burst. Every single equipment on sub got damaged. I was about 1200m far from the ship and nobody else around, so this was something hard to explain until now when I saw mobucks report.
The red flare is also reducing the fps pretty much. When the ship fires the flare, for few seconds my pc freeze.
Kapten Nemo
03-06-11, 06:06 AM
Wow, same happen to me, when crew said torpedo hit target, suddenly my hull decrease to 8% only, near death, i thing some sub torpedoed me, looking for around and no other sub. Now i know what make my u-boat hull drop to 8%..hehehe...
TheDarkWraith
03-06-11, 07:38 AM
very interesting phenomenom going on here :hmmm:
very interesting phenomenom going on here :hmmm:
Sure is, hope you enjoy solving this problem , but don't work too hard:woot:
TheDarkWraith
03-06-11, 08:12 AM
I don't see anything that would cause damage to the player's sub. The radius of damage is max 6 meters. I doubt anyone is that close to the vessel.
When do you see damage taken to the sub? I need to know specific event that causes the damage to appear to your sub :hmmm:
EDIT:
parked my sub 400m from a Liberty cargo and torpedoed it. No damage taken.
reloaded single mission. Started 4 fires on a liberty cargo then went to periscope depth and parked ~400m from it. Saw secondary explosions happen and no damage taken. Sat there for over 3 hours and no damage taken :hmmm:
I'm having a hard time reproducing the problem......
TheDarkWraith
03-06-11, 08:32 AM
I have to report same thing as mobucks. I hit a merchant and managed to make her stop, so I was at scope depth and waiting to see her sunk when I heard some loud explosions and my sub get a total damage burst. Every single equipment on sub got damaged. I was about 1200m far from the ship and nobody else around, so this was something hard to explain until now when I saw mobucks report.
The red flare is also reducing the fps pretty much. When the ship fires the flare, for few seconds my pc freeze.
Are you sure you didn't get bombed by an airplane :06:
At fist place I thought that is a plane, but there was heavy fog around with the visibility under 800m. So for a plane would be impossible to spot my scope in this condition. And there is no log about damage taken, I mean the source of the damage :/
And is not only the sub taking damage, but also the crew. When this happened to me, it was like a nuke blast. Everything on board got damaged, including the crew. But overall, the damage was in low intensity, dropped the sub integrity and crew health with 2-3%. Maybe because I was pretty far from the burning ship. But the explosion was loud and near, like when u get hit by enemy shell.
TheDarkWraith
03-06-11, 08:35 AM
Is not only the sub taking damage, but also the crew. When this happened to me, it was like a nuke blast. Everything on board got damaged, including the crew. But overall, the damage was in low intensity, dropped the sub integrity and crew health with 2-3%. Maybe because I was pretty far from the burning ship. But the explosion was loud and near, like when u get hit by enemy shell.
That sounds like an airplane bombed you while submerged. They can and will try to bomb you if they have bombs and you are submerged with IRAI. Have you been able to duplicate this experience?
What year in the game did this happen to you? Maybe the plane had radar? I'm not really sure just trying to figure out what happened as I can't duplicate this problem you all are having.
Hmm.. ye, is November 43 and planes have radar. But if so, why he attacked me only once? Anyway I will keep an eye on this issue, a log would help very much because my crew is retarded.. they know nothing, I need to figure out everything that happens on my ship.
TheDarkWraith
03-06-11, 09:08 AM
Hmm.. ye, is November 43 and planes have radar. But if so, why he attacked me only once? Anyway I will keep an eye on this issue, a log would help very much because my crew is retarded.. they know nothing, I need to figure out everything that happens on my ship.
With IRAI when a plane is out of bombs, torpedoes, or air depth charges it goes back to following waypoints (to avoid the dredded looping over your position indefinitely). It's very possible a plane had one bomb (or one air depth charge) and found you, did a bombing run on you while submerged, and after releasing his one and only bomb went back to following waypoints.
mobucks
03-06-11, 09:08 AM
definately not an airplane here, happened on the last 5 single merchants i sank. I come in fully surfaced close to do work with deck gun (let crew shoot/aim, i just say to fire/hold fire) It is Nov. 41'
No Hull damage all those times though, maybe Magnum was hit by plane.
Im running the latest combo of updated mods over MO.
TheDarkWraith
03-06-11, 09:12 AM
definately not an airplane here, happened on the last 5 single merchants i sank. I come in close to do work with deck gun (let crew shoot/aim, i just say to fire/hold fire) It is Nov. 41'
No Hull damage all those times though, maybe Magnum was hit by plane.
You're closing in on the merchant and firing your deckgun on it. At what point do you start taking phantom damage? Is there some kind of event that correlates to damage taken by the sub? :06:
Gravina
03-06-11, 10:37 AM
Same here 3500 mts from a liberty that was stopped due torp impact also 2 cimarrons those are more far like 3900 or 4000 mts and im geting unknow damage (repeat) unknow damage the ships are having diferent internal explosions (maybe starshells tips or canister) LOL :ping: , also im getting damage underwater and surfaced, no air contacts.
Hope to back base one piece:timeout:.
stoianm
03-06-11, 11:13 AM
Same here 3500 mts from a liberty that was stopped due torp impact also 2 cimarrons those are more far like 3900 or 4000 mts and im geting unknow damage (repeat) unknow damage the ships are having diferent internal explosions (maybe starshells tips or canister) LOL :ping: , also im getting damage underwater and surfaced, no air contacts.
Hope to back base one piece:timeout:.
I tryied to have this secondary behavior of Fix13 but i was not able to duplicate this ,,problem'' - i tested in dif missions and in a campaign also:
Here i just fired an electric torpedo under a ship an the ship splited in half - i was submerged and at about 350 metters from ship:
http://i1124.photobucket.com/albums/l568/stoianm/fix1.jpg
And you can easy observe that my uboat had zero damages:hmmm:
http://i1124.photobucket.com/albums/l568/stoianm/fix2.jpg
I would like to have this behavior but for example if i am about maybe 100-200 meters away from a ship taking damages and my uboat take some damages also but not to manny...i think will be very immersive but i do not know if is posible to do that:)
cheers
TheDarkWraith
03-06-11, 11:44 AM
I tryied to have this secondary behavior of Fix13 but i was not able to duplicate this ,,problem'' - i tested in dif missions and in a campaign also:
I can make damage happen to a vessel that's close to another vessel having secondary explosions no problem.
This report of secondary explosions causing damage to player's sub is mind-boggling. I can't reproduce it and you haven't been able to so that makes me feel better. The maximum radius any secondary explosion could cause damage to another vessel is 46m (worst case).
stoianm
03-06-11, 11:55 AM
I can make damage happen to a vessel that's close to another vessel having secondary explosions no problem.
Very cool...will be nice to have that in sh5... the bright from fire is scratch my eyes:D - to much brigt
Sepp von Ch.
03-06-11, 01:20 PM
One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?
If not, these mods are compatible?
Thank you for reply.
Church SUBSIM
03-06-11, 01:22 PM
Last night I managed to get a mission in off the East Coast of England. 2nd Patrol in Happy Times, so that makes it Mid 40.
I encountered a unescorted convoy of 8 ships (all of which had deck guns).
I managed 3 of 4 hits sinking 2 ships. The first was a Hog on the exterior line, impact made at 800 meters with two torps. Center and rear. No damage taken to the sub.
The second was a war supplies in the second row, 1 hit, center, about 1200 meters. No damage taken to the sub.
Within a few minutes, I was at 17m, 50rpms. I took damage to several systems. I was bombed once by 2 hurri's and was strafed repeatedly until they seemingly ran out of ammo. The only reason I knew for sure was by popping into the external camera. I could hear the engines of the planes and within a minute or two they started straffing runs.
The first ship sunk within 15 minutes, the other within 1hr 10m.
Later in the mission, I encountered 2 convoys intersecting, no escorts.
Again, firing and getting ranges from 400m to 2500m I managed to get 5 of 5 hits, no damage taken.
Then out of know where I lost my diesels along with a host of other systems. Popped into external camera and could hear the sound of the RAF but could not locate them.
I have the core of my mods set up like this ....
Magnum_Opus_v0_0_1
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_13_ByTheDarkWraith
FX_Update_0_0_13_UHS_Fix
FX_Update_0_0_13_BARF_1_3_Full_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
I am assuming that there is no change in the FX update that would effect the no hydro no aircraft spotting but it seems like the are very ... well ... good guessers of late.
Frankly, I love the idea of not having everything so static in game, damage to other ships in close proximity is a very good thing.
Other note re: new stack smoke on the ships. They seem to be a serious FPS generator. I love the effect but the toll is noticeable, esp with large convoys. I was using Han Solo's enhanced funnel smoke mod prior to this revision and while it was a tad smaller in terms of smoke size, it seemed to be a friendlier alternative in regards to FPS. If you are not familiar with the mod, you can dl it here: [REL] Enhanced Funnel Smoke SH5 (http://www.subsim.com/radioroom/showthread.php?t=166121)
Might be worth taking a look at it. Also there seems to be a lot of purple around the edges of the smoke (may just be me). It also seems that when I set a ship on fire with an attack, the tremendous amounts of smoke being generated don't increase the hit on the FPS. I assume the smoke from damage is rendered differently than the smoke from propulsion?
Not complaining, just providing feedback on this fantastic mod!
stoianm
03-06-11, 01:34 PM
I am assuming that there is no change in the FX update that would effect the no hydro no aircraft spotting but it seems like the are very ... well ... good guessers of late.
Are you thinking that now the airplanes can see you even you are submerged?... i think that Irai no aicraft is only about you not being able to spot airplanes when submerged.
TheDarkWraith
03-06-11, 01:37 PM
Are you thinking that now the airplanes can see you even you are submerged?... i think that Irai no hydro is only about you not being able to spot airplanes when submerged.
that would be correct. The no aircraft spotting while submerged means your crew is unable to spot aircraft while submerged. Aircraft can still spot you.
From what I've been reading so far it appears that people that are receiving damage from the new version of the mod are actually receiving damage from airplanes attacking them. It makes sense because there's nothing that can cause damage greater than 46m (worst case) from the vessel with fire on it. Furthermore, since the aircraft resume following waypoints after they are out of bombs or torpedoes they would bomb you then quickly head out following waypoints again and it would be very hard to spot them unless you were in external cam.
Church SUBSIM
03-06-11, 02:09 PM
that would be correct. The no aircraft spotting while submerged means your crew is unable to spot aircraft while submerged. Aircraft can still spot you.
Well then ... that makes the world a little more clear for me ;)
Is possible that somehow the attacked ships launch planes? Because is hard to believe that in the middle of nowhere and hidden in heavy fog at scope depth planes come out of nowhere and do a hit and run job with deadly precision. Even if they have radars. If this is really what is happening, then this AI is not so artificial anymore, it starts to evolve and be evil :dead:
I will start to keep a close eye on this, its getting very interesting :P
7thSeal
03-06-11, 02:45 PM
I know that in some cases where I attack a convoy within the range of an airfield alot of times planes will show up and join the hunt for me.
THE_MASK
03-06-11, 03:11 PM
I found you need to be at least 30 mts under not to be spotted by planes .
stoianm
03-06-11, 03:14 PM
I found you need to be at least 30 mts under not to be spotted by planes .
i was asking myself what was the min depth... good to know...thanks
mobucks
03-06-11, 07:00 PM
You're closing in on the merchant and firing your deckgun on it. At what point do you start taking phantom damage? Is there some kind of event that correlates to damage taken by the sub? :06:
It is same as described by others, just seems random and comes after hitting a merchant with torps.
I surface, finish with deck gun. One time at 500m torp shot I took a phantom hit while surfaced and it made most of my subsystems orange but hull stayed 100%.
I do not hear any damage, just things all break all the sudden and people screaming. Will test more tonite.
Generic Mod Enabler - v2.6.0.157
[C:\Games\Silent Hunter 5\MODS]
Carotio_IntercontinentalRadioPack
Magnum_Opus_v0_0_1
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Church's Felix the Cat Emblem 1.0
IO_MapCourseLine_sharp pencil_mod
No Ship Wakes 1.2
sobers smaller water drops
stoianm Atlantic blue water color for MO
stoianm EnvNights compatible blue Atlantic water for MO
Wooden_Lifeboats_Mod_1.1
Menu - Das Boot Alarm Theme
sobers base wave mechanics V15 SH5
sobers realistic hydrophone operator SH5
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_13_ByTheDarkWraith
Church's Compass Dials Mod v2.2 - Option Two
compASS
Original map colors
sobers & stoianm base fog mechanics V8 SH5
Stormys DBSM SH5 v1.3 Basemod
UserOptions
Church's NavMap v1.0 - Blue Waters
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
stoianm EnvWeather V1 SH5
Magic1111
03-07-11, 07:27 AM
One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?
If not, these mods are compatible?
Thank you for reply.
Good question ! Can anybody (TDW?) this answer please ? :D
Best regards,
Magic:salute:
Happened again. For some weird reasons, my game is trapped in some foggy weather loop, so I play only in fog. So I hunt only unescorted ships/convoys.
Last night tracked down a lonely small merchant, sunk her with 1 hit. Few hours latr, got another.. this time a Hig Islander. Sent 1 torpedo that managed to break her engine so the ship stopped. Sent another shot, but she survived the shot. So I parked my boat on the limit of the visibility range, around 600m, and waited.
After about 30 minutes the ship finally start to sink slowly and I get the confirmation for the sinking when I hear a big booom coming from the ship and sudden my boat gets a total burst of damage. Hull down with 8%, every other equipment with 5-6%. All officers gets injuries, but only the radioman, sonar and WO stays in bad condition, others heal after a couple of seconds.
I was at surface, so Im 100% sure that this was not from a plane attack or anything else. I also did a full sonar sweep.. nothing in range. The only thing in common with the previous incident was that my victim was in abandoned state, completely halt and the explosion happened after about 30 minutes she stopped. Maybe this help to figure out why is this happening.
mobucks
03-08-11, 10:24 AM
Very similar situation as magnum, I waited 6 hours for a completely stopped merchant to sink, ended up surfacing and put one shot of deck gun into it, and as its sinking and im backing away, massive damage.
TheDarkWraith
03-08-11, 01:07 PM
I know SH5 has some very strange quirks just from making some of the new effects for SH5. Maybe the secondary explosions are 'losing' their parent when the vessel is destroyed and thus falls back in the 'chain' to the object that caused the vessel to be destroyed (which could place it back at the player's sub and thus these reports of damage). Long shot, yes, but possible. What I will try is adding another controller that stops the effect from happening if the object is underwater (depth < 0m). It will need to be tested to see if it stops the damage from happening.
TheDarkWraith
03-08-11, 11:09 PM
v0.0.14 released. See post #1 for details :|\\
Curious to know if the problem of damage from secondary explosions is still happening or not
marleymen
03-08-11, 11:27 PM
Good to depart base with full stuff. Thanks :yeah:
Magic1111
03-09-11, 03:05 AM
v0.0.14 released. See post #1 for details :|\\
Curious to know if the problem of damage from secondary explosions is still happening or not
Thanks TDW, will test it this evening when Iīm beeing at home ! :yeah:
HanSolo78
03-09-11, 10:29 AM
Originally Posted by Josef von Posorschitz View Post
One question: your new mod with funnel smoke provides the same as Enhanced FunelSmoke1.2_by HanSolo78 mod?
If not, these mods are compatible?
Thank you for reply.
Compatible they should be! But better try!
Good question ! Can anybody (TDW?) this answer please ? :D
Best regards,
Magic:salute:
No, my funnel smoke mod is not included in TDWs FX Mod.
greetings
Han
@TDW
If you need a fix for the old "lighthouse flare shining through objects" fix, just let me know via pm!
mobucks
03-09-11, 10:59 AM
http://i54.photobucket.com/albums/g106/mobucks_2006/bug.jpg
Engaged Tanker purely with deckgun, it started sinking around 1500m away from me. As log shows, I took damage 1 minute after sinking it. It's pitch black and heard no damage, this time it seemed to be no damage to crew, no damage to subsystems, but maybe 2-4% hull damage. Crew diddnt get upset either.
TheDarkWraith
03-09-11, 11:04 AM
Engaged Tanker purely with deckgun, it started sinking around 1500m away from me. As log shows, I took damage 1 minute after sinking it. It's pitch black and heard no damage, this time it seemed to be no damage to crew, no damage to subsystems, but maybe 2-4% hull damage. Crew diddnt get upset either.
ok, I'm on the right track then :up:
marleymen
03-12-11, 04:47 PM
Yesterday happened to me that damage in the u-boat after I sank a ship.
I sank a Cimmaron Class Tanker. After 1 min. i heard all my crew go crazy. :doh: I took much damage. One Engine lost (0%). Severe flood. Injuried crew.
I was asking myself what caused that. I was at 1400 of the ship, aprox.
Is that collateral effect normal TDW?
Thanks for your work and sorry for my bad english again :oops:
PS. Actually using v. 0.0.14
stoianm
03-12-11, 06:34 PM
I found you need to be at least 30 mts under not to be spotted by planes .
I donno what kind of radar use these planes but they spoted me at 50 metters .... after i was hit i exit on the external camera and i saw an plane in the nearby:stare:
http://i1124.photobucket.com/albums/l568/stoianm/flood.jpg
TheDarkWraith
03-13-11, 12:36 PM
Yesterday happened to me that damage in the u-boat after I sank a ship.
I sank a Cimmaron Class Tanker. After 1 min. i heard all my crew go crazy. :doh: I took much damage. One Engine lost (0%). Severe flood. Injuried crew.
I was asking myself what caused that. I was at 1400 of the ship, aprox.
Is that collateral effect normal TDW?
Thanks for your work and sorry for my bad english again :oops:
PS. Actually using v. 0.0.14
Have not added in collateral damage yet. Did you get bombed or torpedoed by an airplane :06:
Has v0.0.14 solved the mysterious damage to sub problem from the secondary explosions? If some are still experiencing damage, would you be willing to run a test version so I can see if it is infact the mod causing damage to your sub? This test version will cause columns of water to rise everytime the ship you have targeted takes damage from fire or from secondary explosions. Then if you take mysterious damage you can quickly external cam out to see if you see columns of water rising around your sub or not.
Trevally.
03-13-11, 12:54 PM
Have not added in collateral damage yet. Did you get bombed or torpedoed by an airplane :06:
Has v0.0.14 solved the mysterious damage to sub problem from the secondary explosions? If some are still experiencing damage, would you be willing to run a test version so I can see if it is infact the mod causing damage to your sub? This test version will cause columns of water to rise everytime the ship you have targeted takes damage from fire or from secondary explosions. Then if you take mysterious damage you can quickly external cam out to see if you see columns of water rising around your sub or not.
I have a test mision with four ship lined up. one of those is a Cimerron
and when it gets one of those 2nd explosions, I take damage.
As this is a test mission only, there are no aeroplanes.
TheDarkWraith
03-13-11, 01:02 PM
I have a test mision with four ship lined up. one of those is a Cimerron
and when it gets one of those 2nd explosions, I take damage.
As this is a test mission only, there are no aeroplanes.
can you send me that test mission along with what you did to take damage? I want to recreate it so I can understand why this is happening. A step by step listing would be great if possible :yep:
Trevally.
03-13-11, 01:27 PM
Paste to singlemission folder
http://www.gamefront.com/files/20123307/SM20.7z
I was looking for weak spots in ships, so I put one torp
directly under the funnel in each ship (torp depth 1.3m).
While watching for fire damage etc, 2nd explosions would cause damage.
This happened also when sinking, if there were more explosions.
Range is 1.5 to 1.5km
TheDarkWraith
03-13-11, 01:28 PM
Paste to singlemission folder
http://www.gamefront.com/files/20123307/SM20.7z
I was looking for weak spots in ships, so I put one torp
directly under the funnel in each ship (torp depth 1.3m).
While watching for fire damage etc, 2nd explosions would cause damage.
This happened also when sinking, if there were more explosions.
Range is 1.5 to 1.5km
Thank you! Which one was causing damage? Or were all of them?
Trevally.
03-13-11, 01:42 PM
The Cimerron and I think one other.
Not sure which one.
TheDarkWraith
03-13-11, 02:00 PM
The Cimerron and I think one other.
Not sure which one.
what mods did you have enabled at the time? So far I'm not taking any damage...
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