View Full Version : [WIP] FX Update
Trevally.
03-13-11, 02:06 PM
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Grossdeutscher Rundfunk
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Trevally Harbour & Kiel Canal Pilot patch
A Fistful of Emblems v1.51
sobers smaller water drops
Open_Horizons
Lite Campaign LC 1.2
NewUIs_TDC_6_4_0_ByTheDarkWraith
Trevally env and night
Trevally Scopes 8x5
FX_Update_0_0_14_ByTheDarkWraith
FX_Update_0_0_14_UHS_Fix
FX_Update_0_0_14_BARF_1_3_Full_Fix
EQuaTool 01.01 by AvM - Kriegsmarine Woody Light Style
EQuaTool 01.01 by AvM - add-on - Large Style Ruler
Trevally Automated Scripts v0.5
trevally flags
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Speech Recognition_v1.4_MiTons_NewUI_Editon _english
Trevally.
03-13-11, 02:09 PM
I took damage to hull, engines and crew:yep:
Cpt. Grouch
03-13-11, 09:19 PM
I seemed to take some unexplainable hull damage today while playing through the campaign. I attacked a liberty cargo 7k tonner (war supplies). I was within 1.5km during the sinking.
However, I'm not sure if my problem is entirely the same. I'm not sure whether the secondary explosions caused the damage, or it was something else.
It seems like there's a explosion that happens to the sub itself between the time the torps hit and the ship sinks. It happens at different times. I remember thinking I'd been bombed by a plane or shot at by a destroyer, even though there were none in the area. It sounds like a shell or bomb hitting the water right next to the sub.:hmmm:
Is this. . .debris? Pretty cool, but could reduce the damage a bit :D
Overall I lost 12% hull integrity, but no crew or subsystems damage.
Mod List: In order
Mognum Opus + patch 2
New UIs TDC 6_3_7
emtguf_rework_scopes
New UIs TDC alt adv speed graphics
New UIs TDC ERM Reaper7 Nightvision
Critical Hits 1.1 Torpedoes
Church's sh5 Key Commands v1.1
German Language U-boat crew pack
Stormy's DBSM SH5 MFCM Basemod
Stormy's DBSM damped Sonar guy
Capthelm's Audio + SV Touch ups
DBSM Music 1.04
Just to note I have not yet melded the newest FX_update mods into the magnum opus mod yet. However I do have the original FX updates that came with MO and patch 2.
Hope this information helps.
Stormfly
03-14-11, 12:22 AM
same here, did a night surface attack using deck gun on a small merch, got 10% hull damage from about 3000 meters, 25% e-engines dmg, 10% diesel dmg, shortly after my gun hit the merch. Target wasnt fireing back, there was also no plane in range !
TheBeast
03-14-11, 11:55 AM
I am receiving damage from sinking ships at 3000 meter range.
Target: Cimmeron Class Tanker, Speed 12 knots.
POS: 24, 33 - 23, 39, 840KM West of Dakar
03:47 loose one MK-1, Range 4500 meters, High Speed, depth 7.6 meters.
Set Course to match target(135), Speed 4 knots.
Torpedo Impact mid ship.
Target turns in my direction and closes to 3000 meters before in sinks.
4 minutes later my entire crew is injured but no hull damage. Range to wreck is 3200 meters.
I like the idea of taking damage if to close to sinking wrecks but at long range sub should only shake and low possiblity of crew being injured.
IMO, Pressure Hull should not take any damage unless within 400 meters if sinking ship that explodes.
Sepp von Ch.
03-14-11, 02:00 PM
Interesting. Several times I've attacked various ships from 1700-5000 meter distance and my sub take no damage.
No more bug in oil slicks - thank you, TDW, is now really perfect.
And secondary explosion's damage is very interesting idea! I attacked the convoys ON 202 and ONS 18with the wolfpack Leuthen. I fired acoustic torpedo on Tribal destroyer and hit the engine room, but the ship not sunk. After three (!) grueling hours of fighting with the escort I heard terrible explosion and the Tribal class destroyer... exploded and sank! Beautiful!
thank you for this new version!
TheDarkWraith
03-14-11, 07:32 PM
Found a new way to have the secondary explosions cause damage and also a new way for the fires to cause damage. This should fix the problem of player's sub taking damage now. This should also allow me to have the fires on planes cause damage to them :yep:
This new way also causes flooding to increase on the ships from the fire damage and also from the seconday explosions :smug:
stoianm
03-14-11, 07:36 PM
Found a new way to have the secondary explosions cause damage and also a new way for the fires to cause damage. This should fix the problem of player's sub taking damage now. This should also allow me to have the fires on planes cause damage to them :yep:
This new way also causes flooding to increase on the ships from the fire damage and also from the seconday explosions :smug:
cool:rock: - i did not had the problem with damages yet but i like the planes ideea:woot:
Cpt. Grouch
03-14-11, 07:39 PM
Nice fix I'll update and check it out!
TheDarkWraith
03-14-11, 07:52 PM
Nice fix I'll update and check it out!
Not released yet. It'll be version 0.0.15 when it's released.
Also fixes the problem with debris not flying in the air like it's supposed to from the secondary explosions.
TheDarkWraith
03-14-11, 10:05 PM
final testing v0.0.15. Everything looks :yeah:
Airplanes now take damage from smoke/fire :rock:
stoianm
03-14-11, 10:11 PM
final testing v0.0.15. Everything looks :yeah:
Airplanes now take damage from smoke/fire :rock:
:DL - release soon?
TheDarkWraith
03-14-11, 10:36 PM
:DL - release soon?
Just finishing up tweaking the plane fire damage and then I'll be releasing it :up:
TheDarkWraith
03-14-11, 11:18 PM
v0.0.15 released. See post #1 for details :|\\
stoianm
03-14-11, 11:26 PM
thanks:salute: - do you have an single mission to test the plane enhancement that you added?
Magic1111
03-15-11, 02:09 AM
v0.0.15 released. See post #1 for details :|\\
Many thanks !!! :rock::rock::rock:
mobucks
03-15-11, 10:33 AM
v.13-.14 will always hold a special place in my heart, I got frustrated hunting the Carrier in the first campaign, so I ambushed a HK group at night with my deckgun, destroying all 6 of them without taking a scratch. 6 firey hulks burn around my victorious ship. All around my ship. Wait, Im running v.13! ALLLLLLLLLLAAAAAAAAAAARRRRRRRRRRMMMMMMM! DIVE DIVE DIVE!!!
TheBeast
03-15-11, 11:08 AM
Many thanks TDW!
I am affraid it may be to late for my boat and crew as I penitrated to the middle of a convoy and sank 5 ships all around me.:up:
My Hull went from 100% down to 61%, 1 engine destroyed before I could clear the area.:wah:
Limping home for repairs from South Africa.:timeout:
TheDarkWraith
03-15-11, 01:35 PM
Are you all saying you're still taking damage from the secondary explosions with v0.0.15? :06: I hope not because I tested it for hours and sunk/damaged many ships during that testing and never once took any damage.
Magic1111
03-15-11, 03:11 PM
Short question: Should we install the MOD "Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith" before or after the Add-On "FX_Update_0_0_15_UHS_Fix", because the .sim Files are in conflict ! :hmmm:
Cpt. Grouch
03-15-11, 03:13 PM
Noob question here, but how does one correctly patch these mods? For instance, should I fold the new FX_Updates mod folders into the old FX_Update folders inside the Magnum Opus folder?
Or is there a better way?
TheDarkWraith
03-15-11, 03:17 PM
Short question: Should we install the MOD "Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith" before or after the Add-On "FX_Update_0_0_15_UHS_Fix", because the .sim Files are in conflict ! :hmmm:
Depth keeping problem after FX update.
Noob question here, but how does one correctly patch these mods? For instance, should I fold the new FX_Updates mod folders into the old FX_Update folders inside the Magnum Opus folder?
Or is there a better way?
you can either copy the \data folder of the mod to the MO's data folder (thus allowing it to overwrite all the necessary files) or you can enable the mod after MO. Either way will do the same thing but the latter will allow you to disable it if you want to.
Magic1111
03-15-11, 03:20 PM
Depth keeping problem after FX update.
Quick answer, many thanks TDW ! :up:
stoianm
03-15-11, 03:44 PM
I tested the new update to observe if the planes take damages by fire:
Trevally made an single mission for me and putted on it some planes... but he give me an VIIB - without flank gun and an VIIA with an very old flank gun (i think he did for purpose to see if i can shoot an plane with the deck gun:haha: - just kiding)
http://i1124.photobucket.com/albums/l568/stoianm/p1-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/p2-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/p3.jpg
They made manny atacks on me and i finnaly hit one plane but not enough to put him down... just started some fire on it
the hurted plane flew few times around my uboat and finally he crush from the sky wrigt in front of my boat
So do you think is ok? -- he exploded because of fire damages?
TheDarkWraith
03-15-11, 03:48 PM
I tested the new update to observe if the planes take damages by fire:
They made manny atacks on me and i finnaly hit one plane but not enough to put him down... just started some fire on it
the hurted plane flew few times around my uboat and finally he crush from the sky wrigt in front of my boat
So do you think is ok? -- he exploded because of fire damages?
It's working as designed :up: The plane suffers damage over time from the fire you caused on it. After some time the damage is great enough that it is unable to fly correctly and it usually crashes into the sea as you saw. Very rarely did I see one explode in the air from fire damage.
Stevepine
03-15-11, 04:58 PM
I wonder if it would be possible to make burning aircraft cancel their attack and fly away due to fire damage ( in real life, if they were seriously damaged, they would stop their attack and try to return to base, right?)
TheBeast
03-15-11, 05:00 PM
Are you all saying you're still taking damage from the secondary explosions with v0.0.15? :06: I hope not because I tested it for hours and sunk/damaged many ships during that testing and never once took any damage.
No, that damage was from just before I installed v0.0.15
TheDarkWraith
03-15-11, 05:41 PM
I wonder if it would be possible to make burning aircraft cancel their attack and fly away due to fire damage ( in real life, if they were seriously damaged, they would stop their attack and try to return to base, right?)
I cannot get damage info from the airplanes like I can from the ships. The devs didn't make that available in airplane AI. Would take a patch from them to fix this.
Stevepine
03-15-11, 06:28 PM
I cannot get damage info from the airplanes like I can from the ships. The devs didn't make that available in airplane AI. Would take a patch from them to fix this.
ahhh ok..... thats a shame
SashaKA001
03-16-11, 07:39 AM
My last flight I was injured by 50%, out of order all the batteries, go to the base for repairs.:har: It happened in the English Channel.:har:Three aircraft shot down.
Thanks for the mod:salute::salute::salute:
TheDarkWraith
03-16-11, 09:18 AM
My last flight I was injured by 50%, out of order all the batteries, go to the base for repairs.:har: It happened in the English Channel.:har:Three aircraft shot down.
Thanks for the mod:salute::salute::salute:
Are you trying to tell me that the aircraft were shot down due to fire or :06: I don't understand this post.
SashaKA001
03-16-11, 09:53 AM
Are you trying to tell me that the aircraft were shot down due to fire or :06: I don't understand this post.
No I have 2 shot down himself, one hit and he flew on, I shot him in the back and then he exploded. May itself and maybe I helped.
1
http://i3.imageban.ru/out/2011/03/16/ae2833cc89d600839479159f73fe0d97.jpg (http://imageban.ru)
2
http://i4.imageban.ru/out/2011/03/16/48181dc9011acb28ed9971f1c0f6b815.jpg (http://imageban.ru)
3
http://i3.imageban.ru/out/2011/03/16/48af190aa8542b8db1ba52528954cd0e.jpg (http://imageban.ru)
finale
http://i3.imageban.ru/out/2011/03/16/c9aa3d8e42b7e8835a721646a49fa03e.jpg (http://imageban.ru)
good job:yeah::yeah::yeah:
TheDarkWraith
03-16-11, 10:06 AM
No I have 2 shot down himself, one hit and he flew on, I shot him in the back and then he exploded. May itself and maybe I helped.
ah ok. Yes the mod probably helped you destroy that one that was smoking. Anytime an airplane is smoking and or showing fire it is incurring damage over time. After enough damage is incurred it will usually blow up. Very rarely did I ever see them fall out of the sky and crash into the water :up:
stoianm
03-16-11, 10:53 AM
Hi guys,
i want to share with you a funny thing that has hapened to me when i tested the last FIX by TDW:
i asked Trevally to make me an single mission and to put on it some planes because i wanted to hunt these planes and see if thy take damages by fire
He was nice and made me that single mission... i puted in my game and i loaded the game... but when i was attacked by planes look what i found on my Uboat:
http://i1124.photobucket.com/albums/l568/stoianm/VIIB.jpg
As you can easy observed he sabotate me and he did not put an flank gun on my Uboat:haha: - i suspect that he did that with purpose because the aviators from planes were his budies contrymans - and yes the brits sunk my Uboat:rotfl2:
Trevally.
03-16-11, 11:28 AM
@ Stoianm:har:
Its not safe to play with the RAF :O:
http://img853.imageshack.us/img853/3521/u849.jpg
Feuer Frei!
03-16-11, 11:29 AM
http://i1124.photobucket.com/albums/l568/stoianm/VIIB.jpg
As you can easy observed he sabotate me and he did not put an flank gun on my Uboat:haha: - i suspect that he did that with purpose because the aviators from planes were his budies contrymans - and yes the brits sunk my Uboat:rotfl2:
This is an outrage!!!! It's a conspiracy, stoianm :haha:
stoianm
03-16-11, 11:41 AM
@ Stoianm:har:
Its not safe to play with the RAF :O:
:timeout:
Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
TheDarkWraith
03-16-11, 06:44 PM
Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
Yes because I made changes to the submarine .sim files.
TheDarkWraith
03-16-11, 06:47 PM
Here's something I think you all will like. How would you like the DCs to make sound as they are falling down through the water? I just made this for SH3 and I can do it for SH5. You can hear sound from them in external cam and also from the hydrophone station (you can then locate the DCs position using the hydrophone station).
What I need is a proper sound file for them. What sound should they make as they are falling through the water?
I can also add sound to the decoys deployed by the sub. I need a sound file for that also.
Quote:
Originally Posted by Dignan
Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
Yes because I made changes to the submarine .sim files.
Hi TDW, I start to get confused here. Is my mod list correc?
SH5.exe patch to fix broken hydrophone station
NewUIs_TDC_6_4_0_t9_ByTheDarkWraith
Hydro_mod
SUB_hyd_fix_SH5
sobers realistic hydrophone operator SH5
U-boat Historical Specifications 1.4
FX_Update_0_0_15_ByTheDarkWraith
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
I posted it in another thread too. Sorry for the double post, but the first one was about another topic, anyway... :)
Sepp von Ch.
03-17-11, 05:40 AM
QUOTE: Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
Yes because I made changes to the submarine .sim files.
But the mod Better And Realistic Flotation is already included in your mod FX_Update_0_0_15_BARF_1_3_Full_Fix or not?
I use:
UHS mod
FX_Update_0_0_15_ByTheDark....
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix
Or I must first activate the Better And Realistic Flotation mod (BRF 1.3 full)- http://www.subsim.com/radioroom/showthread.php?t=164953&page=12 ??
Trevally.
03-17-11, 05:43 AM
"FX_Update_0_0_15_BARF_1_3_Full_Fix" is the full mod.
you do not need "BRF 1.3 full":up:
Meldric
03-17-11, 06:07 AM
Are they actually the same? Sorry, I am at work and cannot compare myself... :)
Trevally.
03-17-11, 06:21 AM
Are they actually the same? Sorry, I am at work and cannot compare myself... :)
No not the same as TDW has added info to the FX_Update_0_0_15_BARF_1_3_Full_Fix that makes it work with FX.
This is because they share a file, so one would overwrite the other and you could only every have one working. This way both the FX and BARF mod will work.
I'm beginning to see why people would opt to just use TDW's mega mod.
DarkWraith, I assume your mega mod includes BRF, IRAI, FX update etc, etc, no?
SashaKA001
03-17-11, 12:49 PM
:yeah::yeah::yeah:
http://i2.imageban.ru/out/2011/03/17/ac3be7e21a98633f0ae95a853074c2f3.jpg (http://imageban.ru)
TheDarkWraith
03-17-11, 01:07 PM
there is only one diesel? Don't understand :06:
SashaKA001
03-17-11, 01:17 PM
there is only one diesel? Don't understand :06:
all is well.:yeah::yeah::yeah: after the attack aircraft, I have broken down all the batteries, and one diesel. go to base for repairs.:rock:
Church SUBSIM
03-17-11, 06:47 PM
delete plz
Chevelless
03-17-11, 10:43 PM
Some small suggestions=)
will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds?
And the reflection of red flare on the water a bit too red I think.
BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod?
stoianm
03-18-11, 10:32 PM
@TDW you can do the same thing like here:
http://www.subsim.com/radioroom/showthread.php?t=181513
from SH5 too?
thanks
TheDarkWraith
03-18-11, 10:40 PM
@TDW you can do the same thing like here:
http://www.subsim.com/radioroom/showthread.php?t=181513
from SH5 too?
thanks
already working on it. Just about done :up: SH5 is a little harder to do than SH3/4. It won't be part of this mod but rather part of IRAI.
stoianm
03-18-11, 10:47 PM
already working on it. Just about done :up: SH5 is a little harder to do than SH3/4. It won't be part of this mod but rather part of IRAI.
:rock: - i must to check if you are for real and you are not an computer - maybe i will make you an visit when i will do some travells in USA nexts months:haha:
how much time you plan to alter the DDs sonar when is underwaater noise? - the amount of time between the first drop charge is touching the water and untill the last one explode?
TheDarkWraith
03-18-11, 10:51 PM
:rock: - i must to check if you are for real and you are not an computer - maybe i will make you an visit when i will do some travells in USA nexts months:haha:
how much time you plan to alter the DDs sonar when is underwaater noise? - the amount of time between the first drop charge is touching the water and untill the last one explode?
If I tell you the amount of time the disturbance lasts then it would ruin the effect and you wouldn't have to guess :03:
stoianm
03-18-11, 10:55 PM
If I tell you the amount of time the disturbance lasts then it would ruin the effect and you wouldn't have to guess :03:
nice... surprise is better... we will test and test... and we will find an solution to defeat your evil IRAI... but i am almoust sure that will be random:)
Another "MUST TO HAVE" !!!
Many thanks to you TheDarkWraith. Yesterday I made few tests with FX 0.015 and IRAI 0.30.
Your work is just fantastic :yeah:. Many, many thanks to you !!!! :salute:
Take care,
Kind regards,
Jean
TheDarkWraith
03-19-11, 06:24 PM
Some small suggestions=)
will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds?
And the reflection of red flare on the water a bit too red I think.
BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod?
I don't know how to fix the small lag problem with the red flare shot by ships. I only see this happen every so often. The game is calling an effect just like it calls any other effect so I don't understand why it lags every so often :hmmm:
Red flare reflection is too red or the opacity is too high :06:
I'm working on new effects :up:
TheDarkWraith
03-19-11, 08:23 PM
Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D
stoianm
03-19-11, 08:47 PM
Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D
by catastropphic explosion you meean that the ships is spliting in 2 or you are talking about of fire, debris etc.. because i tested the magnetic torpedos... i was in Range and AOB practice and i put an electric torpedo .3 meters under the keel.. i folowed the torpedo with my external camera underwater and the torpedo exploded under the keel and splited the ship in 2 pieces
TheDarkWraith
03-19-11, 08:51 PM
by catastropphic explosion you meean that the ships is spliting in 2 or you are talking about of fire, debris etc.. because i tested the magnetic torpedos... i was in Range and AOB practice and i put an electric torpedo .3 meters under the keel.. i folowed the torpedo with my external camera underwater and the torpedo exploded under the keel and splited the ship in 2 pieces
Of all the torpedoes I have shot and followed set to magnetic detonator none of them detonated when under the ship :hmmm: How far under the ship was your torpedo? I try to set the magnetic ones 2-4 meters under the keel.
stoianm
03-19-11, 08:54 PM
Of all the torpedoes I have shot and followed set to magnetic detonator none of them detonated when under the ship :hmmm: How far under the ship was your torpedo? I try to set the magnetic ones 2-4 meters under the keel.
i puted 0.3 or 0.5 max under the keel (i do not remember well) and i remember i told you this... i will search that post... brb
EDIT: this was my post... if you read in message box you will see that i fired tube 2 (wich is electric torpedo in that mission).. and you can see that the ship is in 2 pieces... you can not duplicate that?... i was thinking that the electric torpedo problem you solved already with the tonilocoyote cfgs - i jus obeserved that i put my torp depth at 10 meters and the ship was an Cimaron class... you can see how much is the draft for Cimmaron class and you can calculate how manny meters i puted under the keel
Quote:
Originally Posted by Gravina http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1613384#post1613384)
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
03-19-11, 08:56 PM
i puted 0.3 or 0.5 max under the keel (i do not remember well) and i remember i told you this... i will search that post... brb
ah that explains it. Most ship's spheres for collision extend just a little below the keel as is. You probably intersected one of them and thus impact detonated. Try setting them to 2-4 meters under the keel...they will just keep on going without detonating.
stoianm
03-19-11, 09:03 PM
ah that explains it. Most ship's spheres for collision extend just a little below the keel as is. You probably intersected one of them and thus impact detonated. Try setting them to 2-4 meters under the keel...they will just keep on going without detonating.
aa... ok .. i see what you mean now... i did not know that was supoused to detonate at 2-4 metters also... that will be cool:woot:
TheDarkWraith
03-19-11, 09:08 PM
aa... ok .. i see what you mean now... i did not know that was supoused to detonate at 2-4 metters also... that will be cool:woot:
The only problem with this is you're guaranteed to detonate at 0-x meters under the ship :hmmm: So I must make this smaller, say you're limited to 0-3m under the keel. That should be a good compromise.
EDIT:
I just figured out an excellent compromise! The additional sphere's will be 3 meters in size and located just under the keel. I will put spacing inbetween the sphere's so that there's a 50/50 chance the torpedo will detonate. This will simulate the torpedo picking up the magnetic signature of the ship or not :rock:
stoianm
03-19-11, 09:14 PM
The only problem with this is you're guaranteed to detonate at 0-x meters under the ship :hmmm: So I must make this smaller, say you're limited to 0-3m under the keel. That should be a good compromise.
wy you speak in limits?... this means will be random? or means that is not important how you put your depth if is between this 2 limits... in last case i do not know is 3 meters is an good compromise ... i think is better to ask what was in rela life in that time... somebody from this forum must have that information
TheDarkWraith
03-19-11, 09:20 PM
wy you speak in limits?... this means will be random? or means that is not important how you put your depth if is between this 2 limits... in last case i do not know is 3 meters is an good compromise ... i think is better to ask what was in rela life in that time... somebody from this forum must have that information
Have to. I have to create sphere's that the torpedo will intersect with. Spacing the sphere's out gives you a 50/50 shot of the torpedo detonating under the keel from a broadside shot. If you shoot a torpedo lengthwise of the ship you will have a theoretical 100% chance of it detonating (barring it being a dud)
THE_MASK
03-19-11, 09:22 PM
Does TorpedoMalfunctions in SpecialAbilities have anything to do with it . I notice in the No_magic_skills_v1.5 mod this reduce TorpedoMalfunctions has been taken out . Or maybe this has to do with premature detonations , i am expert on that . Tested this , nothing to do with it .
yep, TDW, nice
anyway our torpedoes would still impact invisible spheres under ship's keel, making the use of magnetic detonators useless :hmmm:. Am I missing some point of your reasoning?
TheDarkWraith
03-19-11, 09:39 PM
Here a picture is worth a thousand words:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3804
Notice the spheres under the keel. If the torpedo intersects with one of those it detonates thus simulating a magnetic torpedo detonation. Now why are they spaced apart? Because on a broadside shot like this the torpedo may not pick up the magnetic signature of the ship and thus not detonate. By spacing the spheres apart we can simulate this with impact detonation. Now the more the ship turns away from broadside the more your chances go up for a impact detonation with one of those spheres ultimately attaining a theoretical 100% chance (barring duds) when the ship is aligned lengthwise (viewing ship from head-on or stern-on) from your sub. Brilliant and elegant :D
Just so everyone is clear I'm adding those spheres under the keel for the ships to bring this idea to life.
stoianm
03-19-11, 09:44 PM
he he... so if i am understand good means if i shoot at an very big or very small AOB with electric torp i have better chance to hit the target... i was never thinked at this:)... i was looking to be close to 90 degree all the time
TheDarkWraith
03-19-11, 10:12 PM
ok my idea of the spheres didn't work :o The torpedoes just sailed right through where they should've impacted. This means that the game isn't using this for torpedo impact detection it's using something else....:hmmm:
THE_MASK
03-19-11, 10:25 PM
http://img694.imageshack.us/img694/885/torp.jpg (http://img694.imageshack.us/i/torp.jpg/)
TheDarkWraith
03-19-11, 10:40 PM
I would assume that is what that means
DarkWraith,
I am using Stormy's sound mod. Will his mod overwrite the sound changes you've made in the FX mod? I really like the fact that you fixed missing hydrophone sounds like explosions and the sound of ships sinking so I don't want to lose that if I use Stormy's DBSM over the top of this. Are they compatible? If so, which should go first?
stoianm
03-21-11, 11:29 AM
I tested FIX v15 and i enjoyied to see how the planes are taking damages by fire... see here:
http://www.youtube.com/watch?v=TWu-rCqSk70
regards
stoianm
03-21-11, 11:34 AM
Of all the torpedoes I have shot and followed set to magnetic detonator none of them detonated when under the ship :hmmm: How far under the ship was your torpedo? I try to set the magnetic ones 2-4 meters under the keel.
I putted an electric torpedo with magnetic pistols at 0.7 metters under the ship keel and he did not exploded (so you had wright)... will be cool if you can find a fix for that:
http://www.youtube.com/watch?v=OYrzi0CFnMI
regards
TheDarkWraith
03-28-11, 11:32 AM
v0.0.16 includes the damage/flooding model redone for small merchants, merchants, and escorts. Capitol ships (Battleships, Carriers, and Cruisers are still being worked on). Airplane debris has been added when an airplane explodes in the air. Some ships have the ability of the ships horn/whistle and starshell ability added to them.
Here is an airplane explosion with resulting debris:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3856
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3857
v0.0.16 will no longer include the add-on mod for BARF as it's not needed anymore (due to new damage/flooding model I've made). Until the capitol ships damage/flooding model is complete I have used the flooding times from BARF for them.
Small merchants will be able to be sunk using deckgun and flak gun. Merchants will be able to be sunk with deckgun and 37mm flak gun but will take multiple shots before flooding starts. Escorts will take no damage from flak guns (due to armor plating). Escorts will take damage from deck gun and in order for flooding to start will take multiple hits of the deckgun per compartment.
The new damage/flooding model lets more listing occur (front/back and side/side) due to flooding. A ship with heavy listing in rough seas can sink due to flooding from the heavy seas now. It is possible for ships to capsize also due to new damage/flooding model
:|\\
stoianm
03-28-11, 11:34 AM
thanks... going to test:salute:... i will put like this:
1)TDW UI
2)TDW FIX 16
3)IRAI
4)Depth keeping probelm by tdw?
EDIT: he he... you not released yet... i was thinking you already released - i was prepared to make a tutorial how to attack planes in SH5... i will whait until you will release the mod to see how the airplanes make debris when explode in air
TheDarkWraith
03-28-11, 12:01 PM
v0.0.16 released. See post #1 for details :|\\
@stoianm - I think you'll find the explosion debris from airplanes very nice. Depending upon the altitude the airplane explodes the debris can be thrown for many meters radius. It also has random motion while falling down to the water.
Debris from destroyed airplanes? This sounds very good, I just hate the disappearing planes after the explosion. I really liked how it was done in SH 4, with wings falling off but the rest of the plane still staying visible. I guess the plane disappears like before, but we can imagine that it exploded to small bits (which is a bit unrealistic I think). Well anyway, thanks again TDW, it's a good addition to your mod!
TheDarkWraith
03-28-11, 12:47 PM
Debris from destroyed airplanes? This sounds very good, I just hate the disappearing planes after the explosion. I really liked how it was done in SH 4, with wings falling off but the rest of the plane still staying visible. I guess the plane disappears like before, but we can imagine that it exploded to small bits (which is a bit unrealistic I think). Well anyway, thanks again TDW, it's a good addition to your mod!
Unfortunately the game makes the airplane disappear once it's destroyed (HP=0). And as the model is in GR2 format I can't make parts of it 'appear'. So I did the next best thing by making debris fall from it so at least there's something visual from the explosion.
BowfinSS287
03-28-11, 01:23 PM
this is great news.....looking forward to capital ships damage/flooding model.....would be fantastic to see a battleship roll over.....woot
thanks :up:
TheDarkWraith
03-28-11, 01:26 PM
this is great news.....looking forward to capital ships damage/flooding model.....would be fantastic to see a battleship roll over.....woot
thanks :up:
Capitol ships (Carriers, Battleships, and Cruisers) damage/flooding model isn't complete yet. I hope to have it complete in v0.0.17 :up:
Sounds nice.
So if we are using FX v1.6 we can assume it includes BRF?
TheDarkWraith
03-28-11, 01:41 PM
Sounds nice.
So if we are using FX v1.6 we can assume it includes BRF?
The capitol ships part has BARF parts in it. The rest is entirely new damage/flooding model. In essence it does not include BRF (just a very small part of it currently)
The capitol ships part has BARF parts in it. The rest is entirely new damage/flooding model. In essence it does not include BRF (just a very small part of it currently)
Gotcha, so either BRF models or your own, newer flooding models. Sounds good.
TheDarkWraith
03-28-11, 01:46 PM
Gotcha, so either BRF models or your own, newer flooding models. Sounds good.
the new damage/flooding model coupled with damage from fires makes it very interesting now. Torpedo placement and deck gun shell placement is paramount if you want a ship to succumb to it's own flooding. :up:
Sepp von Ch.
03-28-11, 01:48 PM
Thank you TDW! Another great progress. I am very curious! Just how fast the ship will sink. Until now sunk very quickly (with BRF too). Videos and captains memory reveal that the ship sank a long time ...
TheDarkWraith
03-28-11, 01:50 PM
Thank you TDW! Another great progress. I am very curious! Just how fast the ship will sink. Until now sunk very quickly (with BRF too). Videos and captains memory reveal that the ship sank a long time ...
anywhere from 1-2+ hours but it really depends on shot placement/fire damage from resulting impact damage of shell/torpedo. If the ship doesn't sink it will be listing very heavily (side/side and/or front/back)
anywhere from 1-2+ hours but it really depends on shot placement/fire damage from resulting impact damage of shell/torpedo. If the ship doesn't sink it will be listing very heavily (side/side and/or front/back)
Will there be an option for a "flooding model lite" for those of us who don't want to wait two game hours for a ship to sink?
TheDarkWraith
03-28-11, 01:58 PM
Will there be an option for a "flooding model lite" for those of us who don't want to wait two game hours for a ship to sink?
use your deck gun to increase flooding in the compartments or fire another torpedo into it :up:
Sepp von Ch.
03-28-11, 02:08 PM
Thank you very much TDW!:shucks: It sounds very promising! I can not wait!
BowfinSS287
03-28-11, 02:59 PM
so we do not install BRF mod after FX 0.16.....correct?
will FX 0.17 have it all working?
TheDarkWraith
03-28-11, 03:01 PM
so we do not install BRF mod after FX 0.16.....correct?
will FX 0.17 have it all working?
do not install BRF anymore. FX Update is all you need.
I hope to have capitol ships complete in v0.17 :up:
stoianm
03-28-11, 03:46 PM
Airplane debris after they explode in air: Link (http://www.subsim.com/radioroom/showpost.php?p=1629866&postcount=33) FIX v16
regards
SashaKA001
03-28-11, 04:03 PM
in these modes there are changes, they can be set or not?:hmmm:
because there is a conflict with FX Update:o
Depth_Keeping_Problem_TheDarkWraith
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
"NSS_Uboat7a.sim" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7a.sim" уже был изменен модом "FX_Update_0_0_16_ByTheDarkWraith".
"NSS_Uboat7a.sim" уже был изменен модом "FX_Update_0_0_16_UHS_Fix".
"NSS_Uboat7b.cfg" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7b.sim" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7b.sim" уже был изменен модом "FX_Update_0_0_16_ByTheDarkWraith".
"NSS_Uboat7b.sim" уже был изменен модом "FX_Update_0_0_16_UHS_Fix".
"NSS_Uboat7b.zon" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7c.sim" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7c.sim" уже был изменен модом "FX_Update_0_0_16_ByTheDarkWraith".
"NSS_Uboat7c.sim" уже был изменен модом "FX_Update_0_0_16_UHS_Fix".
"NSS_Uboat7C41.sim" уже был изменен модом "NewUIs_TDC_6_4_0_ByTheDarkWraith".
"NSS_Uboat7C41.sim" уже был изменен модом "FX_Update_0_0_16_ByTheDarkWraith".
"NSS_Uboat7C41.sim" уже был изменен модом "FX_Update_0_0_16_UHS_Fix".
TheDarkWraith
03-28-11, 04:04 PM
Airplane debris after they explode in air: Link (http://www.subsim.com/radioroom/showpost.php?p=1629866&postcount=33) FIX v16
regards
do we need more debris for airplanes? Maybe some bigger metal pieces and some broken wood and such :hmmm:
stoianm
03-28-11, 04:05 PM
do we need more debris for airplanes? Maybe some bigger metal pieces and some broken wood and such :hmmm:
yes... i think they are to small... maybe bigger metal pices and broken wood will be more eye candy:DL... anyway like now it is awsoem.. and they stiil fall in the ocean... i saw one but i had not the chance to film the action
do not install BRF anymore. FX Update is all you need.
I hope to have capitol ships complete in v0.17 .Capitol ships (Carriers, Battleships, and Cruisers) damage/flooding model isn't complete yet. I hope to have it complete in v0.0.17
Is very good news,we wait for updating.:yeah:
use your deck gun to increase flooding in the compartments or fire another torpedo into it :up:
Creative way of saying "no" :DL
TheDarkWraith
03-28-11, 05:20 PM
Creative way of saying "no" :DL
:up: It involves too much work to make multiple versions of the damage/flooding model (not to mention the time testing/tweaking it)
:up: It involves too much work to make multiple versions of the damage/flooding model (not to mention the time testing/tweaking it)
No explanation needed. I completely understand. Given that, would it cause problems to lay BRF lite over the top of your FX mod?
TheDarkWraith
03-28-11, 05:23 PM
No explanation needed. I completely understand. Given that, would it cause problems to lay BRF lite over the top of your FX mod?
doing so will remove the new damage/flooding model and airplane debris
TDW,
Just read your first post again. You say to install FX before your NewUI mod. Is that still correct? A lot of people on the forums are saying that has changed and that FX should be AFTER UImod. What's the verdict?
If I'm running NewUI, UHS, FX, IRAI ... what is the install order? And if I install the UHS fix after the main FX mod is that basically the same as having UHS activated? Thanks.
stoianm
03-28-11, 09:01 PM
TDW,
Just read your first post again. You say to install FX before your NewUI mod. Is that still correct? A lot of people on the forums are saying that has changed and that FX should be AFTER UImod. What's the verdict?
If I'm running NewUI, UHS, FX, IRAI ... what is the install order? And if I install the UHS fix after the main FX mod is that basically the same as having UHS activated? Thanks.
Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_16_ByTheDarkWraith
FX_Update_0_0_16_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Many thxs for the new version v16.
Whats going on when a WII-airplane hit by bullets/flak-guns:
http://www.youtube.com/watch?v=SGOHj4nVvZc (look at 3:00m for example)
http://www.youtube.com/watch?v=MD5WTJYvqaI (look at 5:24m for example)
That are 2 of approximately 1 million youtube-clips of WII-aircraft clips.
Search for "IL2 battle of britain" in Youtube (newest and more accurate flightsimulation than "IL2 cliffs over dover").
A bullet hit causes an aircraft-on-board system damage/failure. If critical parts are damaged an small explosion could be true. The visual effect from outside would be a smoke-trail and debris.
stoianm
03-28-11, 10:05 PM
Many thxs for the new version v16.
Whats going on when a WII-airplane hit by bullets/flak-guns:
http://www.youtube.com/watch?v=SGOHj4nVvZc (look at 3:00m for example)
http://www.youtube.com/watch?v=MD5WTJYvqaI (look at 5:24m for example)
That are 2 of approximately 1 million youtube-clips of WII-aircraft clips.
Search for "IL2 battle of britain" in Youtube (newest and more accurate flightsimulation than "IL2 cliffs over dover").
A bullet hit causes an aircraft-on-board system damage/failure. If critical parts are damaged an small explosion could be true. The visual effect from outside would be a smoke-trail and debris.
untill now we have like this:
http://www.youtube.com/watch?v=TWu-rCqSk70
Link (http://www.subsim.com/radioroom/showpost.php?p=1629866&postcount=33)
in v17 we will have the debris bigger (metal and wood parts)
untill now we have like this:
http://www.youtube.com/watch?v=TWu-rCqSk70
Link (http://www.subsim.com/radioroom/showpost.php?p=1629866&postcount=33)
in v17 we will have the debris bigger (metal and wood parts)
Thxs for the info. Vids are interesting as always.
I have difficulties with http://www.youtube.com/watch?v=Er9csC7x4rI at 9:00 min. I think a plane normaly shows first a smoke trail than a huge fire-ball explosion. This could happen but its rather unlikely.
And if in reality a plane goes down in the water(!) there is only a water-column/splash with no fire-explosion. http://www.youtube.com/watch?v=2DAsrbtR4wY ( a classics)
http://www.youtube.com/watch?v=m2BSfgnCU2Q (another one)
Thats what i think ;)
stoianm
03-28-11, 10:48 PM
Thxs for the info. Vids are interesting as always.
I have difficulties with http://www.youtube.com/watch?v=Er9csC7x4rI at 9:00 min. I think a plane normaly shows first a smoke trail than a huge fire-ball explosion. This could happen but its rather unlikely.
And if in reality a plane goes down in the water(!) there is only a water-column/splash with no fire-explosion. Thats what i think ;)
:DL - it is much - much better than stock... in stock they just evaporate and they not take damage by fire... step by step we will have the immersivity that we all want to have in ours sh5... the problem is that is only tdw who can put this things that were supouse to be from beggining... so to manny things to fix and just one person (i am refering here at hard core stuff... not at base moding)
If it is possible I would like to see the flags of sinking ships removed. I don't know if you can change the game engine in that behaviour, but if you could achieve something similar to the U-Boat flags for sinking ships would be great.
TheBeast
03-29-11, 05:04 AM
I really like what you have done with this MOD.:rock:
I love the oil slicks and fire damage over time.
I shelled an Old Steamer(War Supplies) and caught the Engine room on fire. I went to periscope depth and followed it for about 45 minutes. The entire boat was a blaze and sank after about 1+ hour from internal explosions.
QUESTION:
Would it be possible to add "isBlocking" controller to the Oil Slicks to block surface light so we can see the Oil Slick while submerged.:06:
TheDarkWraith
03-29-11, 07:49 AM
QUESTION:
Would it be possible to add "isBlocking" controller to the Oil Slicks to block surface light so we can see the Oil Slick while submerged.:06:
I am not familiar with the controller you speak of. Where can I find it so I can learn about it :06: You should be able to see the oil slicks while submerged.
TheDarkWraith
03-29-11, 07:50 AM
If it is possible I would like to see the flags of sinking ships removed. I don't know if you can change the game engine in that behaviour, but if you could achieve something similar to the U-Boat flags for sinking ships would be great.
I never noticed this bug. I'll have to look for it now. If it does exist it should be very easy to fix :yep:
What are everyone's thoughts on the new damage/flooding model for the merchants and escorts? I'll be basing the capitol ships damage/flooding model off of them.
EDIT:
just sank some ships and noticed the flags are still visible underwater. I'll try to hide them when they are underwater now.
TheDarkWraith
03-29-11, 08:38 AM
Ship's flags will no longer be seen underwater starting in v0.0.17:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3860
Unfortunatelly I´ve quit using U-boat Historical Specifications 1.4 (CTDs with FX) so can´t say whether it´s after v0.30 or before but noticed that now periscope depth is 10 meters, shouldn´t it be around 12/13m?
TheBeast
03-29-11, 10:21 AM
I am not familiar with the controller you speak of. Where can I find it so I can learn about it :06: You should be able to see the oil slicks while submerged.
Maybe I can't see it when I am deep because of the Underwater FX MOD I just posted.
I've only seen the Blocking controller in FlakMonkey's New Interior 1.0 MOD for SH3 when I was converting it to SH4. It was on the Lamp Shades hanging over the Dining Table and a couple other places.
If we could import that controller to SH5 and it works, there is a ton of buildings and Land Masses that could use it. You can see lights from exterior sources while in Sub Pen as well.
Maybe we can get Privateer to Import that Dining Area from FlakMonkey's New Interior 1.0 to SH5 and change the foreward bunk area a bit.
BowfinSS287
03-29-11, 10:46 AM
i ran a few tests last night.....i torpedoed a tanker 7600 tons,with one
torpedo in the stern....she started to go down by the stern...very cool
but with only 5 to 10 off the bow remaining....the ship hangs for about
5 mins.....shouldn't she slip away faster once at that point?
i ran a few tests last night.....i torpedoed a tanker 7600 tons,with one
torpedo in the stern....she started to go down by the stern...very cool
but with only 5 to 10 off the bow remaining....the ship hangs for about
5 mins.....shouldn't she slip away faster once at that point?
It depends but as a general rule: no.
It's all about the remaining air in the ship's body. Thus the remaining air forced into the ships bow or stern may be enough to slow down the sinking process.
Unfortunatelly I´ve quit using U-boat Historical Specifications 1.4 (CTDs with FX) so can´t say whether it´s after v0.30 or before but noticed that now periscope depth is 10 meters, shouldn´t it be around 12/13m?
Nothing changed in the .cfg files for periscope depth, it's just that the boat is floating about 2-3 meters higher than ordered. I don't know why so I've quit using shortcuts for periscope depth and such and choose my depth on the depth gauge (+2 meters for compensation) instead.
TheDarkWraith
03-29-11, 09:00 PM
Figured out why we get the fireballs when an airplane explodes. Removed them hoping that the airplane parts would still be there but no. Game engine removes the airplane parts when the airplane is destroyed :nope: Still looking into it as there are ways to make different objects appear when an object is destroyed (controller wise) :yep:
Removing the fireballs looked very odd so I re-enabled them. And since we have an explosion we need debris that is smoking and on-fire falling from the sky in addition to the small pieces:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3891
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3892
will be available in v0.0.17 :up:
Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:
stoianm
03-29-11, 09:12 PM
Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:
You figured out how to add an pilot with parachut after an plane explosion? - the people wich play flight simulators will be jealous of us:)
Nothing changed in the .cfg files for periscope depth, it's just that the boat is floating about 2-3 meters higher than ordered. I don't know why so I've quit using shortcuts for periscope depth and such and choose my depth on the depth gauge (+2 meters for compensation) instead.
Yep, I´m doing the same:03:.
TheDarkWraith
03-29-11, 10:57 PM
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3893
stoianm
03-30-11, 04:07 AM
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
i see that you increased the debris also... nice screenshot:up:
urfisch
03-30-11, 05:41 AM
nice work on this!
:up:
pascal4541
03-30-11, 05:49 AM
Yeah!!! :woot::rock::up:
pascal4541
03-30-11, 07:06 AM
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3893
Hi TheDarkWraith
watch the skydiver in the first minute of this video...
http://www.youtube.com/watch?v=dRzRLwSbpQ4&feature=related
I received the game today ;)
Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.
TheDarkWraith
03-31-11, 07:25 PM
Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.
It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.
v0.0.16.1 released. See post #1 for details :|\\
stoianm
04-01-11, 02:18 AM
Thank you tdw:up:
Magic1111
04-01-11, 03:12 AM
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3893
It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.
v0.0.16.1 released. See post #1 for details :|\\
Looks very nice:o, many thanks TDW !!!! :D:yeah::D
Best regards,
Magic:salute:
It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.
v0.0.16.1 released. See post #1 for details :|\\
So there could be flooding in an undamaged compartment that isn't even near the damaged one? Or plain and simple: damage to the most forward compartment can cause flooding in the most backward one? Seems reasonable to me.
stoianm
04-01-11, 07:11 AM
@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:
TheDarkWraith
04-01-11, 07:13 AM
@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:
sounds like something overwrote your \data\Zones.cfg file then.
stoianm
04-01-11, 07:30 AM
sounds like something overwrote your \data\Zones.cfg file then.
i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx
EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:
TheDarkWraith
04-01-11, 07:38 AM
i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx
EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:
Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?
stoianm
04-01-11, 08:39 AM
Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?
yes... i saw the parachute finnaly... i think i need glasses:)
TheDarkWraith
04-01-11, 01:59 PM
v0.0.16.2 released. See post #1 for details :|\\
Magic1111
04-01-11, 02:40 PM
v0.0.16.2 released. See post #1 for details :|\\
Thanks TDW, will test it.....!:up:
TheBeast
04-01-11, 10:26 PM
@TheDarkWraith
Did you read the PM I sent you regarding possible change to UBoot_Sensors.sim?:06:
See [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showpost.php?p=1633856&postcount=62) for more info.
stoianm
04-02-11, 01:56 AM
@TDW... i did a long test to the last version... awsome mod in combination with irai - all the mod descriptions work like an swiss clock
VIDEO (http://www.youtube.com/watch?v=jewsB1WmXxA)
PL_Andrev
04-02-11, 05:12 AM
v0.0.16.2 released. See post #1 for details :|\\
Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,
Thanks for upgrade and the vid. Appreciate it.
Quite frankly, in reality there is one time, you will never see a parachute coming out of a plane, and that moment is when the plane has changed into a fireball. At that time all decision-makings relating to bail out or not are gone: technically and physically.
Time tO bail out is when the plane is physically in a relative proper state and the worst case is near but has not yet arrived. So normaly you will see a eject 5 seconds before or much much earlier before a plane is exploding.
And all ejected pilots drowns? C'mon that's not right.
And how does it come that Captain Kirk with his laser-gun (phaser) is amongst the uboot-crew?
TheDarkWraith
04-02-11, 07:40 AM
Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,
I tried to do this but the game engine stops any effects that were started before the airplane was destroyed. i.e.: had pilot ejecting from airplane was the engine was 90% damaged. Soon as airplane was 100% damaged and exploded pilot disappeared :nope: Makes it very difficult to do hardly anything.
When airplane has more than one engine you'll see more parachutes. There is a parachute for every engine on the airplane.
Will the old FX_Update_0_0_16_UHS_Fix file work with the new update?
TheDarkWraith
04-02-11, 12:38 PM
Will the old FX_Update_0_0_16_UHS_Fix file work with the new update?
they are exactly the same just a different name due to different version :up:
they are exactly the same just a different name due to different version :up:
Thanks. I didn't realize the UHS fix was already with the new update. Sorry.
Sepp von Ch.
04-03-11, 05:49 PM
I must say, that your new damage/flooding model is master-stroke TDW;)
I haven't seen an ejecting pilot yet, but after reading that pilots drown I wonder if you could see them underwater via periscope. Maybe someone with an AA testing mission could take a look on it (or TDW could tell if he had such a possibility in mind when adding this drowning feature ;)).
Another issue I want to address once more is the inaccurate diving depth. If you order periscope depth you end up floating around 10-11 meters instead of 13 meters. If you order 50m depth you end at 48m. Not that big of a deal (just order 2m more but you have to give every order on the depth gauge, so there's no working shortcuts for periscope or snorkel depth), but it get's very annoying over time to say the least.
BowfinSS287
04-09-11, 06:18 PM
the anticipation is killing me, i can only imagine the sight a great war ship
watching her slip beneath the waves,going down by the head,her stern
rising out of the water as the destroyers rush to my position....great times ahoy
reaper7
04-09-11, 07:10 PM
Another issue I want to address once more is the inaccurate diving depth. If you order periscope depth you end up floating around 10-11 meters instead of 13 meters. If you order 50m depth you end at 48m. Not that big of a deal (just order 2m more but you have to give every order on the depth gauge, so there's no working shortcuts for periscope or snorkel depth), but it get's very annoying over time to say the least.
This is due to the Issue I outlined to you in this post http://www.subsim.com/radioroom/showthread.php?t=182225
Here let me show that it works for correctly calibrated dials. (As stated Mine are to my knowledge the only dials in SH5 that are done correct - stock and all other dials I've seen have the same error).
Ok First Instance selecting depth via Dial.
http://www.u-boot-hahd.com/ubootwebsite/wp-content/gallery/2011/04/SH5Dials2.jpg
Now second Instance calling for a depth via a command ie: Pericope depth.
http://www.u-boot-hahd.com/ubootwebsite/wp-content/gallery/2011/04/SH5Dials.jpg
The error works both ways - If you click the dial the cfg file is callibrated compared to the graphic dial to be a few degrees out hence the 2m depth error.
Also the same is true for reverse when you order a depth the sub is actually reaching the correct depth - its just the dial is displaying what the depth should be - but due to the error in degrees , it just looks like its 2m out in depth.
Hope that clears it up And any one with a UI please take note that your dials not just depth all need to be calibrated correctly.
When I did my UI all stock dials had a few degrees error in them. ;)
Sepp von Ch.
04-10-11, 03:28 AM
I have exactly this problem now too with your UI reaper7.
reaper7
04-10-11, 04:58 AM
I have exactly this problem now too with your UI reaper7.
Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.
I'll be releasing my next version soon :D.
stoianm
04-10-11, 05:03 AM
Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.
I'll be releasing my next version soon :D.
The problem is from NSS_Uboatx.sim and will be fixed soon:yep:
Sepp von Ch.
04-10-11, 05:17 AM
Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.
I'll be releasing my next version soon :D.
No, still Version 2.2. I will try vers. 3.1 (or next version?:03: ) soon.
The problem is from NSS_Uboatx.sim and will be fixed soon:yep:
Thank you stoianm!
TheBeast
04-11-11, 04:51 PM
Would it be possible to add Deck Spray effect to Models?:06:
Below is Type-IXC40 example of Deck Spray MOD I made for SH4 using information gleanned from W_clear Atlantic MOD for SH4. (I did contact W_clear for permissions to use his idea's)
A Type-VIIC would require adding aproximately 32 Nodes spaced 1.25-1.5 appart following hull outline and 0.01 above Waterline.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2911
Since all Type-VII models a very close in length/width. This MOD change can be optimized by making 1 SH5 Compatible DAT using SH5 Node ID's that contains all the deck spray nodes within a Parent Container Node. Then it may be possible to use this dat for all Type-VII models by creating 1 cfg#ds node per model at location 0, 0, 0. Maybe cfg#Z01 already equal to loaction 0, 0, 0?
Also, because the Height Controller has min/max height control value's. The Deck Spray provide a bubbling effect as boat rises to the surface.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4026
stoianm
04-21-11, 02:07 PM
@TDW
Maybe you have time to make smoked depth charges before release the new MO?
Kapitan_Kaput
04-22-11, 02:31 PM
my oil slicks look like they have a second pink slick over them...is that normal? same as the pic in this thread
http://www.subsim.com/radioroom/showthread.php?t=182038
TheDarkWraith
04-22-11, 02:37 PM
my oil slicks look like they have a second pink slick over them...is that normal? same as the pic in this thread
http://www.subsim.com/radioroom/showthread.php?t=182038
that would be from the red flare the ship fired. Look high up in the sky and see if you don't see a red flare burning.
Kapitan_Kaput
04-22-11, 02:46 PM
that would be from the red flare the ship fired. Look high up in the sky and see if you don't see a red flare burning.
I'm aware of the large radius red glow from the flare, but this is only on the slick itself...didn't see the pink slick in the last version, had the red flare glow but the slick was still black...oh is it the direct reflection right under the flare? actually no I'm looking at the game now and there is no flare in the sky...the oil slick is there and the pink slick is there
TheDarkWraith
04-22-11, 03:00 PM
I'm aware of the large radius red glow from the flare, but this is only on the slick itself...didn't see the pink slick in the last version, had the red flare glow but the slick was still black...oh is it the direct reflection right under the flare? actually no I'm looking at the game now and there is no flare in the sky...the oil slick is there and the pink slick is there
go to external cam and then go the middle of the pink circle. from there go straight up till you see the red flare.
Kapitan_Kaput
04-22-11, 03:13 PM
go to external cam and then go the middle of the pink circle. from there go straight up till you see the red flare.
I know the flare...I love the flare...lol this is not the flare...the flare died out already
TheDarkWraith@SashaKA001: looks like blood pools in the water from the bodies. I think he's talking about a different red glow. The red glow from the red flare fired by the ship.
I'm talking about the blood pools in the water in the midst of the oil slick as seen in the pic posted by SashaKA001... I Have the same blood pools and was just wondering if it was your mod doing that or if it's the result of my mod soup
TheBeast
04-22-11, 03:50 PM
I'm aware of the large radius red glow from the flare, but this is only on the slick itself...didn't see the pink slick in the last version, had the red flare glow but the slick was still black...oh is it the direct reflection right under the flare? actually no I'm looking at the game now and there is no flare in the sky...the oil slick is there and the pink slick is there
I also see this Pink Slick. I think the pink slick is from the dead body in water.
Every Pink Slick I have seen always has a body in it.
Kapitan_Kaput
04-22-11, 04:00 PM
ok thanks TheBeast...I was thinking it was caused by real environment revision 2 + tdw's FX + capthelms lighting effects all combining to brighten the slick color
TheDarkWraith
04-22-11, 04:14 PM
ok thanks TheBeast...I was thinking it was caused by real environment revision 2 + tdw's FX + capthelms lighting effects all combining to brighten the slick color
ah yes, some bodies bleed when they hit the water. This is what you're seeing :up:
Sepp von Ch.
04-23-11, 01:45 PM
Hello TDW,
when I use U-Boat historical Specif. v. 1.7 and your great FX Update mod v. 16.2, I have to activate your FX_Update_0_0_16_2_UHS_Fix too?
Also:
U-Boat Spec. 1.7
FX_Update_0_0_16_2_TheDarkWraith
and then
FX_Update_0_0_16_2_UHS_Fix?
FX_Update_0_0_16_2_UHS_Fix overwrite newest UHS mod 1.7.
TheDarkWraith
04-23-11, 01:49 PM
Hello TDW,
when I use U-Boat historical Specif. v. 1.7 and your great FX Update mod v. 16.2, I have to activate your FX_Update_0_0_16_2_UHS_Fix too?
Also:
U-Boat Spec. 1.7
FX_Update_0_0_16_2_TheDarkWraith
and then
FX_Update_0_0_16_2_UHS_Fix?
FX_Update_0_0_16_2_UHS_Fix overwrite newest UHS mod 1.7.
In your case since you don't use my UI mod use the UHS and not mine. If you were using my UI mod you would use it's files.
Sepp von Ch.
04-23-11, 03:08 PM
OK, thanks for your reply!
jwilliams
04-23-11, 03:12 PM
Hello TDW,
when I use U-Boat historical Specif. v. 1.7 and your great FX Update mod v. 16.2, I have to activate your FX_Update_0_0_16_2_UHS_Fix too?
Also:
U-Boat Spec. 1.7
FX_Update_0_0_16_2_TheDarkWraith
and then
FX_Update_0_0_16_2_UHS_Fix?
FX_Update_0_0_16_2_UHS_Fix overwrite newest UHS mod 1.7.
If your using UHS 1.7, you do not need the FX_Update_0_0_16_2_UHS_Fix
http://www.subsim.com/radioroom/showpost.php?p=1644055&postcount=293
*Keep in mind you do not need Depth Keeping Problem Fixed, FX_Update 16_2 UHS fix nor the IRAI No Surface Hydrophone and Aircraft Spotting....
TheDarkWraith
04-23-11, 05:56 PM
ok then, I stand corrected :salute:
Sepp von Ch.
04-23-11, 06:18 PM
Thank you gentlemen!:yep:
Sea_Phantom
05-07-11, 07:39 PM
On the first page of this thread, you said it doesn't work with BARF. I assume that means the Better And Realistic Flotation mod?
Does this mod change ship floating/flooding/damage too then?
jwilliams
05-07-11, 07:42 PM
On the first page of this thread, you said it doesn't work with BARF. I assume that means the Better And Realistic Flotation mod?
Does this mod change ship floating/flooding/damage too then?
Yes not compatible with BARF (better and realistic flotation). And yes FX_update has its own floatation,flooding and damage modeled.
Sea_Phantom
05-07-11, 08:31 PM
Okay! Thanks!
Also, I don't know if this is a bug with the FX mod, or if I don't have these mods installed in the right order. When I'm at the map, it won't let me go above time compression 128. When I click above that, it takes me straight to TC 1 :06: . Do I need to install the FX mod, the IRAI, and the UI's mod in a specific order?
This is also during the campaign intro/tutorial, if that affects anything.
THE_MASK
05-07-11, 08:42 PM
Okay! Thanks!
Also, I don't know if this is a bug with the FX mod, or if I don't have these mods installed in the right order. When I'm at the map, it won't let me go above time compression 128. When I click above that, it takes me straight to TC 1 :06: . Do I need to install the FX mod, the IRAI, and the UI's mod in a specific order?
This is also during the campaign intro/tutorial, if that affects anything.
Read this carefully
http://www.subsim.com/radioroom/showthread.php?t=180044
christrang
05-09-11, 07:27 AM
Hello Sorry this url is not working please can you do somethink
thank you kide regard
stoianm
05-11-11, 08:49 AM
Today i noticed tha the oil spots from tdw fix are not all the time the same... i sunked a big oil tanker full charged and see how big is the oil spot::o
http://i1124.photobucket.com/albums/l568/stoianm/oil2-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/oil1.jpg
awsome
TheDarkWraith
05-11-11, 08:51 AM
There are still many surprises to be discovered in FX_Update ;)
stoianm
05-11-11, 09:37 AM
The ships are sinking very realist... seems to be a little titanic here::)
http://i1124.photobucket.com/albums/l568/stoianm/t1-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/t2-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/t3.jpg
http://i1124.photobucket.com/albums/l568/stoianm/e1-1.jpg
And in combination with your pixel shader ... i have the impresion that i am watching a movie:
http://i1124.photobucket.com/albums/l568/stoianm/e2-1.jpg
Also i saw that the parachutes have a realistic fall speed and and balance in the air... airplane explode with fire debris... some of them lose direction (by fire) and fall in the ocean, ships are taking damage by fire also, ships wistles and horns... i still have undescovered things?:06:
TheDarkWraith
05-11-11, 09:51 AM
... i still have undescovered things?:06:
yes you do. So does everyone else ;)
I sent you revised lifeboat files....the crew is now animated and not just 'sitting there' :D
stoianm
05-11-11, 09:56 AM
yes you do. So does everyone else ;)
I sent you revised lifeboat files....the crew is now animated and not just 'sitting there' :D
I am very impatient to see like a child near a chocolate pile but i rework first some numbers in .sim file and i will load the game... :DL... i will take also the camera video with me
Sepp von Ch.
05-11-11, 10:22 AM
I sent you revised lifeboat files....the crew is now animated and not just 'sitting there' :D
That sounds interestedly!:yep:
urfisch
05-12-11, 05:17 AM
of course...agree...
very, very interesting!
TheDarkWraith
05-13-11, 06:01 PM
It always irked me that when the sub was heavily damaged and sparks were flying everywhere there was no smoke........until now:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4249
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4248
It is triggered by damage % to sub :rock:
My new bone editor app helped considerably with this :D Will be available in next version of mod.
Stormfly
05-13-11, 06:09 PM
OMG thats so cool, do you also have a sound trigger... i have a very good fitting sound for it :)
Sepp von Ch.
05-13-11, 06:14 PM
It always irked me that when the sub was heavily damaged and sparks were flying everywhere there was no smoke........until now:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4249
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4248
It is triggered by damage % to sub :rock:
My new bone editor app helped considerably with this :D Will be available in next version of mod.
Wooow!:o
:yeah:
stoianm
05-13-11, 06:15 PM
so cool.... you need to warning people to not make a panic atack when they will see the smoke first time:)
TheDarkWraith
05-13-11, 06:16 PM
OMG thats so cool, do you also have a sound trigger... i have a very good fitting sound for it :)
It's an effect that is called when % damage to sub is greater than value specified. Not sure what kind of sound you would place on this. All it does is emit smoke at certain places around the sub. I have total control of when certain smokes emit and when they cease emitting. It's basically scripted based on % damage to sub.
SteelViking
05-13-11, 06:18 PM
Holy crap! This is amazing TDW. I have poked around with trying to get internal smoke to work, with no results of course.
My hat is off to you:yeah:
time to hang this up:
http://www.spachoice.net/wp-content/uploads/2011/05/no_smoking_sign.jpg
Stormfly
05-13-11, 07:20 PM
It's an effect that is called when % damage to sub is greater than value specified. Not sure what kind of sound you would place on this. All it does is emit smoke at certain places around the sub. I have total control of when certain smokes emit and when they cease emitting. It's basically scripted based on % damage to sub.
ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer :smug:
...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
TheDarkWraith
05-13-11, 07:34 PM
ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer :smug:
...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
Yeah, you just reminded me that I need to add fire to the inside also :D
Stormfly
05-13-11, 07:44 PM
:D
...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water (maybe different color).
later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simulating exhaust gas depressure into the boats interrior, again with caughts of course :DL
TheDarkWraith
05-13-11, 07:47 PM
:D
...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water.
later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simualating exhaust gas depressure into the boats interrior, again with caughts of course :DL
Right now it's pretty limited what can be scripted. As always the devs included no list of commands for the scripting of events :nope: So it's up to use to try and figure out what they are :damn: I know 3 or 4 of them but there is probably a whole lot more commands :shifty:
The good thing is that each compartment of the sub has it's own 'damage model' and thus the scripting of effects is controlled per compartment based on damage.
Stormfly
05-13-11, 07:54 PM
thats good to hear, maybe you could use compartments then which have batterys for acid smoke triggered by 30% damage or something, but all compartments triggerred for normal smoke by 50% and catch additional fire by having 70% of damage... but with a lenght limitation.
this effects could maybe restart if a smoke/fire effected compartment got an additional damage of 10% (or higher) over first trigger initiation value.
Stormfly
05-13-11, 08:20 PM
...say do you have a direct control on the boats CO2 level ? :D
TheDarkWraith
05-13-11, 08:22 PM
...say do you have a direct control on the boats CO2 level ? :D
No, haven't dug around in the exe file for it yet.
Stormfly
05-13-11, 08:27 PM
but there must be a command for controling its rising speed, because "No Magic Skills mod" ithink was the mods name... or was it "MCCD" ???
it change it like sending the crew to rest slow it down, emergency repairs speeds it up...
Stormfly
05-13-11, 08:39 PM
also a good thing would be adding a good portion of random for those effects (limiting) :rock:
...this could also be connected with special abilitys:
- Fire fighter (fires on board are estingished faster, saves more equipment and breathing air / co2 level)
- Battery Specialist (Battery-Acid is faster under control, saves more breathing air / co2 level)
...or/and interacting with "Tauchretter und Kalipatronen" -> "german Momsen Lung" using a "potassium superoxide (KO2) filter"
you just use them reducing the CO2 level, but with limited ammount of filters, so we need a counter for it and a trigger, maybe a crew interaction with LI for commanding using them.
Kaicokid
05-14-11, 12:00 AM
Hi all,everything seems to be happening at once,so great stuff:O:.
Does this mean it might also be possible one day to add more flooding to the various compartments?
TheDarkWraith
05-14-11, 12:01 AM
Hi all,everything seems to be happening at once,so great stuff:O:.
Does this mean it might also be possible one day to add more flooding to the various compartments?
Probably a very good probability of that :yep:
PL_Andrev
05-14-11, 01:01 AM
It always irked me that when the sub was heavily damaged and sparks were flying everywhere there was no smoke........until now
TheDarkWraith, you realised my old SH5 wishes!!!
:yeah:
This is copy of my old old post at this forum. Maybe it help you to develop this amazing smoke-addition...
-------------------------------------------------------------
I wonder whether this option will ship pollution by chlorine (defective batteries, and leaks), moisture (long time submerged), the smell of urine (blocked toilet on high depths). It could be done by the colors of the air:
green - chlorine
yellow - the smell of urine
white - moisture
If submarine longer stays in the deep then the color of the air is stronger and stronger...
Moisture:
http://img101.imageshack.us/img101/820/screenhunterh.jpg
Urine:
http://img402.imageshack.us/img402/9392/screenhunteru.jpg
Chloride:
http://img694.imageshack.us/img694/7866/screenhunterch.jpg
Do you feel the need to emergency surface your ship now?
:D
-------------------------------------------------------------
BTW: Salute to your fantastic work!
:salute:
PL_Andrev
05-14-11, 09:21 AM
TheDarkWraith,
At SH5 (I think) we have wave controler which add new effects for waves when ship is at movement like on this screen:
http://imageshack.us/m/694/1346/wavesr.png
I have a question: is possible to add this wave (?) controller to torpedo or depth charge explosion to generate effect like PT-boats?
http://imageshack.us/m/862/2791/waves2.png
TheBeast
05-15-11, 03:59 PM
Just a thought:
Is it possible to have multiple controls for the same device?:06:
I ask this thinking of Hydrophone. Some Hydraphones are supposed to work while surface but I would think thier effectiveness would be impacted by ambient surface conditions and U-Boat speed.
Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- Surface -30
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- Surface -11
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- Surface 0
(This may require controls be in a specific order to function correctly if it works at all)
This would limit detection range when surfaced and detection range would increase the deeper you dive.
What do you think?:06:
TheDarkWraith
05-15-11, 04:09 PM
Just a thought:
Is it possible to have multiple controls for the same device?:06:
I ask this thinking of Hydrophone. Some Hydraphones are supposed to work while surface but I would think thier effectiveness would be impacted by ambient surface conditions and U-Boat speed.
Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- Surface -30
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- Surface -11
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- Surface 0
(This may require controls be in a specific order to function correctly if it works at all)
This would limit detection range when surfaced and detection range would increase the deeper you dive.
What do you think?:06:
Sounds like something you need to try :yep:
TheBeast
05-15-11, 04:20 PM
Sounds like something you need to try :yep:
Already working on it as I made first post about it.
I do not want to creat another MOD adding to the soup.
Was Hoping that TDW and or Ddrgn could add to thier already existing MODs of the UBoot_Sensors.sim file.
TheDarkWraith
05-15-11, 04:28 PM
Already working on it as I made first post about it.
I do not want to creat another MOD adding to the soup.
Was Hoping that TDW and or Ddrgn could add to thier already existing MODs of the UBoot_Sensors.sim file.
You get it working I'd be happy to :up:
TheBeast
05-15-11, 05:37 PM
You get it working I'd be happy to :up:
It works!:yeah:
Exception being use MaxSensorHeight, not Surface.
Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- MaxSensorHeight -25
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- MaxSensorHeight -10
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- MaxSensorHeight 0
Ranges and MaxSensorHeight I used are random. You will need to adjust to something reasonable.
Surface Sonar detection for Balkon Gerat should be just beyond visual detection range and maybe split difference between max range at 30 meters and Surfaced range for just above periscope depth.
Test Perormed:
Some targets beyond visual range
Some targets beyond periscope depth sonar range
Verify Target beyond surfaced sonar/visual detection range are not detected while surface.
Dive to Periscope Depth - new contact detected.
Dive to 30 meter - new contacts detected
Rise to Periscope Depth - Some Contact Decay away.
Surface - Some Contacts Decay Away.
Stormfly
05-15-11, 05:52 PM
hi,
this is very nice idea, could you maybe also use more than 3 layers, simulating a termal layer who generates 2 sound channels for better sonar transmissions ?
maybe bad very close to surface, good after reaching 30 meters, moderate to bad between 50 and 100 meters, getting very good below 120 meters ?
...iam not shure if the SOFAR channel (short for Sound Frequency and Ranging channel) also transmit surface contacts.
TheBeast
05-15-11, 06:05 PM
hi,
this is very nice idea, could you maybe also use more than 3 layers, simulating a termal layer who generates 2 sound channels for better sonar transmissions ?
maybe bad very close to surface, good after reaching 30 meters, moderate to bad between 50 and 100 meters, getting very good below 120 meters ?
...iam not shure if the SOFAR channel (short for Sound Frequency and Ranging channel) also transmit surface contacts.
I think that would require scripting for thermal effect impacting uboat sonar detection range.
Increasing Dection range as you dive deeper is easy.
Speaking of Thermal Layers....
Where is the Thermograph?
Appears to be missing from SH5
Kaicokid
05-15-11, 06:12 PM
I think the destroyers ability to detect contacts where related to their current speed? So is this a factour in the game now and could that be modded? This would give a Ub some chance to move at a higher speed and remain undetected.
TheDarkWraith
05-15-11, 06:15 PM
I think the destroyers ability to detect contacts where related to their current speed? So is this a factour in the game now and could that be modded? This would give a Ub some chance to move at a higher speed and remain undetected.
Already taken into account with IRAI :up:
I noticed something when testing Zedi's campaign. I spotted a large convoy and sent a contact report and dove. I waited for them to pass over me and when I looked through periscope, there was absolute chaos going on. Nearby airbase had gotten my message and the planes attacked the convoy which responded with aa-guns. One of my greatest SH 5 experiences yet!
http://i1138.photobucket.com/albums/n527/rognels/SH5Img2011-05-15_013232.jpg
Now I consider my computer quite powerful, but this made it freeze and crawl. The gun bullet traces froze in place and airplane explosions and the debris too. I remeber that stock version didn't froze when there was heavy plane attack going on. So what is the culprit? My guess is that it's the airplane explosion debris or the small debris that comes from deck gunning/aa-gunning something.
Anyone else had this kind of experiences? I would really like to enjoy these rare moments with decent fps rate. So should/could there be FX Update Lite-version? I really like this mod otherwise.
PS. Can't wait the indoor smoke! :yeah:
Had no problem with that except the moments when the ship fire the flares.. is when my fps drop to 0 for few seconds. Those flares reflection on water are very resource hungry. Also, try lower the particle density, I have mine at minimal.
stoianm
05-16-11, 10:19 AM
I have no problem also when are planes involved... i made a mission fulled with planes and ships and i had no lags... like zedi ... i have lags when the red flare efect is started... i modified the zones.cfg (removed the red flare effect) and i fixed the lag problem in my computer
Had no problem with that except the moments when the ship fire the flares.. is when my fps drop to 0 for few seconds. Those flares reflection on water are very resource hungry. Also, try lower the particle density, I have mine at minimal.
Have to try this, I think I have it almost full. :up: The flare removal is also good tip.
PS. totally of topic, but speaking of flares, I saw yesterday Bedford Incident on tv just by blind luck. What a great destroyer/submarine movie!
stoianm
05-16-11, 12:51 PM
Have to try this, I think I have it almost full. :up: The flare removal is also good tip.
PS. totally of topic, but speaking of flares, I saw yesterday Bedford Incident on tv just by blind luck. What a great destroyer/submarine movie!
the one made in 1965?
the one made in 1965?
Yes! Richard Widmark was so great as the american captain! I know him only from the film noir movies when he's always a some rotten villain or a desperate loser. And it's nice point of view when you are watching the destroyer hunting the sub.
Okay, sorry TDW for the off topic post, it's my last one (i mean last off topic post!).
Stormfly
05-16-11, 01:05 PM
those heavy gun particle stress is also known from SH3 when using a 16 or 20km admosphere mod together with high gun range settings in sim.cfg.
at least those AA-Gun range setting in sim.cfg are simply to much for some systems (by the way the original vanilla value is 1500, now it is 3500 !)
i will instandly reduce these AA gun range and will also modify the almost instandly deadly enemy normal gun error angel to have a bit more spread ;)
Stormfly
05-16-11, 02:32 PM
another frame rate hog down...
...regarding funnel smoke, smoke from fires, explosions and so on, i had the problem by closing a vessel to much (cam or sub) my frames almost go down to 2 or 3...
this is fixed now, even heavy explosions run fine without any lag now and the cam is able closing to a funnel stack with much better results now.
i just disabled the in-memory DXT2/3 texture compression for each of the texture nodes in baza_FX.dat
this may help on some systems with moderate grafic cards, high end cards have no problem here anyways i think.
...still testing
those heavy gun particle stress is also known from SH3 when using a 16 or 20km admosphere mod together with high gun range settings in sim.cfg.
at least those AA-Gun range setting in sim.cfg are simply to much for some systems (by the way the original vanilla value is 1500, now it is 3500 !)
i will instandly reduce these AA gun range and will also modify the almost instandly deadly enemy normal gun error angel to have a bit more spread ;)
Sorry Stormfly, but this "deadly enemy normal gun error angel" word combo just made me :rotfl2:Almost like some crazy heavy metal song name. So thanks for the cheer up, I hope you don't mind! :sunny:
Oh yes, I have a real point too. Do you think that the deck guns and aa-guns are too precise? That air attack i mentioned made me think that too. Maybe 20 airplanes were destroyed in that attack, it was more like suicide mission. And it seemed that they spawned unlimitedly, a new wave after the another.
I think the planes should charge, drob few bombs and just fly away, but I'm not sure if they do that. It seemed more that they fight to the end.
TheDarkWraith
05-17-11, 02:05 PM
I think the planes should charge, drob few bombs and just fly away, but I'm not sure if they do that. It seemed more that they fight to the end.
The devs didn't make the aiplane AI smart enough and they also didn't give much attention to them (commands wise). So I did the best I could with them in IRAI.
I witnessed a 20+ hour air raid against a convoy and was so amazing that I just parked my sub and watched the show with external cam. I cant get enough of this and tbh, i dont really care about the planes kamikaze actions.. is just too awesome. Only thing that bothered me was the convoys strategy set by IRAI.. they just keep circling until all ships get sunk. They should zig-zag and sail away not just get into an endless circling loop.
TheDarkWraith
05-17-11, 02:20 PM
I witnessed a 20+ hour air raid against a convoy and was so amazing that I just parked my sub and watched the show with external cam. I cant get enough of this and tbh, i dont really care about the planes kamikaze actions.. is just too awesome. Only thing that bothered me was the convoys strategy set by IRAI.. they just keep circling until all ships get sunk. They should zig-zag and sail away not just get into an endless circling loop.
that was with V32 of IRAI I sent you right? I have some changes that I made to that version ;)
that was with V32 of IRAI I sent you right? I have some changes that I made to that version ;)
Thats correct. Happy to hear that you plan to fix it, thanks!
And one more thing.. pls take a look at the collision detection, I think its set at too low values now and ships are getting much too close to each other in ports and convoys.
TheDarkWraith
05-17-11, 02:32 PM
Thats correct. Happy to hear that you plan to fix it, thanks!
And one more thing.. pls take a look at the collision detection, I think its set at too low values now and ships are getting much too close to each other in ports and convoys.
I have no control of collision detection. That's controlled by an .act file IIRC.
LordNeuro"Serbia"
06-14-11, 04:05 PM
I m using old stile explosion and was wondering is thise mod compatibile white old stile explosion, or the r doing the same thing white same extra stuff from ur mod? Sorry for nubis qvestion and poor english.:oops:
TheDarkWraith
06-14-11, 04:58 PM
I m using old stile explosion and was wondering is thise mod compatibile white old stile explosion, or the r doing the same thing white same extra stuff from ur mod? Sorry for nubis qvestion and poor english.:oops:
not compatible because I have modified the particles.dat file also. I do not have his changes in my mod. Actually I have no clue what his mod does because I've never used it.
7thSeal
06-14-11, 09:05 PM
not compatible because I have modified the particles.dat file also. I do not have his changes in my mod. Actually I have no clue what his mod does because I've never used it.
I'm pretty sure it removed the fireworks from explosions which your mod does as well. Don't really need the old style explosion mod. :)
not compatible because I have modified the particles.dat file also.
In Old Style Explosion using Baza_FX.dat
Travinski
06-15-11, 01:50 AM
The devs didn't make the aiplane AI smart enough and they also didn't give much attention to them (commands wise). So I did the best I could with them in IRAI.
Yes, TheDarkWraith, aiplane AI is a huge problem.
It's just a nasty situation.
In any case, what is the best IRAI
Hi there, gave this mod a try but found that it caused my game to stutter often then crash every time I was halfway through a convoy attack - specifically when I surface and start using the gun. This is possibly something to do with armed merchant ship weapons fx, as it always happened when I was on the deck gun and being fired upon. Happened 3 times in a row after killing ~5 of 15 ships, deactivated mod and now runs smoothly and stable, even in the middle of all those ships shooting back. I guess it could be a ram issue as while I have 4 gb, I am only running 32bit windows, but like I said it runs fine without FX Update on. Looooove your IRAI mod btw, hugely improved the game for me!
Primarily I wanted this mod because it "fixed" flooding and fire damage, does anyone have some suggestions for alternative mods that do this well also?
[EDIT]
Other than FX update I have the following installed:
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
SUB_hyd_fix_SH5
Critical hits 1.1 Torpedos
Critical hits v 1.2
IRAI_0_0_30_ByTheDarkWraith
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
THE_MASK
06-20-11, 07:06 PM
Is your water disturbances mod and the depth keeping mod included in FX16 ? Should it be .
TheDarkWraith
06-20-11, 07:41 PM
Is your water disturbances mod and the depth keeping mod included in FX16 ? Should it be .
No they are not. As I don't want to impose mods that others may not want I didn't include them in the mod.
matti95
07-04-11, 02:10 PM
Thank you! :salute: Very good mod :yeah:
0rpheus
07-21-11, 09:05 AM
Came across the Depth Keeping Problem UHS patch for OM, so I got it. However when I install it in JSGME it tells me the sim files have already been overwritten by FX_Update_0_0_16_2_UHS_Fix.
Does this mean the Depth Keeping Problem mod is already installed by the FX Update mod? I assume I shouldn't install it if so?
TheDarkWraith
07-21-11, 04:44 PM
Came across the Depth Keeping Problem UHS patch for OM, so I got it. However when I install it in JSGME it tells me the sim files have already been overwritten by FX_Update_0_0_16_2_UHS_Fix.
Does this mean the Depth Keeping Problem mod is already installed by the FX Update mod? I assume I shouldn't install it if so?
I do not recall incorporating that mod into FX_Update. What do my release notes say in FX_Update mod? I'm away from computer currently
0rpheus
07-21-11, 05:29 PM
Not to worry, after a little testing the Depth-keeping fix isn't included in the FX update (no sonar at periscope depth, no accurate depth keeping).
Installing it afterwards shows the appropriate effects - click 20m, sub goes to 20m instead of 18 or whatever, so it works fine this way for me. :)
Magic1111
07-27-11, 09:19 AM
Hi TDW !
In regarding to this post from you...
http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1713881&postcount=487
Can we soon expect with a new version ? :hmmm:
Best regards,
Magic
mobucks
07-30-11, 10:11 PM
does the parachute just explode with the exploding plane? wouldnt you want to eject BEFORE the plane explodes? haha.:doh:
conk757
07-31-11, 08:56 AM
where do i get it, please help
Magic1111
07-31-11, 09:27 AM
where do i get it, please help
Hi !
Download Link is at the end of first post (first page) of this Thread ! ;)
Best regards,
Magic:salute:
crepitis
07-31-11, 11:39 AM
I am enjoying adding the mods to SH5 (a big thanks to all the modders out there :yeah:) , and I finally seem to have things running stable now.
However, the ship distress flares in the FX mod are causing me problems, with stuttering screens and lag. I have seen mention of a "fix" for this but despite searching this topic, and the forum in general , I cant find a reference to how the "fix" is done.:-?
Can anyone tell me what I need to do to either remove the flare effect or modify it so that it doesnt cause me so much trouble ?:salute:
mobucks
07-31-11, 12:29 PM
crepetis, i have seen the same info somewhere, I'm on it, ill find it for you. I think it has to do with the zones files.
From our faithful man Stoianm
I have no problem also when are planes involved... i made a mission fulled with planes and ships and i had no lags... like zedi ... i have lags when the red flare efect is started... i modified the zones.cfg (removed the red flare effect) and i fixed the lag problem in my computer
So, perhaps there is an obvious FlareFX line(s) in the zones.cfg, you can delete or comment out.
crepitis
07-31-11, 02:52 PM
crepetis, i have seen the same info somewhere, I'm on it, ill find it for you. I think it has to do with the zones files.
From our faithful man Stoianm
So, perhaps there is an obvious FlareFX line(s) in the zones.cfg, you can delete or comment out.
Thanks Mobucks, it will probably be something obvious as you say, but "obvious" to everyone else is just a mystery to me ! :oops: :DL
Trevally.
07-31-11, 02:57 PM
in the zone.cfg file, look for and change this:-
;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Add a ";" to the start of these lines
crepitis
07-31-11, 03:07 PM
Thanks very much Trevally :up:
0rpheus
07-31-11, 07:00 PM
in the zone.cfg file, look for and change this:-
;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Add a ";" to the start of these lines
Ah, I've been looking for this too. :D Good show!
0rpheus
08-04-11, 11:32 AM
Ok, so I'm still gnashing my teeth at these CTDs I keep getting. I ran dbg view this afternoon (didn't take long before I got one) and the lines immediately preceding a CTD are:
00001284 604.12487793 [792] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(297) : Game disconnected.
00001285 604.12585449 [1924] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
Which is exactly the same as this guy:
http://www.subsim.com/radioroom/showthread.php?p=1711455
and this guy:
http://www.subsim.com/radioroom/showthread.php?p=1706017
and this guy:
http://www.subsim.com/radioroom/showthread.php?t=162462&page=74
who also says that :http://www.subsim.com/radioroom/showpost.php?p=1706103&postcount=1109
Uninstalled all mods, reinstalled only Magnum opus 0.1 and the patch.
Found the cause...
Installing FX_Update_0_0_16_2_ByTheDarkWraith brings the bug back.
...and if it helps any - the ship what is causing the crash was some small french "escort ship".
So, if all four of us are getting this maybe it's worth investigating further? These crashes are getting irritating, but I can't understand why some people would be getting it with the FX Update and not others. Either way, heeeelp! :D
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