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TheDarkWraith
03-31-11, 08:54 PM
Another mod I made for SH5 that I ported over to SH3. When an airplane is destroyed (explodes in air) the pilot(s) will now eject and parachute to the water. Due to ejecting in the explosion the pilots suffered severe injuries and thus died from the explosion. When they impact the water they will float face down.

Unzip straight to MODS folder and enable via JSGME.

NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one.

SH3's Flak gun training mission is a great mission to see this in action.

The stock SH3 Zones.cfg file was used as base for this mod. To update other mod's Zones.cfg file you need to add the following entries to them (highlighted in yellow):

[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None

[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0

[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0


Here you can see pilot ejected:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3957


And here he is floating down to the water:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3958

And here he is after impacting the water:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3955

Contributors:
- Testpilot: new parachute and pilot for parachute

v1.0: initial release
v2.0: added new parachute and pilot for parachute by Testpilot.
adjusted fall speed of parachute to allow more 'hang-time'
adjusted how much pilot and parachute has to submerge before showing dead, floating pilot

Current version available here: http://www.gamefront.com/files/20179587/TDW_Ejecting_Pilots_v2_0_SH3_7z

:|\\

brett25
03-31-11, 09:14 PM
haha nice one mate. That pilot hit the drink pretty hard:woot:

dont know if I could use your your cool mod as I have never shot down an aircraft, nor do I ever try, for me its always ALAAAAAARM!

Victor Schutze
03-31-11, 09:20 PM
haha nice one mate. That pilot hit the drink pretty hard:woot:

dont know if I could use your your cool mod as I have never shot down an aircraft, nor do I ever try, for me its always ALAAAAAARM!

same here. Never tried to shoot down any airplane. Always crash dive. Nice addition to this sim though. :up:

Fish In The Water
03-31-11, 11:40 PM
And here he is after impacting the water:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3955



Best looking Allied pilot I've seen in a long time...

Stellar effort, thanks very much for the mod! :yeah:

Magic1111
04-01-11, 01:46 AM
Hi TDW !

WOW :o, looks awesome !!! :yeah:

Wonderful new MOD for SH3 ! :up:

But one question please: What for a zones.cfg did you have taken as base for the MOD, from Stock-SH3 or GWX or another Super-MOD ?

Best regards,
Magic:salute:

SquareSteelBar
04-01-11, 02:01 AM
...NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one....Thanks for that, mate. :up:

It was useful to provide the additional entries in a readme file...

Magic1111
04-01-11, 02:06 AM
It was useful to provide the additional entries in a readme file...

Yes, agree, or post the additional entries in post #1 of this Thread ! :03:

SquareSteelBar
04-01-11, 02:43 AM
Just compared TDW's Zones.cfg to the stock file - only four entries:


[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
...

[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0
...

[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
...

[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0

Fish In The Water
04-01-11, 02:54 AM
Just compared TDW's Zones.cfg to the stock file - only four entries:

Very good, thanks for the breakdown... :DL

Magic1111
04-01-11, 03:23 AM
Just compared TDW's Zones.cfg to the stock file - only four entries:


Many thanks SSB for clearify this !!!!!!! :yeah:

Best regards,
Magic:salute:

java`s revenge
04-01-11, 04:50 AM
And another great mod...:yeah:

Testpilot
04-01-11, 06:48 AM
Hi DarkWraith


How about this Parachute...????


http://www.fotos-hochladen.net/uploads/unbenanntnj3sy12vri.jpg (http://www.fotos-hochladen.net)

http://www.fotos-hochladen.net/uploads/unbenanntonm28ribd5.jpg (http://www.fotos-hochladen.net)

Testpilot

Aces
04-01-11, 06:58 AM
S! Testpilot,

Hope you are well.

Best Regards

Aces

TheDarkWraith
04-01-11, 07:18 AM
Hi DarkWraith


How about this Parachute...????


http://www.fotos-hochladen.net/uploads/unbenanntnj3sy12vri.jpg (http://www.fotos-hochladen.net)

http://www.fotos-hochladen.net/uploads/unbenanntonm28ribd5.jpg (http://www.fotos-hochladen.net)

Testpilot

You can use Pack3D version 3 to extract the pilot (Extract All) out of the .dat file (TheDarkWraith_Pilot_Ejection_Materials.dat) in the mod to .obj format for import into Wings3D (the .obj file will be called AirplanePilot_01.obj). There you can see how the parachute's size is in relation to the pilot. It will also allow you to place the parachute in correct place in relation to pilot. Once set and scaled correctly then you can send me the .obj for the parachute and I'll update the mod :up:

TheDarkWraith
04-01-11, 07:20 AM
Just compared TDW's Zones.cfg to the stock file - only four entries:

yes, that's correct. I added new effect entries to all the plane's engines. I used the stock SH3 zones.cfg file as base. I've updated post #1 with the required entries to be made in other mod's Zones.cfg files to add this effect to them.

Testpilot
04-01-11, 07:28 AM
You can use Pack3D version 3 to extract the pilot out of the .dat file in the mod to .obj format for import into Wings3D. There you can see how the parachute's size is in relation to the pilot. It will also allow you to place the parachute in correct place in relation to pilot also. Once set and scaled correctly then you can send me the .obj for the parachute and I'll update the mod :up:Hi Mate,

i rework the Parachute model looks like for real WW2 Parachute.Ich make a new textur for it and export the model in obj format.....And send it to you...:rock:

http://img3.fotos-hochladen.net/uploads/unbenanntcsve5xt8up.jpg (http://www.fotos-hochladen.net)

frau kaleun
04-01-11, 07:34 AM
Awesome stuff. :rock:

Wish I'd had this on my last patrol, we shot down a buttload of Swordfish. Unlikely to have that many aircraft kills again but I'm still playing mostly the beginning of the war when shooting down a plane is not completely out of the question, so this will really add something when we do!

Fish In The Water
04-01-11, 08:32 AM
Hi Mate,

i rework the Parachute model looks like for real WW2 Parachute.Ich make a new textur for it and export the model in obj format.....And send it to you...:rock:

http://img3.fotos-hochladen.net/uploads/unbenanntcsve5xt8up.jpg (http://www.fotos-hochladen.net)


Looks very good...

Hope to see this incorporated into the mod. Thanks! :rock:

Testpilot
04-01-11, 08:38 AM
http://img3.fotos-hochladen.net/uploads/unbenannt1gdw36irmb.jpg (http://www.fotos-hochladen.net)

http://www.fotos-hochladen.net/uploads/unbenannt8gtz10mnpe.jpg (http://www.fotos-hochladen.net)

thanks.Going better and better.

TheDarkWraith
04-01-11, 08:46 AM
http://img3.fotos-hochladen.net/uploads/unbenannt1gdw36irmb.jpg (http://www.fotos-hochladen.net)

http://www.fotos-hochladen.net/uploads/unbenannt8gtz10mnpe.jpg (http://www.fotos-hochladen.net)

thanks.Going better and better.

Awesome :rock:

If you could please make the pilot holding the parachute strings a seperate .obj file. I'll need to update the mod with the two different pilots (this one and the dead one in the water).

What I'll need is .obj files for:
- parachute
- new pilot with hands up

:up:

Testpilot
04-01-11, 09:35 AM
:salute:

here with new texture for the Parachute......
I think looks good.


http://www.fotos-hochladen.net/uploads/unbenanntlmawti6u1e.jpg (http://www.fotos-hochladen.net)

TheDarkWraith
04-01-11, 09:43 AM
:salute:

here with new texture for the Parachute......
I think looks good.

looks excellent :up: a 1000% improvement over mine :yep:

Testpilot
04-01-11, 09:56 AM
:yeah:thx DarkWraith

For the moment i testet in Game....
I will send pics how it looks like in game.

Testpilot
04-01-11, 10:36 AM
Mny thanks DarkWraith for the very nice Mod.....

show it ingame.....:rock::rock::rock:

http://www.fotos-hochladen.net/uploads/sh3img142011l320hzdgw5.jpg (http://www.fotos-hochladen.net)

TheDarkWraith
04-01-11, 10:39 AM
Looks excellent!

Now should the pilot be dead when he contacts the water or should I have him bobbing in the water upright? I made him dead because he ejected when the plane exploded and by all rights should be dead :06:

Testpilot
04-01-11, 10:43 AM
Now should the pilot be dead when he contacts the water or should I have him bobbing in the water upright? I made him dead because he ejected when the plane exploded and by all rights should be dead :06:Hm.
What do you think about a Lifeboat in the water?

http://img3.fotos-hochladen.net/uploads/2z7ct3h2wqy.jpg (http://www.fotos-hochladen.net)

TheDarkWraith
04-01-11, 10:45 AM
Hm.
What do you think about a Lifeboat in the water?

The pilot inflates a lifeboat when he contacts the water? :06:

Testpilot
04-01-11, 10:58 AM
Yes.That is what i mean.....:salute:

TheDarkWraith
04-01-11, 11:02 AM
Yes.That is what i mean.....:salute:

You have a 3D model in mind for this lifeboat?

Testpilot
04-01-11, 11:04 AM
I can make a Lifeboat for the pilot.I work on a new highres pilot model to.


(http://www.fotos-hochladen.net)

TheDarkWraith
04-01-11, 11:20 AM
I can make a Lifeboat for the pilot.I work on a new highres pilot model to.

ok, I can add that no problem. We must decide on the behavior of this lifeboat. I will make it float on the surface like a ship does. Now how long do we render this lifeboat? Do we treat it as debris and let it sink after the time the game decides debris should sink? Or do I control the sinking and sink it after x time? Or do I let it live indefinitely? Or do I let it live for x time and then remove it? :hmmm:

Myxale
04-01-11, 11:29 AM
Wow, simply wow...where are you taking this game??? :salute::rock:

Testpilot
04-01-11, 11:30 AM
first art of work of the lifeboat....

http://img3.fotos-hochladen.net/uploads/unbenanntkg4s8nzpam.jpg (http://www.fotos-hochladen.net)

i think live for x time and then remove it...:hmmm:

TheDarkWraith
04-01-11, 11:31 AM
Wow, simply wow...where are you taking this game??? :salute::rock:

Thank SH5. I'm just merely porting over the work I've done on SH5 to SH3/4 :yep:

TheDarkWraith
04-01-11, 11:33 AM
first art of work of the lifeboat....

http://img3.fotos-hochladen.net/uploads/unbenanntkg4s8nzpam.jpg (http://www.fotos-hochladen.net)

i think live for x time and then remove it...:hmmm:

Are you going to make a new 3D model of the pilot sitting in/on the lifeboat? I think it would be good to do this. You could either incorporate the new 3D model of the pilot in the lifeboat or make a seperate .obj file for it. I can work with anything and am very flexible :up:

Testpilot
04-01-11, 11:38 AM
I will make a new pilot on the parachute.With a watchman Head.So he looks around the ground area.And a new one sitting in /on the lifeboat.I am very flexible too.More in the next Days...:yeah:

TheDarkWraith
04-01-11, 11:41 AM
I will make a new pilot on the parachute.With a watchman Head.So he looks around the ground area.And a new one sitting in /on the lifeboat.I am very flexible too.More in the next Days...:yeah:

Can I get you to send me the new pilot/parachute so I can update the mod? And can I use these in SH5?

Rubini
04-01-11, 11:46 AM
@TDW, testpilot,

Again thanks by this new mod .Itīs Awesome!:up:

As for the lifeboat life, I suggest to make it as floating debris, like we made it on the lifeboats mod. This way it will just be three floating alone until you leave the area (that magic 30-50km around your uboat).

Testpilot
04-01-11, 11:48 AM
You have PM with the DL link.I dont know this work on Sh5.....:hmmm:

Testpilot
04-01-11, 11:49 AM
As for the lifeboat life, I suggest to make it as floating debris, like we made it on the lifeboats mod. This way it will just be three floating alone until you leave the area (that magic 30-50km around your uboat).

Hi Rubini.Nice idea.....:yep:

Rubini
04-01-11, 12:03 PM
Hi Rubini.Nice idea.....:yep:

And I can even put a very slow movement on it as privateer made on lifeboats mod.

Testpilot
04-01-11, 12:06 PM
Sounds great....

TheDarkWraith
04-01-11, 12:23 PM
You have PM with the DL link.I dont know this work on Sh5.....:hmmm:

I'll take care of that :up:

fitzcarraldo
04-01-11, 12:58 PM
Many thanks, TDW!!! Looks....terrific! (I donīt machinegunning a poor pilot never more...).

Regards.

Fitzcarraldo :salute:

TheDarkWraith
04-01-11, 01:11 PM
v2.0 released. See post #1 for details :|\\

Rubini
04-01-11, 02:02 PM
TDW,

Thanks again! The mod is now yet better!:up:

BTW, You and testpilot abandoned the small lifeboat idea or it is yet in development?

TheDarkWraith
04-01-11, 02:03 PM
TDW,

Thanks again! The mod is now yet better!:up:

BTW, You and testpilot abandoned the small lifeboat idea or it is yet in development?

Testpilot is making new 3D models for the lifeboat, pilot in lifeboat, and I believe new pilot for the parachute. Until that's complete I can't do anything more with the mod :up:

Magic1111
04-01-11, 02:08 PM
v2.0 released. See post #1 for details :|\\

Many thanks TDW and Testpilot ! :up:

Great Job as ever !!! :yeah:

Best regards,
Magic:salute:

rik007
04-01-11, 04:26 PM
TDW, great one. WAR at it's best. I'm glad that you invest in modding SH3. A real spin-off. Keep it up and thank you very much!

Victor Schutze
04-01-11, 04:58 PM
Great addition!:yeah:

Thanks again TDW!:up:

Fish In The Water
04-01-11, 06:39 PM
v2.0 released. See post #1 for details :|\\

Thanks for the update...

Great job gentlemen, looks so much better! :yeah:

clouclou
04-02-11, 02:04 AM
Great MOD !!!!!!
THANK YOU:up::D

Sailor Steve
04-02-11, 03:00 PM
Looks excellent!

Now should the pilot be dead when he contacts the water or should I have him bobbing in the water upright? I made him dead because he ejected when the plane exploded and by all rights should be dead :06:
I'm a little late to this. The lifeboat sounds like a great touch, since if he was dead he couldn't open the parachute. In those days they didn't have an ejection seat. The pilot jumped out and opened the chute himself.

This is looking awesome!

fitzcarraldo
04-02-11, 03:06 PM
I'm a little late to this. The lifeboat sounds like a great touch, since if he was dead he couldn't open the parachute. In those days they didn't have an ejection seat. The pilot jumped out and opened the chute himself.

This is looking awesome!

I think this is - in the TDW mod - the sequence of the hard way from life to death:

1 - Plane explossion.

2 - Pilot, hardly injured, ejects from the plane.

3 - Pilot opens parachute.

4 - Pilot arrives to water death.

Well...I can live with this sequence...But I like a survivor pilot, too.

Best regards.

Fitzcarraldo :salute:

Fish In The Water
04-02-11, 05:27 PM
4 - Pilot arrives to water death.

The only good pilot is a DEAD pilot... :O:

Testpilot
04-03-11, 12:22 PM
The only good pilot is a DEAD pilot...

:yep:

fitzcarraldo
04-03-11, 02:26 PM
:yep:

Ouch...

I want a mod for machineguning the pilots in the water until they are well well death, with screams, blood and amputed members in the waters...:arrgh!:

Oh...my stomach. Iīll play with my son the toy Story 3 game...

Regards.

Fitzcarraldo

Testpilot
04-05-11, 02:54 PM
After a talk with Rubini i merge the standin animated man from the lifeboat+debris mod.i make a new skin for the pilot and add some lifewest and other things.....

http://www.fotos-hochladen.net/uploads/sh3img542011187tl6ijrx.jpg (http://www.fotos-hochladen.net)

Madox58
04-05-11, 05:10 PM
If you would have asked?
The original creators of that animated man may have created a better version matching the events.
Thunder and privateer created that animation.

Testpilot
04-05-11, 05:31 PM
Privateer you have PM....

Madox58
04-05-11, 05:44 PM
You have an answer.
:yeah:

Testpilot
04-05-11, 05:55 PM
:up:

Fish In The Water
04-05-11, 07:16 PM
After a talk with Rubini i merge the standin animated man from the lifeboat+debris mod.i make a new skin for the pilot and add some lifewest and other things.....

http://www.fotos-hochladen.net/uploads/sh3img542011187tl6ijrx.jpg (http://www.fotos-hochladen.net)

Absolutely fabulous... :up: :up: :up:

Madox58
04-05-11, 07:33 PM
No it is not!
:nope:
We have for quite sometime been able to create NEW animations!
TestPilot and I have been talking about just that issue.
Animations are a pretty easy thing to do for something like this.
TestPilot is going to do some more work that goes way past this!
:03:
I have his back on better animation work!
:salute:

Testpilot
04-05-11, 07:38 PM
You are right Privateer.....:yeah:

Fish In The Water
04-05-11, 08:03 PM
No it is not!

Looks much better than the original... :sunny:

TestPilot is going to do some more work that goes way past this!
:03:
I have his back on better animation work!
:salute:

Glad to hear it. Sounds like we've got some great stuff to look forward to. Thanks for pitching in! :salute:

Madox58
04-05-11, 10:29 PM
Regards Mate,
But it is no longer a matter of 'pitching in'.
When work from Thunder or myself is used?
It's a matter of correcting things.
TestPilot is a very valued friend and is ready to create better animations.
I am ready to assist his work.
That helps everyone in the long run.
I see TestPilot as a great animator very soon.
:yeah:

Fish In The Water
04-05-11, 11:25 PM
Regards Mate,
But it is no longer a matter of 'pitching in'.
When work from Thunder or myself is used?

Fair enough, credit where credit is due, (re-read the thread - didn't realize it was your work)...

TestPilot is a very valued friend and is ready to create better animations.
I am ready to assist his work.
That helps everyone in the long run.
I see TestPilot as a great animator very soon.
:yeah:

Excellent, thanks for your willingness to assist... :salute:

iambecomelife
04-05-11, 11:32 PM
Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

fitzcarraldo
04-06-11, 06:45 AM
Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

:yeah: Great idea! But...the pilot is death...Or not?

A mod missing in SH3 is the interception of radio messages from the attacked ships. Historically, the U-boats tried to intercept the distress or SOS comunications from the attacked ships, and by this way, they could identify the victim. Is possible to make a mod with a trigger when a merchant is torpedoed, with a message (written) in the radio page: "SOS, This is the SS Laconia, weīre attacked by the damn germans!!!".

Best regards.

Fitzcarraldo :salute:

frau kaleun
04-06-11, 07:32 AM
:yeah: Great idea! But...the pilot is death...Or not?

A mod missing in SH3 is the interception of radio messages from the attacked ships. Historically, the U-boats tried to intercept the distress or SOS comunications from the attacked ships, and by this way, they could identify the victim. Is possible to make a mod with a trigger when a merchant is torpedoed, with a message (written) in the radio page: "SOS, This is the SS Laconia, weīre attacked by the damn germans!!!".

Best regards.

Fitzcarraldo :salute:

Even if it's possible to mod in a victim's distress call and a trigger to make it come through as radio message in the game - how are you going to work in all the thousands of possible ship names? And for those who value the realism aspect, would you be able to make the ship name that gets used for a particular ship's distress call match up to the class of ship that just got hit?

Imagine you just IDed the Hood, put three torpedoes into her and she's sinking... and your radioman intercepts a message tipping you off to the fact that you just sank the SS Minnow. :haha:

Not to mention the fact that for those people using Real Ship Names in Commander, there'd be no way to make the name that appeared in your post-patrol log match the ship name in the distress call you intercepted in game. And at least the names you get from Commander's Ship Names function do match up to the ships you actually sank.

Although I agree it might be cool if you could get a radio intercept confirming that a ship has reported that she is sinking, even without a name for the ship included. Not sure how this would be worked into the mix... it appears that when the "magic moment" is reached where a ship is deemed sunk by the game, that immediately triggers the "She's going down" message from your crew... so having that event trigger the radioman to report an intercept of the ship's message saying the same thing would be redundant at that point. I guess you could substitute one for the other. :hmmm:

iambecomelife
04-06-11, 04:38 PM
Even if it's possible to mod in a victim's distress call and a trigger to make it come through as radio message in the game - how are you going to work in all the thousands of possible ship names? And for those who value the realism aspect, would you be able to make the ship name that gets used for a particular ship's distress call match up to the class of ship that just got hit?

Imagine you just IDed the Hood, put three torpedoes into her and she's sinking... and your radioman intercepts a message tipping you off to the fact that you just sank the SS Minnow. :haha:

Not to mention the fact that for those people using Real Ship Names in Commander, there'd be no way to make the name that appeared in your post-patrol log match the ship name in the distress call you intercepted in game. And at least the names you get from Commander's Ship Names function do match up to the ships you actually sank.

Although I agree it might be cool if you could get a radio intercept confirming that a ship has reported that she is sinking, even without a name for the ship included. Not sure how this would be worked into the mix... it appears that when the "magic moment" is reached where a ship is deemed sunk by the game, that immediately triggers the "She's going down" message from your crew... so having that event trigger the radioman to report an intercept of the ship's message saying the same thing would be redundant at that point. I guess you could substitute one for the other. :hmmm:

Yes; unfortunately this is just not possible due to the reasons she stated.

Interestingly, this WAS possible in Silent Hunter II using the Kriegstanz developer. And yes, it was indeed nice to get a message that matched the ship type (names could be designated as freighter names, tanker names, battleship names, etc.) I suppose newer isn't always better...

Madox58
04-06-11, 06:27 PM
Because this animatin' & scriptin' is obviously so easy, how about if he launches a Very Flare or pops a smoke can when he's in the water?

Sorry for driving you crazy.:D

Animations are not that hard once you actually work on them.
Misfit Modeler will do animations and is a free 3D Modeler.
I highly recommend it.
:yeah:

I use 3DS Max and Cryptic AR (Animation Rig) myself.
Cryptic AR is free and is an outstanding Tool for Max users.
I also use several scripts to export the animated Meshes to seperate obj files for import.

Misfit may require seperate exports for each frame as I've never looked at possible plug-ins or such for animations done in it.
:hmmm:

WaterInterAction can trigger whatever you want for the most part.
So flares and such could be done.

I'd look for a randomization technique so not every Pilot popped flares,
Nor survived the exiting of the aircraft/waterlanding.

Testpilot
04-15-11, 07:27 AM
smal new things im working on it.............

http://img3.fotos-hochladen.net/uploads/sh3img154201lgre1y5c83.jpg (http://www.fotos-hochladen.net)

Fish In The Water
04-15-11, 09:11 AM
smal new things im working on it.............

http://img3.fotos-hochladen.net/uploads/sh3img154201lgre1y5c83.jpg (http://www.fotos-hochladen.net)

Good to see you're still at it...

I like the splash-down effect, seems a nice touch... :sunny:

fitzcarraldo
04-15-11, 09:35 AM
smal new things im working on it.............



Waiting the new version, looks great...

Is there the possibility of a failed parachute? The pilot down direct to water, the parachute donīt open...I think in a random trigger via SH3Commander.

Regards.

Fitzcarraldo :salute:

Magic1111
04-15-11, 01:59 PM
smal new things im working on it.............

http://img3.fotos-hochladen.net/uploads/sh3img154201lgre1y5c83.jpg (http://www.fotos-hochladen.net)


Hi Testi !

Looks really nice !!! :woot::yeah::woot:

Best regards,
Magic:salute:

Testpilot
04-18-11, 12:27 PM
THX MAgic,

i add some missing things on it.More next Days.The mod is not finish for me....Many thx to The DarkWraight :up:

http://img3.fotos-hochladen.net/uploads/sh3img6420110tvxel52sk.jpg (http://www.fotos-hochladen.net)

urfisch
04-18-11, 12:31 PM
nice!:)

Fish In The Water
04-18-11, 02:21 PM
nice!:)

Couldn't agree more... :yep:

Magic1111
04-19-11, 03:27 AM
THX MAgic,

i add some missing things on it.More next Days.



Sounds very good, looking forward....! :up:

Best regards,
Magic:salute:

Testpilot
04-19-11, 12:25 PM
Hi Magic,

now i work on a open chute animation.....

Magic1111
04-19-11, 01:25 PM
Hi Magic,

now i work on a open chute animation.....

WOW:o, it getīs better and better....! :up:

Best regards mate,
Magic:salute:

Testpilot
04-19-11, 01:28 PM
WOW:o, it getīs better and better....!

I say the mod is not finish for me.........;)

Magic1111
04-19-11, 01:34 PM
I say the mod is not finish for me.........;)

Yes, to be continued is always good...! :D

Testpilot
04-19-11, 01:38 PM
:yep:

Madox58
04-19-11, 03:41 PM
Coming along nicely Mate!
:up:

fitzcarraldo
04-19-11, 03:45 PM
Hi Magic,

now i work on a open chute animation.....

Great!!! Waiting....:woot::woot::woot::woot:

Regards.

Fitzcarraldo :salute:

Testpilot
04-19-11, 04:26 PM
Here the first picture from the ejectet Pilot.Many thx go on Privateer......I will learn more from you:yeah:

http://www.fotos-hochladen.net/uploads/sh3img1942017mq56jtyhf.jpg (http://www.fotos-hochladen.net)

reaper7
04-19-11, 04:37 PM
Wow, thats coming along great :up: Love the chute unopened on eject :yep:

Fish In The Water
04-19-11, 06:30 PM
Love the chute unopened on eject :yep:

Yes very nice...

So much more realistic, keep up the good work! :up:

Madox58
04-19-11, 06:40 PM
Your doing fine Mate!
:up:

We will sort out the export from Misfit.
Then you will really have something new in your Skills!
:yeah:

Much Regards My Friend!
:salute:

Magic1111
04-20-11, 02:18 AM
Here the first picture from the ejectet Pilot.Many thx go on Privateer......I will learn more from you:yeah:

http://www.fotos-hochladen.net/uploads/sh3img1942017mq56jtyhf.jpg (http://www.fotos-hochladen.net)

I don't trust my eyes...:o

Wonderful, really wonderful ! :up:

Best regards,
Magic:salute:

Wreford-Brown
04-20-11, 02:29 AM
This mod just keeps getting better and better!

urfisch
04-21-11, 08:56 AM
yes, privateer is a really great, important and significant ressource of knowledge here. same as skwasjer, tdw, divingduck, anvart and all the other great "code-diggers".

i am always surprised, what these people afforded for all of us.

:salute:

Madox58
04-21-11, 08:23 PM
Now you make me blush.
:oops:
:D

Doing the animation is just a part of the coolness to come.
By useing keyframeing and other objects?

You can get the Cowl blowing off and such.
Plus you rotate the pilot and chute so it looks correct at first.
Then you have him swaying a bit.
:doh:

brett25
04-21-11, 10:09 PM
yes, privateer is a really great, important and significant ressource of knowledge here

:yeah: I notice the way he always pops up at key times to provide essential info. Rarely takes credit, and yet hes part of so many great mods...hats off

and great job all of you on this mod

TheDarkWraith
04-22-11, 09:02 AM
If I can get an update on the changes made I can update the mod so that I can release a new version for others to enjoy :up:

maillemaker
04-22-11, 01:48 PM
So I guess this mod never went anywhere with the lifeboat? I'd at least like to see the pilot bobbing in the water waving his arms, like the dude in the lifeboats&debris mod does.

Seems to me if he was alive enough to eject and pop his chute he ought to be alive in the water.

Plus it gives me something else to shoot at with the AA guns. :D

Steve

Fish In The Water
04-22-11, 03:01 PM
Plus it gives me something else to shoot at with the AA guns. :D

Yes but he should at least be decent enough to stop all the flailing about so we don't have to waste as many rounds... ;)

Txema
10-12-13, 01:48 PM
The link to download this mod does not work...

Can anybody upload it again ?

Thanks in advance !!


Txema

Dronston
10-12-13, 02:03 PM
Hi, go to: ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/

User: Maik
Pass: Woelfe

look for The Dark Wraith, you wil find the mod.

The guy providing these resources should be crowned King, I fall back to his archives many times!

Edit: "the guy" is Plissken, should have mentioned that in the first place :oops: , thx sublynx.

sublynx
10-12-13, 04:20 PM
The guy providing these resources should be crowned King, I fall back to his archives many times!

You can say that again! I guess everyone who starts adding mods to their SH3 ends up visiting Plissken's server sooner or later. There's a huge treasure chest of mods that can no longer be found anywhere else on the planet there :salute:

Txema
10-12-13, 06:41 PM
Excellent !!!

Thank you very much !!!


Txema

Kamicazes
05-30-15, 01:12 PM
The link is dead again :( Can't find The Dark Wraith on Plissken's Server.

danasan
05-30-15, 01:53 PM
Kamicazes!:Kaleun_Salute:After a very long silent run!


I really do like the idea of welcoming the (new) captains here, or all over the place, but wouldn't it be a good idea to additionally even try to help those guys asking for help :doh: ?

Is it all about post count or what :doh: ? It sometimes really gets rather difficult to separate the core of the threat in question from blablabla..., even if the intention of the whole welcome committee is a good one, and I know it is a good intention... but sometimes...:88)


Kamicazes!, please go to the mediafire page of my dear friend Magic:

http://www.mediafire.com/magic1111#yhhv23rf400h4

Scroll down all the way to "TDW" in the SH3 MODS section, and there it is...

Aktungbby
05-30-15, 02:45 PM
Is it all about post count or what ATTENTION ALL GREETING COMMITTEE MEMBERS: Pursuant to Danasan -Elite Spam Hunter's well considered and meritorious observation, All greeters http://www.subsim.com/radioroom/images/subsim_welcome_icon.png (http://www.subsim.com/radioroom/member.php?u=313053&tab=myawards#aw_issue126)will be required to render assistance along with the greeting. After a 24 hour period, the greeting post shall be deleted so as not to give the appearance of attempting to inflate the post count...as I have just done to set a sterling example!:D AKTUNGBBY-Mundane Spam Hunter

Kamicazes
05-30-15, 03:35 PM
Got it, thank you! For both the welcome and the help! Magic's collection is a treasure!
:Kaleun_Salute:

danasan
05-30-15, 03:38 PM
ATTENTION ALL GREETING COMMITTEE MEMBERS: All greeters http://www.subsim.com/radioroom/images/subsim_welcome_icon.png (http://www.subsim.com/radioroom/member.php?u=313053&tab=myawards#aw_issue126)will be required to render assistance along with the greeting.

Always nice to be "full quoted" Thanks for that. No offense taken :yep:.

Aktungbby
05-30-15, 04:14 PM
It sometimes really gets rather difficult to separate the core of the threat in question from blablabla even if the intention of the whole welcome committee is a good one, and I know it is a good intention... but sometimes...:88)




Always nice to be "full quoted" Thanks for that. No offense taken :yep:.

Is it all about post count or what PARDON! It is I who am the offended party!:D The more so as I have received an infraction for deleting over 600-1000 of my posts in the past-so post count is hardly an issue... :oops: http://www.collegehumor.com/post/7011522/everything-is-offensive-to-everybody (http://www.collegehumor.com/post/7011522/everything-is-offensive-to-everybody):O:

danasan
05-30-15, 04:35 PM
Well, I MYSELF REPORTED MY POST HERE to the admin as biased.

Why?

It is not about YOU, personally, there is nothing wrong with you at all, or me, but I think there could be a better way to keep the focus on the subject of the thread in question. It is a real pain to go through all the posts to find out you have the answer to what? Wait a minute... Errrr... What was the question?

Aktungbby
05-30-15, 04:40 PM
A Hamm's to U with that Sir! :Kaleun_Cheers: :Kaleun_Salute:

Jimbuna
05-31-15, 07:06 AM
I'll throw open a suggestion or two here if I may....

I take the point that greeting a newcomer to the forum who's first post is a plea for help can confuse the original context or reason of said thread. However, it was Neals idea to create the welcome committee, a good idea IMHO, a simple means of engendering and continuing the friendly spirit that abounds throughout our community.

One point regarding the above that does strike me as being a little strange is the oft seen 'welcome after a long silent run' to a member who has been a member longer than the welcomer.

I have been guilty of the above on occasion myself, hence my suggestions being just that.

Automatically deleting posts after a given time period will serve no other purpose than to create more work for the moderation team as they are required to read what has been deleted, plus the fact the deletions make the boards look untidy and create more housekeeping duties than are reasonably necessary.

In conclusion....my suggestion is that greetings to pleas for help should only be posted if accompanied by assistance to the original question. Multiple and systematic deletions of posts have always and continue to be a no-no.

Magic1111
06-02-15, 08:49 AM
Magic's collection is a treasure!
:Kaleun_Salute:


My pleasure mate! :up:

BTW, hi danasan my friend! :salute:

bstanko6
06-17-15, 09:53 PM
This is a fun mod. Using it right now!

johnboy1958
01-24-25, 02:25 PM
Another mod I made for SH5 that I ported over to SH3. When an airplane is destroyed (explodes in air) the pilot(s) will now eject and parachute to the water. Due to ejecting in the explosion the pilots suffered severe injuries and thus died from the explosion. When they impact the water they will float face down.

Unzip straight to MODS folder and enable via JSGME.

NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one.

SH3's Flak gun training mission is a great mission to see this in action.

The stock SH3 Zones.cfg file was used as base for this mod. To update other mod's Zones.cfg file you need to add the following entries to them (highlighted in yellow):

[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None

[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=5
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0

[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0


Here you can see pilot ejected:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3957


And here he is floating down to the water:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3958

And here he is after impacting the water:
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=3955

Contributors:
- Testpilot: new parachute and pilot for parachute

v1.0: initial release
v2.0: added new parachute and pilot for parachute by Testpilot.
adjusted fall speed of parachute to allow more 'hang-time'
adjusted how much pilot and parachute has to submerge before showing dead, floating pilot

Current version available here: http://www.gamefront.com/files/20179587/TDW_Ejecting_Pilots_v2_0_SH3_7z

:|\\ Tried it, didn't work for me:wah:

johnboy1958
01-24-25, 02:31 PM
Hi, go to: ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/

User: Maik
Pass: Woelfe

look for The Dark Wraith, you wil find the mod.

The guy providing these resources should be crowned King, I fall back to his archives many times!

Edit: "the guy" is Plissken, should have mentioned that in the first place :oops: , thx sublynx.
Another 404 :(

FUBAR295
01-24-25, 03:50 PM
Try here :

https://www.mediafire.com/file_premium/qmcqcvuor2h7uf8/TDW_Ejecting_Pilots_v2.0.7z/file


or


https://maikhaas.synology.me:64180/fsdownload/SW3w49Np3/RACERBOY%20(THE%20DARK%20WRAITH)


Third from the bottom.




You can help your self by keep links to these repositories for future use. :up:


https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection


and


https://maikhaas.synology.me/joomla/index.php?option=com_content&view=category&layout=blog&id=20&Itemid=331&lang=de