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Targor Avelany
03-13-13, 11:52 PM
Good day all,

Please allow me to present my first fully fledged mod.

This mod is based on Rongel's, TDW's and stoianm's SH5Lifeboats with their permission, for which they deserve my great gratitude and appreciation.

This mod provides you with brand new model of a wooden lifeboat. It's pretty (well, that is my say and it is prejudges, as I made the model from scratch in 3ds Max 2012), so I'll just leave it to you to decide. :oops:

Hope all of you enjoy it!

It is completely compatible as for stock (should be), as for OHII (activate after OHII).
It is also compatible either on its own or with Rongel's SH5 lifeboats. If you activate this mod right after Rongel's, you will have 2 different types of lifeboats spawning.

Please note, this mod only adds wooden lifeboat; in no way am I intending to completely replace Rongel's, stoianm's and others work on the SH5 Lifeboat mod. If you want the mix of barcas and wooden boats: you will need both mods.

Unfortunately, at this time there is no way to determine from which ship which lifeboat will spawn, so that is something for future to discover.

Here are some screenshots:

http://img607.imageshack.us/img607/3209/sh5img20130313170408.th.jpg (http://img607.imageshack.us/i/sh5img20130313170408.jpg/) http://img706.imageshack.us/img706/1941/sh5img20130313172251.th.jpg (http://img706.imageshack.us/i/sh5img20130313172251.jpg/) http://img202.imageshack.us/img202/1515/sh5img20130313172342.th.jpg (http://img202.imageshack.us/i/sh5img20130313172342.jpg/) http://img812.imageshack.us/img812/8017/sh5img20130313172505.th.jpg (http://img812.imageshack.us/i/sh5img20130313172505.jpg/) http://img824.imageshack.us/img824/2502/sh5img20130313172510.th.jpg (http://img824.imageshack.us/i/sh5img20130313172510.jpg/) http://img543.imageshack.us/img543/3610/sh5img20130313213615.th.jpg (http://img543.imageshack.us/i/sh5img20130313213615.jpg/)
http://img534.imageshack.us/img534/8919/sh5img20130313213628.th.jpg (http://img534.imageshack.us/i/sh5img20130313213628.jpg/) http://img51.imageshack.us/img51/3689/sh5img20130313213636.th.jpg (http://img51.imageshack.us/i/sh5img20130313213636.jpg/) http://img4.imageshack.us/img4/5610/sh5img20130313213650.th.jpg (http://img4.imageshack.us/i/sh5img20130313213650.jpg/) http://img46.imageshack.us/img46/7596/sh5img20130313213825.th.jpg (http://img46.imageshack.us/i/sh5img20130313213825.jpg/) http://img443.imageshack.us/img443/4264/sh5img20130313170319.th.jpg (http://img443.imageshack.us/i/sh5img20130313170319.jpg/)

Changelog:


ver. 0.4:
Corrected lifeboats sinking. Bug that took a while to discover and fix. Sorry about that.
ver. 0.3:
The number of sailors in the boat was increased to 9 total. Now it's a bit crowded! :O: "В тесноте да не в обиде", как говоритсяю :up:
ver. 0.2:
Adjusted settings in .sim file - mass, displacement, drag coefficients, drought. The boat no longer looks like it's jumping up just on it's keel, sitting properly in the water. Also, updated textures, switching them to .tga files (for some reason .dds kept making all textures a lot lighter, haven't figured out wth is going on); also re-done AO map for the internal part of the lifeboat (benches, floor, etc).
ver. 0.1:
Initial release. Brand new mesh from scratch created; GR2 file updated with new mesh and textures.

Download link for ver. 0.4: Targor's SH5 Wooden Lifeboats ver. 0.4 (http://www.mediafire.com/download/x5gn0fz54br808b/Targor's%20SH5%20Wooden%20Lifeboats%20ver.%200.4.7 z)
p.s. if Steve can upload it on subsim, I would greatly appreciate it. :up:

Captain73
03-14-13, 12:51 AM
Thanks for your work! :yeah:

gap
03-14-13, 01:20 AM
:sunny::rock::woot:

a small remark, if you don't mind: I think you should increase a bit boat's draft. I didn't test them in game yet, but judging from your screenshots they seem to levitate over the water. This is obviously not a detriment to your wanderful mod, but just a tiny suggestion for its future improvement :up:

Fifi
03-14-13, 06:37 AM
:agree:

Thank you so much for this anyway!
I'm sure you'll soluce the draft :yep:

Targor Avelany
03-14-13, 09:16 AM
gap, will see what I can do :)

Will be interesting to test if it's possible to do with just .sim file or i'll have to re-import the 3d model. Thanks for the advice :)

gap
03-14-13, 09:30 AM
gap, will see what I can do :)

Will be interesting to test if it's possible to do with just .sim file or i'll have to re-import the 3d model. Thanks for the advice :)

I think adjusting sim file properties could be enough, but finding the right settings could demonstrate a bit tricky. Probably the best way to do it, is by moving model coordinates so to make boats waterline closer to the horizontal plane (y=0), and then to fine tune the draft through sim file :up:

Targor Avelany
03-14-13, 09:43 AM
I think adjusting sim file properties could be enough, but finding the right settings could demonstrate a bit tricky. Probably the best way to do it, is by moving model coordinates so to make boats waterline closer to the horizontal plane (y=0), and then to fine tune the draft through sim file :up:

that is pretty much how it is already. Will have to play with the sim file.

gap
03-14-13, 09:46 AM
that is pretty much how it is already. Will have to play with the sim file.

If you used gunboat's sim file settings as base for your wooden boats, the "problem" is likely that :03:

P.S: try using the same settings as iambecomelife's wooden boats mod. I hope he won't mind if you steal his numbers :D

Targor Avelany
03-14-13, 09:54 AM
If you used gunboat's sim file settings as base for your wooden boats, the "problem" is likely that :03:

P.S: try using the same settings as iambecomelife's wooden boats mod. I hope he won't mind if you steal his numbers :D
I'll see what is the difference.

I have adjusted the original numbers, so it's not exactly a rubber-boat, believe me :P

gap
03-14-13, 10:33 AM
I'll see what is the difference.

I have adjusted the original numbers, so it's not exactly a rubber-boat, believe me :P

In Targor We Trust :up:

volodya61
03-14-13, 10:57 AM
In Targor We Trust :up:

:agree:
Keep up your great research, especially IX U-boat

Targor Avelany
03-14-13, 10:59 AM
:agree:
Keep up your great research, especially IX U-boat
with the IX uboat - I will need some help eventually. For right now - just testing waters with AI version :)

Need to see if animation will work properly, hehehe

volodya61
03-14-13, 11:04 AM
with the IX uboat - I will need some help eventually. For right now - just testing waters with AI version :)

great news :up:
need help? just ask :yep:

Trevally.
03-14-13, 02:32 PM
Nice mod Targor:woot:

TheDarkWraith
03-14-13, 03:26 PM
Nice :up: Good to see someone putting the GR2 Editor/Viewer through it's paces :D I do believe that this is the first new GR2 unit in the game.

Grizwald
03-14-13, 03:53 PM
Awesome job man, they look great! :up:

gap
03-14-13, 03:54 PM
I do believe that this is the first new GR2 unit in the game.

Probably yes. For sure the first one being released :yep:

Targor Avelany
03-14-13, 04:16 PM
Nice :up: Good to see someone putting the GR2 Editor/Viewer through it's paces :D I do believe that this is the first new GR2 unit in the game.

Probably yes. For sure the first one being released :yep:

I can garantee you - not the last one :)

I am working on the ixb_ai unit re-import from shIII (sorry, the hull from sh4 is a hull from ixd not ixb, and after extencive research - they are different). It's just a pain to allign everything nicely.

With this one: I'll see what is going on with the draft. If someone could test and see how it looks in game - I would appreciate.

The reason I'm asking, because the draft has been changed in sim file, the mass has been adjusted (though it has been causing me issues when I managed to put accidentally 1500t instead of 1.5t in the mass - the boat would just not render in game at all), but the waives vs size of the boat making it hard to predict what would be too much.

keysersoze
03-14-13, 04:20 PM
Great work!

volodya61
03-14-13, 04:23 PM
With this one: I'll see what is going on with the draft. If someone could test and see how it looks in game - I would appreciate.

Okay.. I will/can look at it.. what values in the .sim should I change?

gap
03-14-13, 04:41 PM
I can garantee you - not the last one :)

:Kaleun_Party:

I have some small requests for you, yet. I will discuss them at the right moment, if you don't mind :oops: :)

Targor Avelany
03-14-13, 04:45 PM
Okay.. I will/can look at it.. what values in the .sim should I change?

Thank you very much, volodya61, really appreciate it. Lack of time is my biggest annoyance atm.

primary: draft
secondary: mass, surfaced/submerged displacement

I'm hoping that it can be perfected with just fixing the draft. If I remember correctly (i'm at work atm) it is set to 0.4m at the moment.

The problem that I am having with the game files is an annoyance, that I will see different values between cfg file and .sim file of many units - and I don't know how that affects exactly those units in the game.

Same is happening with this particular unit: the cfg file has been updated with historical values. The actual weight of the boat from the historical page, which I'll post in about 2-3 hours (at work and can't seem to find it).

Targor Avelany
03-14-13, 04:47 PM
:Kaleun_Party:

I have some small requests for you, yet. I will discuss them at the right moment, if you don't mind :oops: :)


You should know by now, that I take criticizm very well :) So just put it here or throw me a pm, bud :)

gap
03-14-13, 04:56 PM
You should know by now, that I take criticizm very well :) So just put it here or throw me a pm, bud :)

no, no, it is not relative to your work, and it is actually totally out of topic here :oops:

Since you insist I will tell you in short: I have noticed that SH5 uses the same meshes as antenna of various radar warning receivers devices, which actually had the most various shapes. I was wondering if you could have replaced the old meshes with new, more accurate ones, if I provide you with pictures of the real antennas. That's all :)

Targor Avelany
03-14-13, 05:01 PM
no, no, it is not relative to your work, and it is actually totally out of topic here :oops:

Since you insist I will tell you in short: I have noticed that SH5 uses the same meshes as antenna of various radar warning receivers devices, which actually had the most various shapes. I was wondering if you could have replaced the old meshes with new, more accurate ones, if I provide you with pictures of the real antennas. That's all :)


ooooooh!! This could be a very interesting work.

I can promis that I will try. I'll explain why: I learn 3d modeling on my own, with no background. I bet that more experienced people would have done even the lifeboat better then I did. But I'm enjoying it and that is why I have released this mod: the more feedback I get, the better I will become in the future - which I am excited about.

My next, very big and very very very SIDE project right now is to build IX b/c from scratch (as I mentioned before, the SH3/SH4 models I'm just not happy with, as they are not as nice as model of VII). So, if I have a chance to practice on making smaller detailed things - I will be very very happy!

volodya61
03-14-13, 05:09 PM
Thank you very much, volodya61, really appreciate it. Lack of time is my biggest annoyance atm.

primary: draft
secondary: mass, surfaced/submerged displacement

I'm hoping that it can be perfected with just fixing the draft. If I remember correctly (i'm at work atm) it is set to 0.4m at the moment.

I'll test it tomorrow.. :yep:

The problem that I am having with the game files is an annoyance, that I will see different values between cfg file and .sim file of many units - and I don't know how that affects exactly those units in the game.

as to me, I already edited values in the .cfg and the .sim files of Uboats.. now they are the same..
as to other units, I had never thought about it..

gap
03-14-13, 05:09 PM
ooooooh!! This could be a very interesting work.

I can promis that I will try. I'll explain why: I learn 3d modeling on my own, with no background. I bet that more experienced people would have done even the lifeboat better then I did. But I'm enjoying it and that is why I have released this mod: the more feedback I get, the better I will become in the future - which I am excited about.

My next, very big and very very very SIDE project right now is to build IX b/c from scratch (as I mentioned before, the SH3/SH4 models I'm just not happy with, as they are not as nice as model of VII). So, if I have a chance to practice on making smaller detailed things - I will be very very happy!

Thank you Targor, you are my hero!

I will send you instructions and pictures (hopefully our keysersoze will help me finding good ones) as soon as possible! :up:

keysersoze
03-14-13, 05:10 PM
My next, very big and very very very SIDE project right now is to build IX b/c from scratch (as I mentioned before, the SH3/SH4 models I'm just not happy with, as they are not as nice as model of VII). So, if I have a chance to practice on making smaller detailed things - I will be very very happy!

Not to further derail this thread, but are there any more resources you need for the Type IX? I have not been able to find any really good IXB schematics yet but will keep looking.

gap
03-14-13, 05:13 PM
The problem that I am having with the game files is an annoyance, that I will see different values between cfg file and .sim file of many units - and I don't know how that affects exactly those units in the game.


as to me, I already edited values in the .cfg and the .sim files of Uboats.. now they are the same..
as to other units, I had never thought about it..

yes, that's true: often cfg file specs and sim file specs are different, and one always wonder which ones are actually applied. :hmmm:

keysersoze
03-14-13, 05:24 PM
Thank you Targor, you are my hero!

I will send you instructions and pictures (hopefully our keysersoze will help me finding good ones) as soon as possible! :up:

I'm on it... (gap, check your PM)

Captain73
03-14-13, 05:33 PM
http://s60.radikal.ru/i167/1303/24/01b7d9c83080t.jpg (http://radikal.ru/F/s60.radikal.ru/i167/1303/24/01b7d9c83080.jpg.html)

Have more to people .....

http://s1.ipicture.ru/uploads/20130315/thumbs/KMY7hKGK.bmp (http://s1.ipicture.ru/Gallery/Viewfull/22785138.html)

Boat high above the water .... :oops:

Targor Avelany
03-14-13, 06:05 PM
Not to further derail this thread, but are there any more resources you need for the Type IX? I have not been able to find any really good IXB schematics yet but will keep looking.

Don't worry too much about that one. any schemantics for IX a/b/c are good, so I'll take them. The only ones I can't use to build a/b/c hull are the IXD - their hulls are different.

Also, that project will be long, tedious and not primary - I want to provide and test teh IX in AI mode asap, as I want to move on to playable unit after that and using the AI unit as platform to learn. So for the time being I will be importing SH3 models.

@volodya: that is a good idea, I will start doing that. Let me know with which exact units you have done this, and which values did you use: the cfg to sim or the other way around?

@gap & keysersoze:

can't wait! :rock:

@Captain73:

In regards to to high in the water: as you can see from above, we are looking into that. I'm hoping to have corrected files out by Monday/Tuesday (unfortunately, I'm away this weekend - going/running away to Nanaimo for a self-made long weekend).

In regards to more people: I'll see what I can do :) Wander if I can edit .chr file and add more ppl with GoblinEditor :)

keysersoze
03-14-13, 06:15 PM
Don't worry too much about that one. any schemantics for IX a/b/c are good, so I'll take them. The only ones I can't use to build a/b/c hull are the IXD - their hulls are different.


That's unfortunate, since pretty much all I could find was the IXD :shifty: I'll let you know if I happen across anything else. If photographs of different parts of a IXC would be helpful, also let me know, as I live about a five minute walk away from this beauty:

http://www.msichicago.org/whats-here/exhibits/u-505/


Also, that project will be long, tedious and not primary - I want to provide and test teh IX in AI mode asap, as I want to move on to playable unit after that and using the AI unit as platform to learn. So for the time being I will be importing SH3 models.


Sounds like you have a good plan. Let us know if we can help

volodya61
03-14-13, 06:25 PM
@volodya: that is a good idea, I will start doing that. Let me know with which exact units you have done this, and which values did you use: the cfg to sim or the other way around?

I've already made these changes only for subs.. got historically accurate data and changed .cfg files.. then similar changed .sim files

Targor Avelany
03-14-13, 06:42 PM
That's unfortunate, since pretty much all I could find was the IXD :shifty: I'll let you know if I happen across anything else. If photographs of different parts of a IXC would be helpful, also let me know, as I live about a five minute walk away from this beauty:

http://www.msichicago.org/whats-here/exhibits/u-505/



Sounds like you have a good plan. Let us know if we can help

Drool!!! Yes on the pictures! No rush though. As I said - that will be a secondary project, even though I have a feeling it will be also nearly as tedious and hard as playable unit cloning, lol :)

I've already made these changes only for subs.. got historically accurate data and changed .cfg files.. then similar changed .sim files

Got it. Will take that into consideration, thank you.
Also, this is where the weight/measurements are taken from for the lifeboat: http://www.uslife-savingservice.org/pulling_lifeboats
The first one: 26ft. Merryman Type Pulling/Sailing Lifeboat
In ft and lbs, but easily convertible.

Targor Avelany
03-14-13, 07:53 PM
ok, run some tests. Here's is the problem:

with drought of -1 the boat is too deep in the water and the waves go through - I am not sure if this is avoidable completely.
With -0.7 - it still looks slightly too high out of the water, especially on the wave's peak (no sure what it's called, no time to look up).

So, somewhere between -0.8 & -0.9 should be perfect. Will play with this values when come back.

Mass and displacement I have figured out pretty well:
Mass: 1.51
Displacement: 2.3

gap
03-14-13, 09:50 PM
ok, run some tests. Here's is the problem:

with drought of -1 the boat is too deep in the water and the waves go through - I am not sure if this is avoidable completely.
With -0.7 - it still looks slightly too high out of the water, especially on the wave's peak (no sure what it's called, no time to look up).

So, somewhere between -0.8 & -0.9 should be perfect. Will play with this values when come back.

Mass and displacement I have figured out pretty well:
Mass: 1.51
Displacement: 2.3

Excellent news :up:

you might want to play as well with gc_height. Since, as I am reading from the webpage you have posted, your boat had an iron keel, you should set its center of gravity quite low.
On the effect of the center of gravity on boat's swing, I suggest you to read the following wikipedia article, though you might be aware of it yet: :03:

http://en.wikipedia.org/wiki/Metacentric_height

THE_MASK
03-14-13, 10:29 PM
http://i48.tinypic.com/2igdow1.jpg

THE_MASK
03-14-13, 10:36 PM
Try
surfaced displacement =0
surfaced draft =0
submerged displacement =0
submerged draft =? put here whatever works best

Targor Avelany
03-15-13, 01:35 AM
thank you, sober. I will try that :-)

@gap:
it is actually already set very low - I think it's at 0.1 atm.
thank you for the article, will see what I can dig out. :-)

Targor Avelany
03-15-13, 02:25 PM
sober, thank you for the tip - worked like a charm.
Unfortunately, I'm somewhat upset with goblin Editor at the moment as it is not merging the .chr files and not letting me edit the amount of ppl in the boat.

Targor Avelany
03-18-13, 08:45 PM
ver. 0.2:
Adjusted settings in .sim file - mass, displacement, drag coefficients, drought. The boat no longer looks like it's jumping up just on it's keel, sitting properly in the water. Also, updated textures, switching them to .tga files (for some reason .dds kept making all textures a lot lighter, haven't figured out wth is going on); also re-done AO map for the internal part of the lifeboat (benches, floor, etc).

Special thanks to sober & gap: their tips really helped.

Link updated in first post.

p.s. No additional people in the boat, as I'm having problems with adding bones to the gr2 file at the moment (already posted the screenies in the GR2 thread for TDW).

Fifi
03-18-13, 08:47 PM
Thanks for your very good work Targor! :yeah:

Better to activate in bunker?

volodya61
03-18-13, 09:17 PM
Adjusted settings in .sim file - mass, displacement, drag coefficients, drought. The boat no longer looks like it's jumping up just on it's keel, sitting properly in the water. Also, updated textures, switching them to .tga files (for some reason .dds kept making all textures a lot lighter, haven't figured out wth is going on); also re-done AO map for the internal part of the lifeboat (benches, floor, etc).

Thank you Targor :up:
Glad you solved the initial problems, unfortunately I was a little busy on testing another project and was not able to help you, sorry :oops:

Targor Avelany
03-18-13, 09:22 PM
Thank you Targor :up:
Glad you solved the initial problems, unfortunately I was a little busy on testing another project and was not able to help you, sorry :oops:
no worries :)

GT182
03-18-13, 11:00 PM
Ahhhh man! Sober has let loose THE secret weapon, the infamous 60,000 ton flatulent Fattleship. God help us all. http://img.photobucket.com/albums/v64/GT182/faint.gif

gap
03-19-13, 11:31 AM
ver. 0.2

Mod uploaded into SH5 Graphics mods section of subsim downloads :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4004

Tragor, if you post new screenies reflecting the recent changes, I will update the dowload page with them :salute:

... and since we are at it one last stupid question: do we need to enable your wooden lifeboats on top of Ronge's liferafts, or they can be used as a standalone mod? :88)

Targor Avelany
03-19-13, 12:51 PM
Mod uploaded into SH5 Graphics mods section of subsim downloads :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4004

Tragor, if you post new screenies reflecting the recent changes, I will update the dowload page with them :salute:

... and since we are at it one last stupid question: do we need to enable your wooden lifeboats on top of Ronge's liferafts, or they can be used as a standalone mod? :88)

I will update the screenshots when I get home today.
In regards to the questions: either or :)
If you want a mix of the liferafts and wooden lifeboats: activate this mod after Rongel's. This mod will work on its on also, if you just activate it as is.

Grizwald
03-19-13, 09:38 PM
Nice job making this mod even better guys, the boats run smooth and look great! :yeah:

THE_MASK
03-20-13, 12:16 AM
added version 2 to sobers mega mod list.

iambecomelife
04-13-13, 01:55 PM
I just noticed this mod - nice work!

Just a few suggestions based on the screenshots:

Is there any way to add more people to each lifeboat? I think about 10 - 20 should be about right.

Also, I noticed in a screenshot that a sinking tanker had lots of boats around it. Is there a way to make sure that merchants only spawn a few lifeboats? For a troopship lots of lifeboats are OK, but most WWII cargo ships & tankers would have only carried between 2 - 6 wooden boats; having more than that seems a little strange. Thanks a lot.

gap
04-15-13, 01:20 PM
Is there any way to add more people to each lifeboat? I think about 10 - 20 should be about right.

I think adding more survivors is in Targor's todo list of this mod, but IIRC he encountered some difficulties in doing it, though I cannot remember exactly what the problem was.


Also, I noticed in a screenshot that a sinking tanker had lots of boats around it. Is there a way to make sure that merchants only spawn a few lifeboats? For a troopship lots of lifeboats are OK, but most WWII cargo ships & tankers would have only carried between 2 - 6 wooden boats; having more than that seems a little strange. Thanks a lot.

Each ship's cfg file got the following settings:

CrewComplement
SurvivalRate
SurvivalPercentage

The first one is quite self-explanatory. I have no idea about the difference between the second and the third one though :hmmm:

Targor Avelany
04-15-13, 01:33 PM
I think adding more survivors is in Targor's todo list of this mod, but IIRC he encountered some difficulties in doing it, though I cannot remember exactly what the problem was.



Each ship's cfg file got the following settings:

CrewComplement
SurvivalRate
SurvivalPercentage

The first one is quite self-explanatory. I have no idea about the difference between the second and the third one though :hmmm:

Thanks, gap and iambecomelife.

yes, adding more people into the boat is on my todo list. Unforunately, there are some problem adding more bones to the mesh at the moment and TDW is looking into it.

In regards to the spawning: it's actually pretty good. The large amount of boats in that screenie comes not from the tanker, but from the troop transporter. Tanker spits out maybe 2-3 max.

Bathrone
04-19-13, 12:26 AM
This worked great on sobers mega mod list

One thing, since I dont take prisoners and I was well outside a shipping lane I decided to finsh em off in the lifeboat for humane reasons. So the deck gun hit to no effect, then I tried the anti aircraft gun and the same thing. Was considering ramming in my angst but then was concerned about damaging my hull so I left em to die of thirst painful and slow

Trevally.
04-19-13, 02:54 AM
I decided to finsh em off in the lifeboat for humane reasons.

:eek:

I would hate to see you being cruel:O:

Captain73
04-19-13, 04:30 AM
I decided to finsh em off in the lifeboat for humane reasons.
:o Just think, but you can repeat the fate of Captain U-852! :hmmm:

gap
04-19-13, 06:22 AM
I decided to finsh em off in the lifeboat for humane reasons.

:eek:

I would hate to see you being cruel:O:

:rotfl2:

Bathrone
04-19-13, 09:11 PM
lol :)

So are the lifeboats invincible by design or is it a game limitation or bug?

gap
04-19-13, 09:41 PM
lol :)

So are the lifeboats invincible by design or is it a game limitation or bug?

Any unit in game can be destroyed, as long as it got a CollisionableObject controller, bounding spheres and damage zone boxes in its .zon file :yep:

Fifi
04-25-13, 08:17 PM
Really great mod combined with regular life boats! :yeah:

http://img15.hostingpics.net/pics/718799Abandonship.jpg

Looking closely to the crew, they look really desesperate! Awesome!

johan_d
05-11-13, 03:00 PM
The front one looks like comming from a Romero movie..
Gonna try this! :up:

Targor Avelany
09-04-13, 10:59 PM
mod has been updated to ver. 0.3

ver. 0.3
The number of sailors in the boat was increased to 9 total. Now it's a bit crowded! :O: "В тесноте да не в обиде", как говоритсяю :up:

Download link is in the first post (http://www.subsim.com/radioroom/showpost.php?p=2024995&postcount=1).

If you have any problems or concerns, please post.

gap
09-04-13, 11:48 PM
mod has been updated to ver. 0.3



Download link is in the first post (http://www.subsim.com/radioroom/showpost.php?p=2024995&postcount=1).

If you have any problems or concerns, please post.

Well done Targor :yeah:

Should I update the subsim link of your mod with this last version, or do you prefer having it uploaded just to one site, in order to keep track of download statistics more easily? :)

Targor Avelany
09-05-13, 01:20 AM
Well done Targor :yeah:

Should I update the subsim link of your mod with this last version, or do you prefer having it uploaded just to one site, in order to keep track of download statistics more easily? :)

yes, please. I tried, but I don't think I can. Thank you, sir. :yeah:

gap
09-05-13, 02:23 AM
yes, please.

Done :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4004


I tried, but I don't think I can.

I think only the original uploader or someone with moderator privileges can modify an existing download.


Thank you, sir. :yeah:

My pleasure :salute:

a couple of suggestions for v .4 (:D)

- crew on water (some animated, some dead :dead:)
- crates, planks, barrels, etc. floating randomly on the sea surface

For both you can get inspiration from iambecomelife's Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=3911)

volodya61
09-05-13, 10:04 AM
mod has been updated to ver. 0.3

Thank you :salute:

"В тесноте да не в обиде", как говоритсяю :up:

Жжешь :D

PS: did you see this thread? take a look - http://www.subsim.com/radioroom/showthread.php?t=206553

Targor Avelany
09-05-13, 10:18 AM
Done :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4004



I think only the original uploader or someone with moderator privileges can modify an existing download.



My pleasure :salute:

a couple of suggestions for v .4 (:D)

- crew on water (some animated, some dead :dead:)
- crates, planks, barrels, etc. floating randomly on the sea surface

For both you can get inspiration from iambecomelife's Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/downloads.php?do=file&id=3911)

Yay!

Well, last time I played, the survivors/dead sailors & debries were added by FX update, if I remember correctly. So don't see a reason.

Thank you :salute:



Жжешь :D

PS: did you see this thread? take a look - http://www.subsim.com/radioroom/showthread.php?t=206553

Yeah, I'll message the person eventually. I don't think the models are brand new though.

BTW, I compared conning towers from 7b in SH5 and 9b in SH3 and they are not much different, as I thought. The maind differences are the position of the scopes, so this will be an interesting problem to solve in the future, considering we still cannot do animations in GR2 files in no way.

gap
09-05-13, 11:20 AM
Yay!
Well, last time I played, the survivors/dead sailors & debries were added by FX update, if I remember correctly. So don't see a reason.

Are you sure? :hmm2:

If memory serves me well, Fx Updates just spawns some generic, incoherent debris, but I can be wrong on this indeed. I don't remember having ever seen sailors on water.


Yeah, I'll message the person eventually. I don't think the models are brand new though.

no, they are not, but going by what can be seen from the screenes, they are not that bad.


BTW, I compared conning towers from 7b in SH5 and 9b in SH3 and they are not much different, as I thought. The maind differences are the position of the scopes, so this will be an interesting problem to solve in the future, considering we still cannot do animations in GR2 files in no way.

Moving scope bones shouldn't break their animations hopefully :)

Targor Avelany
09-05-13, 11:39 AM
Are you sure? :hmm2:

If memory serves me well, Fx Updates just spawns some generic, incoherent debris, but I can be wrong on this indeed. I don't remember having ever seen sailors on water.



no, they are not, but going by what can be seen from the screenes, they are not that bad.



Moving scope bones shouldn't break their animations hopefully :)

I'm pretty sure there are sailors in the watter, dead and alive. I'll take some screenies once I fix my comp: Windows update screwed something royally up. It works, but in a horrid-weird way. Ugh.

And yeah, they loog good. That is not arguable :)

And yeah, that is pretty much what I'm hoping for - the move of location will not break the animation. We shall see :)

Sailor Steve
09-05-13, 12:05 PM
I think only the original uploader or someone with moderator privileges can modify an existing download.
That is correct, and in this case that would be me. :sunny:

gap
09-05-13, 12:59 PM
I'm pretty sure there are sailors in the watter, dead and alive.

Okay, my bad then :up:

Windows update screwed something royally up. It works, but in a horrid-weird way. Ugh.

:-?

And yeah, they loog good. That is not arguable :)

yep, ignoring the pixelated edges which I think are due to the old SHIII shader, Wise's work look of SH5 quality :yep:

That is correct, and in this case that would be me. :sunny:

Thank you Steve, good to know :salute:

Correct me if I am wrong, but I think that though not being a moderator Trevally too got special upload privileges, including the prerogative of modifying other's downloads. I know it because he helped me uploading DynEnv (which is far beyond the max allowed file size limit) here on subsim.

BaronVonChahyll
11-25-13, 10:20 PM
I seem to be having an issue with OHII 2.2 where the lifeboats appear under water. any ideas lol?

Aktungbby
11-26-13, 12:18 AM
Welcome aboard BaronVonChahyll on your first post!:salute: A PM might be useful here if not responded to shortly.

Rongel
11-26-13, 06:42 AM
I seem to be having an issue with OHII 2.2 where the lifeboats appear under water. any ideas lol?

I had the same thing happening, wooden lifeboats are spawned under water where they sink to the bottom. Eerie sight!

But I thought that only I had this issue because some have reported that they work. :hmmm:

Targor Avelany
11-26-13, 02:42 PM
ugh... I really need to look into this. Need to find some free time and figure this out (lol, my main problem is that I'll have to update many mods, hahahaha)

For those who has this problem please follow below instructions:
1) I need to know whether or not you are using this mod w/ the Rongel's lifeboats (barka type)?
2) Have you tried the lifeboats in a single mission environment? Is it working in a single mission or not?
3) I want to see your mod list.

I think this will apply to everyone except Rongel, as I know what mod list he is running.
Hopefully I will have some time this weekend to work on this and figure this out.

CaptJulius
11-30-13, 08:11 PM
Looks Good ! :up:

Targor Avelany
12-15-13, 01:05 PM
Version updated. Should be no more lifeboats going straight to the bottom :)

gap
12-15-13, 04:37 PM
:yeah: :woot:

vdr1981
12-15-13, 04:59 PM
Version updated. Should be no more lifeboats going straight to the bottom :)
What was the problem? Ship mass from unitship controller?

Targor Avelany
12-16-13, 11:48 AM
What was the problem? Ship mass from unitship controller?

nope. I made it submerged accidentally.

arnahud2
12-17-13, 07:11 AM
Thanks for the update, Targor :salute:

V13dweller
12-19-13, 11:08 AM
It makes the game more pretty to look at and stop me thing "Why would you take the inflatable when there is a perfectly functional wooden boat with a rigid hull right there" :haha:

It's a nice aesthetic.

Rongel
12-23-13, 10:58 AM
Version updated. Should be no more lifeboats going straight to the bottom :)

Great, I'll add it back to the megamod!

Raven_2012
01-23-14, 10:00 PM
Is there a lag or freeze when boat is destroyed and the lifeboats are ejected? This goes for the other lifeboat mod, I am using both. I get a hick-up when a boat gets destroyed.
:salute:

Katze
01-23-14, 11:08 PM
Is there a lag or freeze when boat is destroyed and the lifeboats are ejected? This goes for the other lifeboat mod, I am using both. I get a hick-up when a boat gets destroyed.
:salute:

Yes, yes there is a lag hitch.
Before the starshell fix I used to cross my fingers there would be no CTD with the old starshell lag and the boats popping out at once. Never did crash but playing SH5 you get used to clenching your teeth at every hitch expecting it to.

Raven_2012
01-24-14, 12:29 AM
Is this the Star Shell patch you are talking about or some other mod that has fix or in the generic patcher?

The star shells are what are causing the main stutter, every time one goes of and stutters, my heart stops in perpetration for a CTD.

Yes, yes there is a lag hitch.
Before the starshell fix I used to cross my fingers there would be no CTD with the old starshell lag and the boats popping out at once. Never did crash but playing SH5 you get used to clenching your teeth at every hitch expecting it to.

Katze
01-24-14, 01:20 PM
Is this the Star Shell patch you are talking about or some other mod that has fix or in the generic patcher?

The star shells are what are causing the main stutter, every time one goes of and stutters, my heart stops in perpetration for a CTD.


I see you found it, but for anyone else looking for it here is the link to the thread: SH 5 Starshells patch v1.0 (http://www.subsim.com/radioroom/showthread.php?t=208991)

Demon777
05-27-20, 03:07 AM
Hi guys!

I've just checked whether this mod is fully compatible with TWOS 2.2.18. Unfortunately, it isn't...
There's a bug with torpedo tubes opening. No tube doors movement is engaged when order to open is given.

The firing capability itself is OK, but in terms of graphics it's a sad thing.

Lasicowaty
07-05-20, 06:42 AM
Hi guys!

I've just checked whether this mod is fully compatible with TWOS 2.2.18. Unfortunately, it isn't...
There's a bug with torpedo tubes opening. No tube doors movement is engaged when order to open is given.

The firing capability itself is OK, but in terms of graphics it's a sad thing.

But it's firing, yes? You can play and send torpedos normaly, but... with tube doors closed?

Demon777
07-06-20, 01:14 AM
But it's firing, yes? You can play and send torpedos normaly, but... with tube doors closed?


yes, correct

meighallo
09-04-20, 10:25 AM
Thank you very much for your work!
Looks great :yeah:

olonia
01-01-23, 12:46 PM
Hello, I installed this mod after Rongel's liferaft mod. I have since sunk about thirty ships of all shapes and sizes, and of these about half spawned no survivors at all, and the other half one raft. Never more than one raft, never a wooden lifeboat. Is this normal?

olonia
03-31-23, 03:35 PM
More on this. Today after sinking a coaster, I inspected the area of the sinking and heard cries for help, but did not see any lifeboat or raft. I wend underwater, and found a lifeboat with survivors slowly sinking to the bottom. Apparently the lifeboat spawned under the surface and sank immediately, and I suspect that is also what happened all the other times I did not see any boat or raft after sinking a ship. Why does this happen, and is there a way to fix it?