View Full Version : [TEC] Possible?
Bubblehead1980
03-14-22, 01:41 PM
Thought of this in another discussion. Sometimes skippers thought they had hits when torpedoes were actually duds because of the splash of water/air flask etc. Premature detonations that occurred when very close to ships looked like hits as well. This is true in the sim, would think some are hits if not for crew not reporting torpedo impact. Although, they can do damage when real close but not report as a hit.
For duds all we have is a the dud sound, would be great if got a splash, perhaps not a big one but something like what skippers would often see. So would it be possible to have a splash effect present for dud torpedoes ?
vickers03
03-14-22, 02:40 PM
good idea! should be possible. if you check torpedoes_US.dat, there
is a dud effect assigned in the .sim which leads to the particles.dat,
i think you can add a splash to that effect there easily.:salute:
propbeanie
03-14-22, 05:41 PM
I thought there already was... :salute:
Bubblehead1980
03-14-22, 09:34 PM
I thought there already was... :salute:
Not my knowledge. When a dud hits, just the sound, no visible splash. Unless you guys have it in FOTRS?
I havent had a chance to really run the latest version yet.
propbeanie
03-15-22, 01:21 AM
Look in yours for this link
https://i.imgur.com/YQjtNF5.jpg
vickers03
03-15-22, 01:35 AM
Thats the one. But there is no particle effect attached to it.
propbeanie
03-15-22, 06:16 AM
Ahhhh... lol - Needs a "splash" and torpedo pieces, eh?
Bubblehead1980
03-16-22, 03:44 AM
Thats the one. But there is no particle effect attached to it.
One can be added though?
vickers03
03-16-22, 05:08 AM
One can be added though? should be no problem. just copy for example the torpedo splash particle generator into the dud effects node,
then edit the particle generator for a smaller size splash.
Bubblehead1980
03-16-22, 05:41 AM
should be no problem. just copy for example the torpedo splash particle generator into the dud effects node,
then edit the particle generator for a smaller size splash.
Great , will give it a try today.:Kaleun_Salute:
propbeanie
03-16-22, 12:43 PM
I was just doing some testing on my attempt at activating that, and first shot "The torpedo is a dud, sir." Nothing... lol - no splash, so I either did something wrong (highly likely), or I'm missing something still (also highly likely), or the game needs something else (possible). Anyway, shots 2-6 did NOT DUD!!! what the? A 90 degree shot in FotRSU with duds enabled should render you a 99% chance of a dud in early 1942... sigh. :oops:
Bubblehead1980
03-16-22, 01:14 PM
I was just doing some testing on my attempt at activating that, and first shot "The torpedo is a dud, sir." Nothing... lol - no splash, so I either did something wrong (highly likely), or I'm missing something still (also highly likely), or the game needs something else (possible). Anyway, shots 2-6 did NOT DUD!!! what the? A 90 degree shot in FotRSU with duds enabled should render you a 99% chance of a dud in early 1942... sigh. :oops:
Ahhh, well you tested it out first, thanks for the feedback.
When home later this evening I will send you the TMO torpedo files I have for V2.0 of TMO update great dud rate so can look them over and if want, try them out in FOTRS, see how it work. I found the key is just have to set the angle tolerances a bit different, but in the sim it will turn out like reality for most part. Overall, changes have solved issue with not getting duds as well as other features of torpedo such as depth control and magnetic exploder proving too reliable in early years. Based on what have read, have it about as close to being right as can get lol.
vickers03
03-16-22, 03:18 PM
got it to work:up:
could be a little smaller.
https://i.imgur.com/VsxFReP.jpghttps://i.imgur.com/n21aZOa.jpg
Bubblehead1980
03-16-22, 03:31 PM
got it to work:up:
could be a little smaller.
https://i.imgur.com/VsxFReP.jpghttps://i.imgur.com/n21aZOa.jpg
Nice! :Kaleun_Salute: Since it deals with particles.dat. Will it be compatible with the EAX sound mod you sen ? with merchant smoke, dc and gun splashes, the "clang" and the splashes and all?
vickers03
03-16-22, 03:42 PM
Nice! :Kaleun_Salute: Since it deals with particles.dat. Will it be compatible with the EAX sound mod you sen ? with merchant smoke, dc and gun splashes, the "clang" and the splashes and all?
i'll make a merged TMO and a FOTRSU version.
Bubblehead1980
03-16-22, 03:57 PM
i'll make a merged TMO and a FOTRSU version.
Thanks. Do you still have the one sent me last ? If not, I can send it to you.
vickers03
03-16-22, 05:37 PM
here is the merged TMO:
https://www.mediafire.com/file/iqzzvozcysm958e/EAX_Clang_Splash_Dud.zip/file
Bubblehead1980
03-16-22, 10:58 PM
here is the merged TMO:
https://www.mediafire.com/file/iqzzvozcysm958e/EAX_Clang_Splash_Dud.zip/file
Thank you! Will try it out:Kaleun_Salute:
propbeanie
03-17-22, 09:01 AM
Ah-haa! I was only doing a "single-layer" generator... so if the torpedo was a surface runner, I might have seen something, but when it hit 15 foot deep, it does nothing "above" the water... maybe - lol - In the meantime, I think that is an appropriate looking splash. Is it a shell splash? That's what I had been trying to adapt. Thanks for that vickers03 :salute:
vickers03
03-17-22, 10:21 AM
it's this one here, which can only be found in FOTRSU:hmmm: but it's global particle size is set to very small so i enlarged it.
https://i.imgur.com/IJ1EThW.jpg
Bubblehead1980
03-17-22, 01:20 PM
here is the merged TMO:
https://www.mediafire.com/file/iqzzvozcysm958e/EAX_Clang_Splash_Dud.zip/file
Quick question. Just downloaded the clang splash dud mod. I noticed its only the particle.dat enclosed. Take it should just drop the new particles.dat in with previous EAX Clang Splash mod? and let it overwrite the existing particles.dat I assume? Just wanted to make sure
vickers03
03-17-22, 01:26 PM
Quick question. Just downloaded the clang splash dud mod. I noticed its only the particle.dat enclosed. Take it should just drop the new particles.dat in with previous EAX Clang Splash mod? and let it overwrite the existing particles.dat I assume? Just wanted to make sure
:up:
propbeanie
03-17-22, 06:57 PM
"IT'S ALIVE!!!"
https://www.youtube.com/watch?v=0VkrUG3OrPc
Of course, I broke our "Duds" mods, but who cares? The duds now "splash and clang"... lol
Thanks vickers03! :salute:
vickers03
03-17-22, 07:14 PM
Of course, I broke our "Duds" mods, but who cares? The duds now "splash and clang"... lol
you should use this one (for the splash effect) in FOTRSU:
https://www.mediafire.com/file/wt44dnag0qgdmhi/FOTRSU_Dud_Torpedo_Splash.zip/file
propbeanie
03-17-22, 07:26 PM
Thanks! got it! I had built the segments based on your TMO version already, but I am a pinch more certain of yours functioning correctly than what I did... :roll: :arrgh!:
Bubblehead1980
03-18-22, 02:06 AM
here is the merged TMO:
https://www.mediafire.com/file/iqzzvozcysm958e/EAX_Clang_Splash_Dud.zip/file
Thanks! got it! I had built the segments based on your TMO version already, but I am a pinch more certain of yours functioning correctly than what I did... :roll: :arrgh!:
TMO version works great. Noticed if the torpedo is at deeper depth when impacts don't always see the splash, which makes sense.
Bubblehead1980
03-18-22, 02:08 AM
"IT'S ALIVE!!!"
https://www.youtube.com/watch?v=0VkrUG3OrPc
Of course, I broke our "Duds" mods, but who cares? The duds now "splash and clang"... lol
Thanks vickers03! :salute:
lol 'clang" in the title was where vickers added the "clang" of a depth charge bouncing off the deck, which was a feature in travelers mod. I mean its somewhat rare, how often do charges actually touch the deck lol but I tell ya what, when in the quiet space waiting on depth charges to fall and suddenly hear that loud CLANG lol because one bounced off your deck, rather disconcerting .Tense moments waiting to see how long it will be until it explodes lol. Unfortunately due to the "hollow" models (wish could restore where vessels are solid, can't see through them etc" the bounce does not look as cool when observed it because often falls "through" the sub, but usually will trigger the CLANG noise (noise borrowed from DUD sound)
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