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View Full Version : Delayed Secondry Explosions WIP (12 Sreenshots Teaser)


gouldjg
05-11-06, 05:56 PM
Hi all

I need your opinions,

As a game play reason, I have gotten a little bored of watching ships just sink under the water with only the occasional little fire appearing now and again. I wanted something that was delayed, and damage causing to help my imagination grasp panicking men trying to make repairs and subsequent ruptures etc.

We all know the game has limits however we should never say never as long as we have imagination and willing. The little demo is to show that I am getting close to having it so that a ship will continue to float and then start to take later damage without you shooting at it to get the effects. What it means is this,

1. You shoot your torps, I was impatient so shot two to help ship sink faster. Please Note the times

http://img260.imageshack.us/img260/6282/16ov.jpg

2. You wait for ship to start to make contact with water,

http://img105.imageshack.us/img105/5368/22xo1.jpg

3. I have added the crewmen to show effects but this can be randomsied as wip develops.

http://img260.imageshack.us/img260/3397/30te.jpg

4. It just keeps getting better with a good few seconds between. Later I may get it to minutes.

http://img370.imageshack.us/img370/3678/49xp.jpg

5. Still also get the occasional fireball

http://img116.imageshack.us/img116/5831/57kl1.jpg

6. We are in the next minute now and boom a big one. :rock:

http://img116.imageshack.us/img116/161/65ob.jpg

7. Now they pop at other places also.

http://img116.imageshack.us/img116/2899/71dh.jpg

8. Oh here we go again, more and more at pretty good timings

http://img370.imageshack.us/img370/652/80xg.jpg

9. Surely she is dead now

http://img116.imageshack.us/img116/9403/95mg1.jpg

10. Maybe not

http://img116.imageshack.us/img116/9263/106ke.jpg

11. Hold on Jack ,just hold on

http://img116.imageshack.us/img116/9576/114hn.jpg

12. The last effect, Time for sinking with two good torps = 10 minutes. Effects occur spontaniously for 3.5 minutes.

http://img358.imageshack.us/img358/4930/129ws.jpg

I wanted to show you a longer sinking version but that would mean too many pics etc. This looks a lot better at night and yes it does take points away from the ships HP but it can be controlled and in fact, it helps the smaller ships go down quicker.

It is still early days and still a WIP whilst I build things and test everything. I may be adding extra oil floating spots also as I go. I will not be doing a fuel fire as it causes too much lag. I wish someone can play with that effect so it is PC friendly.

Anyway, I hope you like the possibilities. It does not have to be crewmen flying as you can change each effect. I like crewmen though cos I am sick that way.

iambecomelife
05-11-06, 06:02 PM
Outstanding. I loved how in SH2 sinking ships would erupt with multiple secondaries. The effect was even better w/Gurp's fireball mod, I might add.

Oh, and it's kind of horrifying to see all those crewmwmbers in midair - makes it feel like you're attacking other men, and not just an inanimate ship...

GreyOctober
05-11-06, 06:21 PM
JESUS! you da man gouldjig! :up:

I need your opinions

My oppinion? THIS ROCKS! :rock:

Keelbuster
05-11-06, 06:24 PM
YES! This is good idea! In the current game, occasionally the boiler (i assume) will blow when the engine room sinks below the water line. But I like the idea of more secondary FX.

Kb

edit

----


this will also make up for the shortcomings of the new flotation/buoyancy damage mods (NYGM TW) - these mods have NO secondaries, but they really NEED them.

Ducimus
05-11-06, 06:29 PM
Ohhhhh pretty colors!

Mikey likes it! Great concept.

Der Teddy Bar
05-11-06, 06:32 PM
Always good to see your 'outside' the square work!

Well done :up:

bill clarke
05-11-06, 08:24 PM
Looks great, will it be compatible with Der Teddy Bar's damage mod ?

HEMISENT
05-11-06, 09:26 PM
Outstanding as always Jason!

panthercules
05-11-06, 10:42 PM
Can't wait to try this out - hope you get it so it will work with the NYGM/GW damage modeling - I like the sinking effects of the NYGM model in GW, but some extra explosions along the way to those delayed sinkings would really be awesome :)

Reece
05-11-06, 10:49 PM
Damn that's good! :up: You can have a five minute break, then back to work! :D

PS. A little off subject but the Subsim picture at top left is gone, is it my PC or Subsim?

baxter
05-12-06, 06:48 PM
This is great, I love it. I hope it becomes available and can be compatable with the NYGM ship damage mod.

XXi
05-12-06, 08:16 PM
Great, especially considering the times ... not one big blow, but these delays are... sweet.

KptnLt Eric Karle
05-13-06, 04:45 AM
This looks wonderful gouldjg, well done mate. Is this going to be available as a standalone mod or will we need any of the supermods?

gouldjg
05-13-06, 06:32 AM
Just to let everyone know,

I have passed info to the NYGM team and ultimatly I feel it is best for them to decide whether they want first shot and doing something like this.

They built NYGM and it took them many many hours so they deserve first shot to choose whether or not to fully implement it.

If they want me to play at getting something similar on their current NYGM system so some players can choose whether or not to install it, I will try and whip one up for those said players. But it must be said, people should not then complain to NYGM team for side effects etc if discovered.

It must be undestood that this is still very early days and WIP. I have made my own damage model which uses randomised features. It is looking good for my current settings but may have another set of side effects on NYGM.


Points noted are as follows,

1. Stock damage model HP is just too low for this effect as it makes use of Ammo being stored. Even though the ammo damage has not been multiplied like critical locations, it still takes HP away from overeall ship.
NYGm would be able to make use as it is high HP based but then players may get effects and ship may still fail to sink which again may leave players with the "thats not realistic feeling".

2. The effect is permanent when installed on a fixed number damage model system, this means that it will happen all of the time when a ship starts to touch the water. In my current model WIP, I use randomisation features of sh3 commander but for those whom do not use sh3 commander, their may be a over gamey and repetative feel which may not be good for some realism fans.

Lets see what Der Teddy says on the matter, he may have already thought of a even better way than I have.

HawkerT
05-13-06, 09:28 AM
OUTSTANDING!!!!

This is excellent news Gouldjg!!! Congratulations to you and the NYGM team!!! This will only make a great thing even more fantastic!

Man this rocks! I am so looking forward to the NYGM extravaganza version II.

Exciting times indeed :sunny:

May your NYGM days be fruitfull and rewarding for you and all of us harvesting the fruits of your hard work.

/Frans

GlobalExplorer
05-13-06, 11:52 AM
I hope someone will do this at last .. Mod will be very much welcome.

WolfyBrandon
05-13-06, 12:23 PM
I have gotten a little bored of watching ships just sink under the water with only the occasional little fire appearing now and again. I wanted something that was delayed, and damage causing to help my imagination grasp panicking men trying to make repairs and subsequent ruptures etc.

I share the same feelings. I don't use NYGM mods cause I like a mix between realism and fun gameplay, though I wouldn't mind having ships take a bit longer to sink. I use your Hollywood Real Damage mod and I like the idea of explosions being random.

Looking forward to your mod! :up:

Wolfy

Heibges
05-14-06, 06:52 PM
Great stuff! This will work with your Damage Mod I assume?