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-   -   [REL] SH4 effects (and more) for SH3 (https://www.subsim.com/radioroom/showthread.php?t=124207)

Carotio 11-10-07 08:28 AM

Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

iambecomelife 11-11-07 03:34 PM

Quote:

Originally Posted by Carotio
Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

Same here. :D

nikbear 11-12-07 02:15 AM

Excellent mod,fantastic even:up: I'm afraid I still can't here my torp doors open though:hmm: any way to remedy that;)

Samwolf 11-12-07 07:26 AM

The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

Fish40 11-12-07 08:25 AM

The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

Samwolf 11-12-07 08:54 AM

Quote:

Originally Posted by Fish40
The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

I'm using 2.22 and the last ship I sank that fired a flare did not have the large red reflection. I'll check to see if it happens when multiple flares are fired.

slow_n_ez 11-12-07 10:49 AM

Quote:

Originally Posted by Samwolf
Quote:

Originally Posted by Fish40
The latest version posted is 2.22? I thought the flare reflection fix was going to be in 2.3. If this version is out, please post a link . Love the mod by the way! The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work:up:

I'm using 2.22 and the last ship I sank that fired a flare did not have the large red reflection. I'll check to see if it happens when multiple flares are fired.

I too have 2.2 version ... have had a few ships fire several flares during its last moments or sinking ... no red reflection whatsoever anymore ( not even a faint one ) ... kinda miss a slight one however :-? ... all the flares seem to do besides glowing red is lighten up the ship under it a bit ( a white light like a star shell )

For the bleeding bodies you have to be close to the ship and watch them hit the water .. they bleed but very faintly ( which I would assume is correct as water disipatates blood quickly ) ... the squirming and thrashing bodies is a great addition :D

@ nikbear ... I can hear them but its still very faint .... try opening while in the attack map screen .....

TheDarkWraith 11-18-07 10:35 AM

Quote:

Originally Posted by Carotio
Hi Racerboy,

have finally got the time to test it, and it looks okay so far! :up:

I have one question or request though:
the fireballs from explosions - would it be possible to increase the time they appear? I think they develop too fast and dissapear too fast. Maybe prolong the time with 10-20 %. Would that be possible?

that is something that can be done. I will add it to the list for 2.03.

TheDarkWraith 11-18-07 10:37 AM

Quote:

Originally Posted by nikbear
Excellent mod,fantastic even:up: I'm afraid I still can't here my torp doors open though:hmm: any way to remedy that;)

I have the volume set to 100 (max) in the Sh3.sdl file so the next step is to increase the volume in the soundfile itself. Another entry for 2.03's list.

TheDarkWraith 11-18-07 10:39 AM

Quote:

Originally Posted by Samwolf
The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

instantly disappearing smoke is still a problem, yes. If you try stock SH3 it's there also. Now that I'm back in the country I can work on my mods again.

A6Intruder 11-18-07 10:57 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Samwolf
The latest public beta version has fixed the red ocean reflection from the flares but still has the instantly disappearing smoke when a ship sinks. I haven't run into any other problems yet. Looks good.

instantly disappearing smoke is still a problem, yes. If you try stock SH3 it's there also. Now that I'm back in the country I can work on my mods again.


Good to hear that.:up:
Kind regards

Myxale 11-18-07 11:15 AM

Hope you had a good time off!:hmm:

TheDarkWraith 11-18-07 11:17 AM

Quote:

Originally Posted by Myxale
Hope you had a good time off!:hmm:

Doing 3-4 dives a day (including 1-2 night dives) in Bonaire is ALWAYS a good time! Sad to be home though :cry: Much rather be out playing :yep:

Samwolf 11-18-07 12:11 PM

Welcome back, just in tiime for the Thanksgiving holidays.:lol:

Carotio 11-18-07 02:05 PM

I have tried with your mod to sink tankers now, both one shot kill torpedo shots and with deck gun completely and finishing off.

I used to hear the wav file "Ship Fire 1.wav" quite clearly, when there was burning oil on the surface, at least in free view. And I don't see much burning oil on the surface after killing a tanker. It's okay for other ships, but for tankers, it's more or less crucial to see it floating around on the surface behind, when still moving, and on top, when sunk!

Could you check up on the sound? - I could eventually send you the file I use...
And could you increase amount of oil and time, it stays?

Thank you!

coronas 11-18-07 03:06 PM

Wellcome again, RB! Last trials are superb.
Cheers!

Hellraiser 11-18-07 04:02 PM

OIl
 
Well I was really surprised the other day.

Off the American East coast in May of 1942, I Came across a 4 tanker and 2 large Merchant convoy...UNESCORTED!

It was obviously a slaughter. When I hit the first 2 tankers (modern tankers) One caught fire and burned furiously for a long time (30 minutes at least) with lots of secondary explosions but...

ALSO Oil periodically leaking out in big pools and trailing behind the tanker...then those would catch fire too, adding to the 'real' feeling..... it was an awesome spectacle!!!

The second tanker initially only had a small fire aboard but was slowly settling at the bow...then a BIG explosion and a HUGE oil slick appeared and caught fire. The ship stopped and sat in this inferno until it went down about 20 minutes later, breaking in half at that point

Just awesome to watch....I actually felt bad after wiping ths convoy out. It made me think what real UBoat captains had to deal with sometimes mentally.

Kaleun Cook 11-18-07 04:06 PM

Ugh, the normal destroyer smoke sets my framerate to zero already with full particles. I used to use 10 in plain gwx for my lowest-end machine which looked alright. But with this mod, that would mean turning off most of the effects again. Probably someone has already tried some settings and could suggest one? Indeed, I can and most likely will try it myself, but all the reloading takes forever. ;)

Koondawg 11-18-07 04:09 PM

Quote:

The new flames and explosions are:rock::rock::rock:!!! Didn't see any red flares, or bleeding bodies yet. Keep up the great work
I got red flares and site (white) flares even in the training mission...

zoso791 11-19-07 05:01 PM

I'm sure this has been asked but I'm gonna reask it anyway. I downloaded the smoke mod for the IID submarine. I love the smoke but for some reason I lose the kick ass SHIII wake that I like. I tried to tweek it but I can't get the wake to look the same. Is there a way to have the smoke mod with the regular SHIII (GWX) wake?

Thanks
Jan


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