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-   -   U-BOOT_HAHD Official Thread (https://www.subsim.com/radioroom/showthread.php?t=179694)

Wolfstriked 07-16-11 05:59 PM

Reaper,sorry man but I seemed to have sent you wrong files.I just installed what I sent you and noticed it was not looking right.I checked with new files and its the old settings I was using.No idea how that happened.:cry:If you like I will send you what I use with all my tweaks.I did not do that because I thought that just sending the two files would work better with your enviroment setup.Its two stats that are different and you could just change them yourself.

gc_height=0.25
Surfaced UD=0.225

reaper7 07-16-11 08:11 PM

Quote:

Originally Posted by Wolfstriked (Post 1706445)
gc_height=0.25
Surfaced UD=0.225

Cheers will adjust to specified values :salute:

Wolfstriked 07-17-11 06:37 AM

Rickster,send me your email and I will send you a copy.Its got the start of the Type IIVb also to try out.

makman94 07-19-11 02:10 PM

Quote:

Originally Posted by Wolfstriked (Post 1706445)
Reaper,sorry man but I seemed to have sent you wrong files.I just installed what I sent you and noticed it was not looking right.I checked with new files and its the old settings I was using.No idea how that happened.:cry:If you like I will send you what I use with all my tweaks.I did not do that because I thought that just sending the two files would work better with your enviroment setup.Its two stats that are different and you could just change them yourself.

gc_height=0.25
Surfaced UD=0.225

@Wolfstriked,

i tested your tweaks and i really really liked it ! keep at it if you can improve it further :up:

also, i have one question : the file NSS_Uboat2A.cfg for what it stands there ? ( for engine power altering only or it is anything more than this? )

also no need for all the other files that you included. the only file that is needed is the NSS_Uboat2A.sim [delete all the others files in there...env files(tested it in my own env)...NSS_Uboat2A.dat...etc]

very nice tweaks Wolfstriked :up:

Wolfstriked 07-19-11 05:43 PM

Thanks Makman.I'll keep tweaking along as It never looks right then at times looks just like the real ocean.The SH3 water system is not real life so it will never be perfect but can look better than stock.I also tweak the scene.dat as this affects the boats behavior largely.You say you used your own enviroment so I wonder if you got the effect I was looking for....or maybe it works better with your scene.dat.If you try it with my scene.dat you might not like it anymore:hmmm::har:

Yes the .cfg is mainly there for engine speed settings mainly and also sets PD.

postalbyke 07-20-11 08:47 AM

@Makman
If we covered it, I forgot, so I'd like to apologize if we did...
Are we going to get a sextant in HAHD?

Hans Witteman 07-20-11 05:43 PM

Hi shipmates,

Almost there i am just adjusting some new features regarding the damage model here a small list of what new :

1. New explosion for torpedoes impact, shells,bombs, depth charges.

2. New fire and smoke, spark FX on ships and sub.

3. New shell water impact and all related explosion on water or under.

4. New animated decal for damage for torpedoes, shell, flak etc.

A lot of the new improvement are using the texture controller release by Anvart so don't forget to thank our friend for this.

All explosion and particle effect are based on the real thing and scale accordingly.

Those new features will all be seen in a movie including all the new stuff i was working on the past 2 month.

U-BOAT_HAHD will give you the most advanced damage model ever made for SH3.

Also some stuff that where not destructible are made destructible i won't spoil what.

Best regards Hans

Yamato_NF 07-20-11 05:53 PM

WOOT!
 
Release ETA? :salute:
you dont have to be exact either,
im just looking forward to the new feel of SH3 :sunny:

Schwieger 07-20-11 06:54 PM

:Kaleun_Salivating:

Been looking forward to this video for quite some time :)

urfisch 07-21-11 03:20 AM

cant wait for this vid!!!

:salute:

Magic1111 07-21-11 03:32 AM

Quote:

Originally Posted by urfisch (Post 1708991)
cant wait for this vid!!!

:salute:

2nd this !!! :Kaleun_Salivating:

Wolfstriked 07-21-11 11:30 AM

WOw Hans,I love that you are fixing what SH3 needs in visual department.The depth charge explosion looks like an afterthought by the devs and the cannon hits on the conning tower are just a big red ball.Can't wait to see what you have done with Anvart's tool.:up::up:

reaper7 07-21-11 11:42 AM

Comfy chair. check
Popcorn. check
Drink. check

:Kaleun_Thumbs_Up:

Ok, Ready for the Movie :D

Hans Witteman 07-21-11 02:57 PM

Quote:

Originally Posted by Wolfstriked (Post 1709379)
WOw Hans,I love that you are fixing what SH3 needs in visual department.The depth charge explosion looks like an afterthought by the devs and the cannon hits on the conning tower are just a big red ball.Can't wait to see what you have done with Anvart's tool.:up::up:

Hi mate,

Yex the FX department in SH3 really need some improvement and some were not to difficult to tweak because i was pretty familiar with particle system since i used them heavily in some past project.

Also i fix some annoying effect like when a ship is sunk and break in half if you remember correctly all damage left by deck gun or torpedoes impact disappear when the second broken hull is trigger by the sinking mechanism, now when the ship sunk it retain it hull damage on the way down.

By the same time i fix the caustic water reflexion on deck of ship so when they sunk it look a lot more realistic plus i redone new bubble particle system with animated texture controller from Anvart.

Regarding the explosion of shell hitting the hull i would love to have reference on how the kinetic energy is dispersed upon shell impact my own logic say that for AP it should easily melt it way true the hull like butter leaving a burst of energy projected in the back but i doubt the shell impact would created a ball of fire like stock SH3 more of a conic dispersion.

I remodel the two half of broken ships so they look more realistic.

For HE shell they could probably trigger a bigger explosion because of the amount of powder and they did in fact created bigger hole in hull i saw some picture of shell damage on hull with those.

In U-BOAT HAHD each shell act accordingly AP shell do smal holes in hull and HE do bigger one with more residual damage around impact.

Any info or reference on this would help me greatly if any of you have some.

I would also appreciated if anyone could provide me with info on 88mm shell impact on water the height it goes must be depending on distance because of lost of energy the further they travel less they should go up on a miss.

Best regards Hans

Schwieger 07-21-11 03:14 PM

Quote:

Originally Posted by Hans Witteman (Post 1709556)
I remodel the two half of broken ships so they look more realistic.


I know you don't want to spoil too much :k_rofl: but what do mean by this?


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