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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

Cerberus62 10-17-10 07:04 PM

Met the same problems with the debris animation: The fragments emitted after an explosion are jumping back in the air when they hit the water, then endlessly bouncing up and down. Occurs with v0.0.3 and v0.0.4 as well.

The alarm whistling seems to be much to loud, almost causing a hearing loss if your closer to the ship than a mile or so - even if your inside the sub.

The damage displayed at the subs hull is huge. I'm pretty shure a type VII boat wouldn't stay afloat with four holes punched in it, each 3 meters in diameter. IMHO this problem has been discussed before: http://174.123.69.202/~subsimc/radio...=167713&page=3

For now I'm using v0.0.3, which works fine for me, after deleting TDW_FXU_Debris_Materials.dat and TDW_FXU_Debris_Particles.dat.

vitovt13 10-19-10 12:35 AM

I have problem with FX_Update_0.0.4_UHS_Fix. When submerged at periscope depth antenna sticking out of the water.:hmmm:

http://s55.radikal.ru/i148/1010/29/8793dc5f5807t.jpg http://s003.radikal.ru/i203/1010/68/c837bb2c6cc2t.jpg

Sepp von Ch. 10-19-10 07:53 PM

When will visual damage for the sub and conning tower please? I´m looking forward!:ahoy:

TheDarkWraith 10-19-10 09:30 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1518075)
When will visual damage for the sub and conning tower please? I´m looking forward!:ahoy:

it was released in v0.0.4

TheDarkWraith 10-20-10 09:28 AM

Quote:

Originally Posted by Cerberus62 (Post 1516723)
Met the same problems with the debris animation: The fragments emitted after an explosion are jumping back in the air when they hit the water, then endlessly bouncing up and down. Occurs with v0.0.3 and v0.0.4 as well.

does this problem appear to happen when in heavy seas? Does it appear in calm seas?

TheDarkWraith 10-20-10 09:31 AM

Quote:

Originally Posted by vitovt13 (Post 1517571)
I have problem with FX_Update_0.0.4_UHS_Fix. When submerged at periscope depth antenna sticking out of the water.:hmmm:

http://s55.radikal.ru/i148/1010/29/8793dc5f5807t.jpg http://s003.radikal.ru/i203/1010/68/c837bb2c6cc2t.jpg

completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL

vitovt13 10-20-10 01:42 PM

Quote:

Originally Posted by TheDarkWraith (Post 1518329)
completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL

thanks,TDW:salute:, did't know all the nuances:oops:

furby 10-20-10 02:10 PM

Quote:

Originally Posted by TheDarkWraith (Post 1518329)
completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL

but makes it tricky to avoid being spotted when moving around at PD. :)

Cerberus62 10-20-10 03:27 PM

Quote:

Originally Posted by TheDarkWraith (Post 1518325)
does this problem appear to happen when in heavy seas? Does it appear in calm seas?

In both situations the sea has been rather calm. The debris parts bounced like rubber balls as soon as they hit the surface and didn't came to a rest. So these parts were not floating. I didn't try to find out if this happens in heavy seas, too. Didn't imagine that there could be a difference. :hmmm:

TheDarkWraith 10-20-10 03:32 PM

Quote:

Originally Posted by Cerberus62 (Post 1518561)
In both situations the sea has been rather calm. The debris parts bounced like rubber balls as soon as they hit the surface and didn't came to a rest. So these parts were not floating. I didn't try to find out if this happens in heavy seas, too. Didn't imagine that there could be a difference. :hmmm:

thanks for the feedback. Looks like I've come up with a solution to the problem. Currently testing it now :up:

TheDarkWraith 10-21-10 01:43 AM

v0.0.5 released. See post #1 for details :|\\

Debris problem should be fixed now. Secondary explosions are more exciting now also :DL

tonschk 10-21-10 01:57 AM

Many thanks for this :DL TheDarkWraith :salute:

Sepp von Ch. 10-21-10 10:08 AM

Quote:

Originally Posted by TheDarkWraith (Post 1518795)
v0.0.5 released. ...Debris problem should be fixed now.

Your support is perfect. Thank you TDW!

Cerberus62 10-21-10 04:17 PM

Incredible fast update service, DarkWraith... :DL

Well, the debris don't jump back sky-high any longer when they hit the water. But they are often spinning and tumbling at high speed while they seem to hover a metre or so above the water. Explosions are nice, splash effect looks realistic, too. But watching the hovering debris... for me, it breaks the bubble. The movements of the particles simply don't look right. Would enjoy it more if the swimming debris effect would be deleted without substitution, just my 2 cents.

Anyway, thank you very much for all your incredible mods and every effort contributing to a more realistic impression. :salute:

TheDarkWraith 10-21-10 04:50 PM

Quote:

Originally Posted by Cerberus62 (Post 1519283)
Incredible fast update service, DarkWraith... :DL

Well, the debris don't jump back sky-high any longer when they hit the water. But they are often spinning and tumbling at high speed while they seem to hover a metre or so above the water. Explosions are nice, splash effect looks realistic, too. But watching the hovering debris... for me, it breaks the bubble. The movements of the particles simply don't look right. Would enjoy it more if the swimming debris effect would be deleted without substitution, just my 2 cents.

Anyway, thank you very much for all your incredible mods and every effort contributing to a more realistic impression. :salute:

there's more than one way to skin a cat so I have more tricks up my sleeve.....give me some time to try something different :DL


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