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Best regards. Fitzcarraldo :salute: |
Screenshots
https://cdn.discordapp.com/attachmen...52344321/1.PNG
here you can see the issue..... https://cdn.discordapp.com/attachmen...60367647/2.PNG and here the fix..... Torpedo HAHD doesnt work BC some rogue.dat file overwrites part of the Torpedo.dat file so changing torpedo.dat wont do good:hmmm: |
Hi Viktoria, good find :up:
Seems you are good at mapping :yep: Could you send me your fix when ready, via mediafire link please? On side note, there are tons of mapping to do with the sea folder...many ships don’t have any ambiant occlusion at all :yep: If you like this work :D |
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Fifi tbh i thought about maybe contributing a bit to the mod since modding is kind of a hobby of mine, although i wouldnt do it full time i'd rather just assist with a few things here and there for example right now im tring to update the torpedo textures.....:yeah: <3 |
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Just don’t forget to send your files, so i can include them! |
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3 http://www.mediafire.com/file/hyaszs...es_DW.zip/file heres the link to my fixes Install: -you can just replace the Type 2 files without issues. -to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data thus creating conflicts. then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used. the game will crash and will thus fully delete the "ghost torpedo". afterwards copy paste the torpedo files into the correct folders and boot up the game as usual. (the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose) NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also). |
Just had a go with V5.
I see you moved some of the mission waypoint. Gibraltar has been good to me. Stopped right in the path of a convoy. Unloaded all front and rear tubes. On 10 torpedoes (loosely calculated) I had 4 hits. Sank 2 merchant ships. Another one hit crippling the ship wich was left behind. Surfaced to finish it off with the deck gun once the escorts got bored with me. Found another tank I sank with the deck gun... ignited its cargo wich cut it in half with a very satisfying explosion. Last but not least, a 300 tons steam traveler with the deck gun. Considering my level of experience with this game ill call this a win. |
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it adds high definition torpedo models and textures and fixes some ambient occlusin map isues on the later type 2 submarines ( you can see the issue in the screenshots above):Kaleun_Cheers: (also compatible with sh3s NYGM) |
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Didn’t touched any campaign file! |
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Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?
If it's planned I might start work on that also..... I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine. If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete ;) |
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If you have original real datas, we could fine tune the boats turning radius...well, try to, anyway. But without real datas, Lurker made them not that bad IMHO. Currently trying to make U-Boats automatic upgrades (new command offered) but ... very difficult to make it work so far. |
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- In your Torpedo.dat, the SMA mines are missing...you should bring it back for those playing with VIID type. Quite important. - Torpedoes we see in game are not the ones we see in the .dat In .dat the G7a TI has the head with the little blades https://i.goopics.net/1ylqN.png In game what we see firing a TI: https://i.goopics.net/j8RKN.jpg What happened to the TI torpedo head? Obviously it's not a TI, even though i fired a TI! - Last, when you said you MUST delete the old Torpedo.dat, it’s not mandatory at all...the fact is when you activate via Jsgme an other Torpedo.dat, the new one overwrite all the old Torpedo.dat with all the datas inside. Even if there is a « ghost » data included... But your new type IIC propellers are nice :yeah: Will include it in next update if you are OK. |
Ok, i have re-done the whole Torpedo.dat with new textures according to the one we have in the torpedo page management :up:
New trail for the G7aTI also. I’ve added URC to all torpedoes, and deleted old caustics. They look perfect now. And added new SMA mines for VIID with new animation when launched :ping: Will be available for next update :yep: |
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