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

kemeri 03-03-11 10:13 AM

Is there the probability for the ships to extinguish the fire for simulating firefighting onboard?

To avoid the situation, when, after firing the vessel up, player is just waiting and whispering "burn, baby, burn..." until the kill is counted.

Perfect job anyway :up:

TheDarkWraith 03-03-11 10:19 AM

Quote:

Originally Posted by kemeri (Post 1611184)
Is there the probability for the ships to extinguish the fire for simulating firefighting onboard?

To avoid the situation, when, after firing the vessel up, player is just waiting and whispering "burn, baby, burn..." until the kill is counted.

Perfect job anyway :up:

You are not guaranteed a kill just because the ship is burning. Sometimes it will be destroyed from fire, sometimes it won't. This is exactly what I was going for.

Now the question of crew extinguishing the fire no they don't/can't/wasn't coded into the game. BUT there is a solution/work around. It's not the easiest to implement but it is doable.

Currently when you damage a ship and you hit a particular zone that has the effect of fire and you damage that zone enough to cause the effect to be played, the effect will continuously loop (that's how the effect was designed). Now what we can do is make some new fire effects that last only a predetermined time and substitute some of these for the continuous loop fires thus simulating crew combating the fires :yep:

Zedi 03-03-11 10:27 AM

Its kinda annoying that most of the times the ships just keep sailing as nothing happened. Im using acoustic torpedoes and even I hit the ships in stern and blow up their propeller.. they just keep going. Burning like hell, exploding but still sailing. Is very rare when the hit ship will stop and get into the damaged state, need to be the very perfect shot. Silent Otto would be very pissed :P

TheDarkWraith 03-03-11 10:31 AM

Quote:

Originally Posted by Magnum (Post 1611201)
Its kinda annoying that most of the times the ships just keep sailing as nothing happened. Im using acoustic torpedoes and even I hit the ships in stern and blow up their propeller.. they just keep going. Burning like hell, exploding but still sailing. Is very rare when the hit ship will stop and get into the damaged state, need to be the very perfect shot. Silent Otto would be very pissed :P

I doubt I have the perfect setup for the fires. It'll need tweaking to get it 'just about right'. But for a start it's pretty darn good. Just the fact that the ships are taking damage due to the fires is pretty good :up:

stoianm 03-03-11 10:42 AM

Quote:

Originally Posted by TheDarkWraith (Post 1611204)
I doubt I have the perfect setup for the fires. It'll need tweaking to get it 'just about right'. But for a start it's pretty darn good. Just the fact that the ships are taking damage due to the fires is pretty good :up:

but it is not posible to make some parts of a ship much sensitive than others? - will be great if will be posible.. verry immersive... special if we will know these parts and put our torp in the juicy spot

TheDarkWraith 03-03-11 10:48 AM

Quote:

Originally Posted by stoianm (Post 1611213)
but it is not posible to make some parts of a ship much sensitive than others? - will be great if will be posible.. verry immersive... special if we will know these parts and put our torp in the juicy spot

I'm increasing the damage radius from the fires currently. Still tweaking...

stoianm 03-03-11 11:00 AM

Quote:

Originally Posted by TheDarkWraith (Post 1611217)
I'm increasing the damage radius from the fires currently. Still tweaking...

in the case you can do that then your ideea to put in your SOAN the ships parts colored diferent for the sensible ones will be a perfect match with this new ship behavior:D

TheDarkWraith 03-03-11 12:49 PM

The secondary explosions now cause damage to the vessel also :rock:

stoianm 03-03-11 12:50 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611287)
The secondary explosions now cause damage to the vessel also :rock:

:D:sunny:

TheDarkWraith 03-03-11 01:58 PM

v0.0.12 released. See post #1 for details :|\\

ReallyDedPoet 03-03-11 02:14 PM

Great work :yep::up:

jean74 03-03-11 02:29 PM

Fabulous !!! :yeah:
Another indispensable !!!

Thank you very much for your very impressive works !!!

Take care :salute:

Jean

Stormfly 03-03-11 02:38 PM

ohh my dear, :D ...downloading

marleymen 03-03-11 03:31 PM

Thanks for your hard work TDW .. again ... and again ... :arrgh!:

Sepp von Ch. 03-03-11 04:15 PM

Thank you VERY much sir for this splendid update!

Stormfly 03-03-11 04:22 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1611473)
Thank you VERY much sir for this splendid update!

wow, just hit a merchant in it`s fuel bunker, i saw a normal torp impact followed by a small explosion, 2 second later i saw a big explosion followed by 3 smaller ones creating 3 fires, another 6 seconds later i saw another big catastrophic explosion which ripped the ship into 2 peaces :D

d3vnu11 03-03-11 05:13 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611171)
so far feedback from the fires is very positive. I've experienced ship's blowing up from fire damage, Sober has experienced ship's burning and suffering severe damage and on the point of dying but don't, stoianm has experienced ship's taking some damage from fire but not excessive, Magnum has seen them take damage and slip underwater from what appears to be flooding....seems like an excellent random mix of results, just what I was looking for :yeah: No reports of oil slicks standing on end either :rock:

Wewt Can't wait for this update looking forward to it. That's how Grey Wolves Mod seemed to play out with sinkings. Took hours sometimes after a torp attack. But the main thing patience leaves you with more torps in the end :) Hey did they keep the keel damage critical attack apparently if you put a torp under the beam a coupla meters it could crack the ship in half I remember in SH3 even looked like it lifted the ship out of the water little. Anyway many thanks to the Modders out there doing the work for Ubi :)

TheDarkWraith 03-03-11 05:16 PM

Quote:

Originally Posted by Stormfly (Post 1611477)
wow, just hit a merchant in it`s fuel bunker, i saw a normal torp impact followed by a small explosion, 2 second later i saw a big explosion followed by 3 smaller ones creating 3 fires, another 6 seconds later i saw another big catastrophic explosion which ripped the ship into 2 peaces :D

Excellent :rock: Now, what about the oil slicks? Displaying normally (not standing on end)? :06:

Trevally. 03-03-11 05:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611535)
Excellent :rock: Now, what about the oil slicks? Displaying normally (not standing on end)? :06:

This is where a tanker used to be:arrgh!:

Nice looking oil slick:woot:

http://img23.imageshack.us/img23/4736/oilsh5.png

TheDarkWraith 03-03-11 05:59 PM

Quote:

Originally Posted by Trevally. (Post 1611567)
This is where a tanker used to be:arrgh!:

Nice looking oil slick:woot:

Nice :up: Did they use to stand on end before v0.0.12 for you? :06:

See if I know these oil slicks are fixed for good I can work on fuel leaks. How cool would that be to hit the fuel bunker and cause it to leak and see the leak path trailing behind the ship?


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