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FOUND A Discovery you see then i hit merchant with deck gun below water line. It lights up like the depth charges explodes . So its a bug. But I fought Could it be possible to make fire light up the ship? Lighting effect would be aweosme
http://www.part.lt/img/3eea0ed76403c...1431c46739.bmp |
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Mod with light effect for the fire is ready, it also contains the depth charge explosion new effect.
Enjoy! http://www.mediafire.com/file/9sw1vn..._beta_test.zip |
At the request of kyle9154,
Here is a quick fix which adds my fire light effect to the Rbs1_SH4_Effects_GWX_30_71 mod. I didn't add my depth charge explosion effect, as I don't like it enough. Please try it in game, and report if any problems. D/L link : http://www.mediafire.com/file/77z77r...s_GWX_30_71.7z |
Oh awesome I wanted that too
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Thanks Herr Kaulen, installing it to jsgme now.:Kaleun_Applaud:
My Mod List as follows: Generic Mod Enabler - v2.6.0.157 [C:\Games\SilentHunterIII\MODS] S3H-H.sie-Patch-V16B1 M.E.P v6 M.E.P v6 - VisualSensors for GWX3 with Anvart's FUMO mod- german uboats compilation overwrites but I believe I have right one to work in conjuction Optional - FSF for MEP v6 Optional - ShipVanishingHull for MEP v6 KB's Diesel Sound Mod OLC's Modified Searchlight Beams for GWX3 Realistic contacts with Sub icons Rubini´s Chief Helsman stress behaviour fix Rubini´s Underwater dust&plancton v1 Sh3_volumetric_clouds&fog_V2.2 TorpedoTubesFfireFinal vGW WB's Mission Orders Lite v1.1 Rbs1_SH4_Effects_GWX_30_71 Additional Depth Charges v1.0 (GWX3)- overwrites Sh4 effects but only type of depth charges on escorts TKSS18 German U-Boats Compilation New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) FixAllSubGWX GWX - Integrated Orders- I understand this overwrites some commands in relation to raising radar but I need messages coming in because I use wolfpack mod part of h.sie MFM-Improved Patch_compat_GWX_IntOrders- to get integrated orders to work with flag and shift-v command integrated in uboats compilation Fire light fix for Rbs1_SH4_Effects_GWX_30_71 Do you guys see anything wrong with this order? |
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I have no idea how an actual DC explosion would look like, but from the following video we can make ourselves an idea of what an underwater explosion seen with the naked eye looks like, compared to what can be seen at slow motion:
https://youtu.be/E5rGFZWQfzk?t=49s The slow motion reveals an expansion phase followed by a compression phase, both accompanied by a "ball of fire"; the sequence ends with a second, smaller, expansion. Everything happens way too quickly for the human eye to register the full sequence though. At least for the type of explosion show in the video, all you can see at normal speed is a cloud of bubbles popping out from the center of the explosion and then disappearing :hmm2: |
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And BTW, these guys are funny ! :yep: |
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- the ParticleGenerator controller will create a light effect with a light node contained in Materials.dat - the WaterInteraction controller is necessary to stop the light as soon as the fire is underwater. 2. In Materials.dat, find the light node called "Light - fire" : this is the "object" used as a particle by the ParticleGenerator in particles.dat That's all ! :salute: |
Hi Kendras,
thanks a lot for your help and the explanation :Kaleun_Salute: Do you have an idea what might be the problem here: http://www.subsim.com/radioroom//sho...&postcount=164 Best, LGN1 |
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Yes, somehow the additional DC particle generator modifies/influences the other particle generators :hmmm:
Best, LGN1 |
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