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-   -   [REL] Fleetboat Interior: Officers Quarters (https://www.subsim.com/radioroom/showthread.php?t=244691)

Bilge_Rat 04-23-20 09:18 AM

beautiful!

nice to see you are still working on SH4 Vickers!

vickers03 04-23-20 11:59 AM

Quote:

Is it possible to add like a "NSS_Gato_FR" folder and set of files instead of attaching it to the CR files? Or does that ruin the open hatch? My guess is that the game does not have an "attachment" point for inside the sub, if done separately?
that is not possible with open hatch as far as i know..


Quote:

beautiful!

nice to see you are still working on SH4 Vickers!
:Kaleun_Salute:

razark 04-23-20 03:45 PM

Quote:

Originally Posted by vickers03 (Post 2665399)
Yes, of course!

Wait, which question was the yes to?
:06:

Jeff-Groves 04-23-20 04:33 PM

You can not do an open hatch type mod with out building everything in to a complete model.

When you go into the Subs? There is no outside so to speak.
It's a completely different rendered environment with no connection to the World in Game.

Mad Mardigan 04-23-20 04:49 PM

Re: Fleetboat Interior: Officers Quarters...
 
Quote:

Originally Posted by razark (Post 2665640)
Wait, which question was the yes to?
:06:



Razark,

Am guessing here, that it was a yes to the s boat class... :Kaleun_Wink:

Of course, this is just a guess... but am going with an educated guess, nonetheless...

:Kaleun_Cheers:

:Kaleun_Salute:

propbeanie 04-23-20 05:40 PM

Quote:

Originally Posted by Jeff-Groves (Post 2665647)
You can not do an open hatch type mod with out building everything in to a complete model.

When you go into the Subs? There is no outside so to speak.
It's a completely different rendered environment with no connection to the World in Game.

Is it possible to have an "invisible" barrier, like the FotRSU closed hatch, but make it look like the "hook" in the hallway, a static image, as you go into the left-righ right angle turns? From the Control Room, you don't see anything down the hallway beyond the bend, but once you "cross-over" to the other side of the artwork, then you are in Officer's Country in the main hallway, and when you look behind, instead of a hatch, you are seeing a static image of the bend in the hallway? Somewhat similar to crossing through the "hatches" in FotRSU without vickers03 mod? It looks like an open hallway, in other words, but it isn't?... But still, can another camera be put in there, centered on the Captain's Room or similar, close to the center of area? :salute:

Jeff-Groves 04-23-20 06:57 PM

Off the top of my head with years of experience behind me?
I'd say no.
The question has raised an interesting idea though.
:hmmm:

XenonSurf 04-23-20 11:42 PM

These interiors look really gorgious, superb :yeah:


Speaking about interiors, I know other mods like TMO / OTF that have added a radio room and many clickable items in the sub interior like maps, captain's log, id-book, attack map, crew management etc. and formost: you being able to walk inside the boat with cursor keys.
Are there already compatible mods which do this for FOTRS / FOTRSU ? I ask this considering that your new interiors will work for FOTRSU (reading the last entries here) and I guess you will add such clickable items in the rooms.


Thanks!
:Kaleun_Cheers:XS

vickers03 04-24-20 01:13 AM

Quote:

Wait, which question was the yes to?
:06:
both!


Quote:

Are there already compatible mods which do this for FOTRS / FOTRSU ? I ask this considering that your new interiors will work for FOTRSU (reading the last entries here) and I guess you will add such clickable items in the rooms.
FOTRSU interiors are nearly the same as the TMO ones.

razark 04-24-20 05:54 AM

Quote:

Originally Posted by vickers03 (Post 2665725)
both!

Awesome!

XenonSurf 04-27-20 04:12 AM

Quote:

Originally Posted by vickers03 (Post 2665406)
Does anyone have performance problems with this mod?


Without your mod, my GPU load (GTX 1660 6GB VRAM) is around 40%, with your mod it raises to 50-70, FPS is not a problem, I have a cap of 300 for this game, it averages 60+ while in the sub.



The real problem is I get a lot of tearing when moving the view with the mouse (which I don't get without your mod). I suspect the open hatches are the reason for this.
[EDIT]
Turning Vsynch ON will resolve this.



Reference:
Insertion_Training mission, Gato Class; MSIAfterburner stats.
In my grafic settings, I play with 1920x1080 @60Hz, I have all maxed-out, VSynch ON will avoid screen tearing when moving mouse.




XS

vickers03 04-27-20 07:04 AM

thanks for your report, sounds good:yeah:

fitzcarraldo 04-27-20 10:57 AM

Quote:

Originally Posted by XenonSurf (Post 2666455)
Without your mod, my GPU load (GTX 1660 6GB VRAM) is around 40%, with your mod it raises to 50-70, FPS is not a problem, I have a cap of 300 for this game, it averages 60+ while in the sub.



The real problem is I get a lot of tearing when moving the view with the mouse (which I don't get without your mod). I suspect the open hatches are the reason for this.
[EDIT]
Turning Vsynch ON will resolve this.



Reference:
Insertion_Training mission, Gato Class; MSIAfterburner stats.
In my grafic settings, I play with 1920x1080 @60Hz, I have all maxed-out, VSynch ON will avoid screen tearing when moving mouse.




XS

I use via Nvidia Inspector 30 FPS fixed with 1/2 refresh at 60 Hz. All OK, no stuttering.

Fitzcarraldo :salute:

XenonSurf 04-27-20 11:14 AM

Quote:

Originally Posted by fitzcarraldo (Post 2666512)
I use via Nvidia Inspector 30 FPS fixed with 1/2 refresh at 60 Hz. All OK, no stuttering.

Fitzcarraldo :salute:


Hello Fitzcarraldo, nice to hear from you :)
I will try to further reduce my FPS cap (in fact it raises like crazy when in the menus, nothing to do with this mod). I also like NV Inspector, it's much more flexible for the settings indeed.


Thanks and best greetings!
:Kaleun_Salute:XS

Kal_Maximus_U669 04-27-20 03:46 PM

Fleetboat Interior
 
for my part I confirm the saying "XenonSurf" all works for the moment when has mister "vickers03"
I congratulate you for this taff is encourage you for the rest of the full interior for all models with functionality would be really a plus but hey I am aware of the work that this represents we would need 20 Mr "vickers03"

:Kaleun_Cheers::Kaleun_Cheers:

Mad Mardigan 04-27-20 04:08 PM

Fleetboat Interior: Officers Quarters...
 
@vickers03

Got a question, for you..

As it relates to the Salmon class, would the addition of it into the mod & having been fixed... affect the Sargo class, as well that you know of.?

Reason asked, is.. I added the mod in with FotRS-U-EN v1.004.a mega, started a career off right after PH attack, am stationed out of Manilla in a Sargo class boat & when I free roam from the F2 control room area into the area you used to be able to, after left clicking on the door there, to get to the radio man/Capt.'s quarters, now shows up as in the picture you posted of what that area would look like now, with the mod added in.

Is confusing to say the least, since the Sargo class subs, are not listed along with the 3 that are shown in your initial post (post #1)

As I recall, the Salmon & Sargo, did share similarities, as well as some differences, to boot.. and if this is the case with the files in game for them, it is possible that there was a side effect of the Sargo's taking on the Salmon's mod changes... inadvertantly, just a guess here, only. Just wanted to bring this up, to let you be aware that I have experienced this with the mod.

ps

1 other thing of note.. with the sub I am in that I mentioned already, have noted with being in the lower control room area, before hand, was able to click at the hatch area, leading into the upper control room (area where the attack scope & the sonar *-maybe hydrophone station -* is.. ) but now... that is not possible, to go to that area now, have to free roam the cam to go to that station area & the F9 key, also doesn't work to go there, either.

Don't know if you can or not, still click on the hatch area to go up to the bridge station or not from the upper control room... will check that out & report back on that when I get the 1st opportunity to do so...

Other than these issues I've noted, great mod & appreciate the work put into it...

:Kaleun_Salute:

Kpt. Lehmann 04-27-20 06:25 PM

Nice work, vickers03! :yeah:

vickers03 04-28-20 01:18 AM

Quote:

for my part I confirm the saying "XenonSurf" all works for the moment when has mister "vickers03"
I congratulate you for this taff is encourage you for the rest of the full interior for all models with functionality would be really a plus but hey I am aware of the work that this represents we would need 20 Mr "vickers03"
thanks and lol!:haha:


Quote:

Got a question, for you..

As it relates to the Salmon class, would the addition of it into the mod & having been fixed... affect the Sargo class, as well that you know of.?
yes, they share the same room, they will get their own design in the future.
Quote:

1 other thing of note.. with the sub I am in that I mentioned already, have noted with being in the lower control room area, before hand, was able to click at the hatch area, leading into the upper control room
i think there can be done something with different camera positions..


Quote:

Originally Posted by Kpt. Lehmann (Post 2666600)
Nice work, vickers03! :yeah:

thanks..and many thanks for GWX by the way! still awesome.

Mad Mardigan 04-28-20 02:24 AM

Fleetboat Interior: Officers Quarters... follow up report...
 
Quote:

Originally Posted by vickers03 (Post 2666637)
thanks and lol!:haha:


yes, they share the same room, they will get their own design in the future.

Ok, good to know, will keep a weather eye on the horizon for the updates...

i think there can be done something with different camera positions..

Will look forward to that, as well...

thanks..and many thanks for GWX by the way! still awesome.

Ok, with regards to 'if you can or not, still click on the hatch area to go up to the bridge station or not from the upper control room...'

I went back in & checked... and yes, after having to cam free roam from the lower control room to the upper control room, was able to click on the hatch area leading to the bridge section & was able to do so.

So that works...

Again, thanks for the work you do & the mod, much appreciated vickers03

:Kaleun_Cheers:

:Kaleun_Salute:

vickers03 04-28-20 05:35 AM

Porpoise added.


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