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

ReallyDedPoet 03-04-11 10:14 AM

Quote:

Originally Posted by TheDarkWraith (Post 1612077)
yep :up:

Great, thanks DW :salute:

Gravina 03-04-11 10:23 AM

Thanks for the answer, because i was using the BRF mod too.

Now i have other dubt, is this mod compatible with sober base wave mechanics? i mean should i enable it after sobers base wave mechanics?

Btw nice work, this community is making a new whole game :rock:.

Sokolov 03-04-11 11:21 AM

Link dont work

marleymen 03-04-11 11:26 AM

Quote:
Originally Posted by TheDarkWraith http://www.subsim.com/radioroom/smartdark/viewpost.gif

The correct order would be:

1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. depth keeping fix

In wich order should be adding to those Stormyīs DBSM Sound Mod??

Thanks in advance TDW.

mobucks 03-04-11 12:37 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611997)
this can easily be tweaked by editing the \data\Zones.cfg file for the fires.

This i suppose?

[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


What to do with yellow txt? comment it out? delete it?

Quote:

Originally Posted by marleymen (Post 1612117)
Quote:

In wich order should be adding to those Stormyīs DBSM Sound Mod??

Thanks in advance TDW.

I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.

marleymen 03-04-11 01:20 PM

Quote:

I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder.
umm.. I donīt understand that.

TheDarkWraith 03-04-11 01:21 PM

Quote:

Originally Posted by mobucks (Post 1612166)
This i suppose?

[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


What to do with yellow txt? comment it out? delete it?

you can comment it out (;) to remove it. If you decide to only remove one or two ensure you keep the Effectx numbering correct :up:

mobucks 03-04-11 01:31 PM

which line is used for the awesome debris you include in this mod? keeping this!

edit:

also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?

TheDarkWraith 03-04-11 01:44 PM

Quote:

Originally Posted by mobucks (Post 1612215)
which line is used for the awesome debris you include in this mod? keeping this!

edit:

also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>?

The debris is hooked to events (effects) so you can't disable them (well you could but it would take some digging). The 100 number is the % damage needed in that zone to play that effect. So in this example at 100% damage play all those effects. You can change that number to anything you want (0-100).

Gravina 03-04-11 02:47 PM

Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.

Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).

Other thing i canīt find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant:O:).
can i modify then the originally eqp files in the sea folder of the game? (previous back up:hmmm:).

:salute:.

TheDarkWraith 03-04-11 02:59 PM

Quote:

Originally Posted by Gravina (Post 1612273)
Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.

Do i have to add the SH5 FX Update' entries to the eqp files? if yes,
when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong).

Other thing i canīt find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant:O:).
can i modify then the originally eqp files in the sea folder of the game? (previous back up:hmmm:).

:salute:.

Currently only one ship (NLL I believe) is setup to allow starshells and ships horns/whistles. I'm working on completing the rest.

Once all the ship's are complete you won't need to add .eqp file entries. They will already be there. You'll just need to edit them to add the starshell or whistles/horns.

Yes you can modify the original eqp files

Gravina 03-04-11 03:20 PM

Well i have a unescorted convoy of 12 ships 90kms NNW of Freetown there are a few diferent ships in it, i will modify cimarron, ranger and hogisland to see how the thing works in the middle of the night :D.

Thanks for your answer comrade. :salute:

PL_Andrev 03-04-11 03:43 PM

Quote:

Originally Posted by TheDarkWraith (Post 1485167)
v0.0.13 - adjusted funnel smoke

Years ago, AOTD_MadMAx put to his mod missing funnel smoke controllers and missing sound. This last update put the missing items?

Link to original AOTD_MadMax'es mod:

http://www.subsim.com/radioroom/showthread.php?t=164210
or direct download from location
http://www.aotd-flottille.de/Maddy/R...anes_Sound.rar

Magic1111 03-04-11 03:52 PM

Quote:

Originally Posted by TheDarkWraith (Post 1611991)
1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
3. FX update v13
4. UHS-Fix (Add-On from FX Update v13)
5. BARF (Add-On from FX Update v13)
7. IRAI 0.0.30
8. depth keeping fix

Thanks for clearify this ! :up:

THE_MASK 03-05-11 03:41 AM

I put 3 torps into a large tanker at night and it started 7 fires . I followed it and i observed some small explosions about 15 minutes apart . After about 90 minutes from the initial torp impacts i observed a catastrophic explosion and the tanker sunk . I did not engage the tanker after the initial torp impacts .

Gravina 03-05-11 07:47 AM

I added sound and starshells to some ships and im having only starshells working so far, seems that only the head of the convoy shoots the starshells
no sounds rn, the sound used is the scc announcement and horn/whistle for civilian ships, i was unable to find this sound in the mod sounds folder i think is because itīs not working so im going to add one in entrie 91 and the other in 92 and see how them works :salute:.

TheDarkWraith 03-05-11 08:12 AM

Quote:

Originally Posted by Gravina (Post 1612658)
I added sound and starshells to some ships and im having only starshells working so far, seems that only the head of the convoy shoots the starshells
no sounds rn, the sound used is the scc announcement and horn/whistle for civilian ships, i was unable to find this sound in the mod sounds folder i think is because itīs not working so im going to add one in entrie 91 and the other in 92 and see how them works :salute:.

Only one ship has this ability currently (The NLL I believe). Until I release this with all ships completed you won't get any other ships to work.

Gravina 03-05-11 12:34 PM

Ops kk, then waiting to this nice feature.

Flares looks nice hope the sounds do the same :salute:.

TheDarkWraith 03-05-11 12:38 PM

Quote:

Originally Posted by Gravina (Post 1612832)
Ops kk, then waiting to this nice feature.

Flares looks nice hope the sounds do the same :salute:.

The NLL ship has the starshells enabled and the ship's horns/whistles enabled. Create a single mission with it and you can see/hear these features in the game.

Church SUBSIM 03-05-11 01:41 PM

http://i1117.photobucket.com/albums/..._fxresults.png

So I am off the east coast of England when I come across a unescorted convoy,with no less than 6 troop transports and 6 tankers and various other merchants.
It's Christmas in March!

I set up my attack and release my first fish (rear shot at a tanker) when all of a sudden all the ships start adjusting speed and direction.
They've seen my scope ... but why are they firing all of their guns ... and in the air?

Better make the attack on this Troop Transport that is now about 400 meters in front of me ... set the torps depth ... check the AOB ... looking good ...
bow caps open ... right in front of me the transport bursts into flames. Several bombs find their mark and rip through the ship.
Huge fireball, debris flying everywhere ... and I start taking damage. WTF! The radio, electric motors, stb diesel and hydro are all damaged.
I have minor flooding.

I look around in the scope and it's the Luftwaffe attacking the convoy! How great is that! I watch for a few moments as they orbit, pick a target, make diving attacks ... ON ALL MY TARGETS!
They sky is full of flack and explosions. Ships, my ships, start bursting into flames. Pieces flying all over.

Seems my contact report I sent prior to my dive was received and acted on. Now they are here and I can only assume that because
I was within 400ish meters of the Transport that one of them attacked I took residual damage! That or they missed with a bomb and it hit me!

After my initial hit on a Medium Ranger Tanker I managed to get another tanker and
two of the Troop Transports. The luftwaffe inflicted major damage, hitting no fewer than six ships.
(All the planes were shot down from what I could tell).

For the next hour or so, it was amazing. Ships that had been hit suffered internal explosions to various degrees.
Nothing was the same on each ship, some would slowly go under as fires spread, others looked to be containing the fires
when all of a sudden a massive explosion would tear it apart. After each sinking a oil slick would mark the spot of the ships
final moments. Some where black, others were black with a little white in them. Non on end, all looking ... well ... like oil slicks.
Fantastic!

All tubes expended, the motors in various states or repair, the main pump was restored.
Dieter Epp almost wet himself. The convoy is trying to reassemble after taking sever losses from the air
and under the water.

This is what the game was meant to be. I would say that version 0.0.13 is working very well.


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