![]() |
Quote:
|
Quote:
|
Quote:
Bill |
progress update:
you wont believe what kind of stupid bugs i come across when remodeling the layouts. Imagine some ships have their main compartments all the way above the water line. LoL now that makes sense why those ships were so hard to balance. In stock game that ships were sinking only by keel damage. Ubi has just set the keel for those ships extremely weak. Anyway i just fix bugs and replace every compartment where it makes sence. You will be stunned by results :-). Right now finished with small and mediums and now working on large ones. That being the hardestnto balance because they have most bugs and they have more compartments by nature. |
The ship with retarded compartment layout... are you perhaps talking about the Medium Old Split Freighter?
|
WernerSobe:
This is awesome news! Thank you so much for taking your time with this thing, fixing the stuff the devs didn't have time to. Bill |
He WernerSobe, you're doing a hellovejob CHEERS
|
Yessir, thanks for taking all the time to make this game that much more realistic. When all the mods in progress get done, I'll have to re-enlist just to play:arrgh!:
|
This is turning into an extremely important mod.
<<S>> tater PS---I wonder if the seemingly random placement (or lack of) of damage textures (thinking torpedo hits here) has something to do with the FUBAR models... |
progress update:
finished with all merchants now working on destroyers. look at a funny bug that i have found in shiratsuyu destroyer. http://img521.imageshack.us/img521/3434/bug1io7.jpg this little ff was risponsible for shiratsuyu destroyer being so much stronger then other. Let me explain... The selection defines armorlevel for a certain compartment. Its a floating point value that says how much armor is applied to that compartment. If that value is set to -1 the game automaticly ignores it and takes the armor value which is defined in zones.cfg for that type of compartment. This is actualy always the case. Its just a placeholder if you wanted to override the properties set in zones.cfg you could do that here. Now lets look at the value. FF 00 80 BF is converted to decimal -1.00003039836883540 when the FF is replaced by 00 the value 00 00 80 BF becomes exactly -1 Now the game expects either -1 or a positive value here. If its zero or a negative value the armor becomes infinite. That little mistake made some compartments of that vessel being undestructuble. |
I second that I recon this guy should win any mod competition
Quote:
|
check this out :-)
http://img488.imageshack.us/img488/5...4311039mp0.jpg notice the extra fire effects and smoke development. This is stock fire and smoke no mods over it. Ive just added more effect generators to every ship. Also notice the ship has been broken in two parts, while both parts are sinking correctly like V not like A. They will now also be considered as two different objects following their own physics. So it can happen that one part sinks faster then other if it took more damage. btw. finished with destroyers. I get used to the numbers so it goes faster now, and i read the .zon files like books already :-). Ive evolved some kind of "feeling" for the right values. I need less testings now till i have what i want. |
Nice!
Amazing work. <S> tater |
What we have here is the single most important modification for SH4.. A work that goes to the very heart of what it means to simulate reality
Thank you for the extraordinary effort your putting in to this. You should be very proud of the work your doing. :up: |
My underpants are becoming really tite, I just cant wait for this , plus the updated enviro mod which is also on the way then theres the Atlantic
Sharks mob who seem to be brewing up something, its a cornnacopia for sub simmers at Sub sim radio room go the modders!!! Quote:
|
All times are GMT -5. The time now is 12:23 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.