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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Trevally. 11-08-13 05:38 PM

Quote:

Originally Posted by privateer (Post 2139073)
Missions\Artic_Convoys_M\AC_PQ_Commando files

That's stock SH5 though.

Thanks privateer - I will check that one out:yeah:

gap 11-10-13 05:56 AM

Quote:

Originally Posted by Trevally. (Post 2138974)
@ Gap
How did you get on with the reduction in cables?

I am working on it :up:

Targor Avelany 11-10-13 02:45 PM

http://imageshack.us/a/img29/5143/xd11.jpg

http://imageshack.us/a/img14/1690/h8om.jpg

Madox58 11-10-13 02:47 PM

That's purtty!
:up:

gap 11-10-13 03:33 PM

@ Targor :o

simply awesome!
(I mean your model and privateer's new avatar ;))

THE_MASK 11-10-13 03:44 PM

Regarding the scapa raid . Should it be fairly easy to enter the harbor during the raid thru the eastern passage like historically . Then after the raid date is cmpleted add lots of nets , dds etc .

Katze 11-12-13 12:19 PM

Quote:

Originally Posted by Trevally. (Post 2138827)
Thanks guys:)

To fix this should not be hard - the hard part if finding the correct mission.mis file that is wrong. Looking that the save game tsr file did not help, but it was worth a try:oops:

next attempt should be to scan the mission folder with a text editor looking for any files with "bear island" in it.
Text-crawller is the one I used to use as it can scan subfolders.

the folder that needs to be scanned is (not at my games PC so guessing here) data/campaign/campaign projects/missions/artic convoys

so if anyone has some time to try this and identify any .mis or .tsr file that has bear island - that would be great

:up:

Thanks for looking into that.

While you're checking missions in the Arctic Convoys campaign can you also check Soviet Waters please?
The marker appears north of Trondheim even though the description is to patrol north of Murmansk and Arkhangelsk, and my first mission marker ( To "Intercept convoy and sink at least 1 escort" ) was further West of that.

Arctic Convoys -Soviet Waters screenshot

When I did encounter a convoy and sink 3 ships near the Soviet Waters marker the kills didn't count for the Soviet Waters mission tonnage. I had already failed the intercept mission at that point.

I'm heading off to north of Murmansk but perhaps the mission marker should be moved to north of Murmansk and Arkhangelsk? I will see if tonnage counts over there.

Thanks!:up:

Trevally. 11-16-13 11:04 AM

@ Targor
Mines are looking great:yeah:

Quote:

Originally Posted by Katze (Post 2140238)
Thanks for looking into that.

While you're checking missions in the Arctic Convoys campaign can you also check Soviet Waters please?
The marker appears north of Trondheim even though the description is to patrol north of Murmansk and Arkhangelsk, and my first mission marker ( To "Intercept convoy and sink at least 1 escort" ) was further West of that.

Arctic Convoys -Soviet Waters screenshot

When I did encounter a convoy and sink 3 ships near the Soviet Waters marker the kills didn't count for the Soviet Waters mission tonnage. I had already failed the intercept mission at that point.

I'm heading off to north of Murmansk but perhaps the mission marker should be moved to north of Murmansk and Arkhangelsk? I will see if tonnage counts over there.

Thanks!:up:

:up:

I will move this

volodya61 11-16-13 11:46 AM

Quote:

Originally Posted by Trevally. (Post 2141636)
:up:

I will move this

I asked you to do it more than a year ago :O: :03:

Trevally. 11-16-13 12:08 PM

Quote:

Originally Posted by volodya61 (Post 2141658)
I asked you to do it more than a year ago :O: :03:

:D

Ah - this is good, I must be running out of things to fix:O:

Trevally. 11-22-13 09:05 AM

@ Targor & Gap - any updates guys:06:

:salute:

Targor Avelany 11-22-13 11:50 AM

Quote:

Originally Posted by Trevally. (Post 2143417)
@ Targor & Gap - any updates guys:06:

:salute:

Sorry for the wait, Trev. It has been pretty busy RL wise for me, so able to work only about 10-20 minutes a day on the model.
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.

Trevally. 11-23-13 05:30 AM

Quote:

Originally Posted by Targor Avelany (Post 2143455)
Sorry for the wait, Trev. It has been pretty busy RL wise for me, so able to work only about 10-20 minutes a day on the model.
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.

Thanks for the update Targor:up:
Take your time:yep:

Aktungbby 11-24-13 04:13 AM

Quote:

Originally Posted by distillery (Post 1792440)
great job

Welcome to the surface Distillery! on the occasion of post #1!:Kaleun_Salute:

gap 11-24-13 05:27 AM

Quote:

Originally Posted by Trevally. (Post 2143671)
Thanks for the update Targor:up:
Take your time:yep:

Sorry for the delay Trevally. Today I will start work on the planned updates, I hope to get them ready in a few hours. :salute:

On a side note, I have found some further information on balloons' physics. Apparently they were flown exactly as a kite, and they relied on hydrogene filling them as well as on wind force, for generating the lift needed to keep them flying. Depending on gas purity and on wind speed, they would have had a positive pitch (nose up) between 3 and 11 degrees, and the tension of their cable would have varied between 780 and 1120 lbs.

This is obviously clashing with my previous idea of balloons simply floating at mid air, and their cable hanging from them, free to form a catenary curve. Should I take the above information into account? :hmmm:

Sources:
http://www.britishpathe.com/video/ba...itle-heres-how
http://www.bbrclub.org/Theory%20of%2...20Balloons.htm

Quote:

Originally Posted by Targor Avelany (Post 2143455)
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.

I suppose you want to finish your model by yourlsef, and I won't take away from you the pleasure of doing it, but keep me informed anyway in case you need for help with any of the above tasks. :)

Re. poly reduction, have you tried using Softimage Mod Tool? Its Polygon Reduction tool is quite powerful. It lets you to customize many options, rendering the results on screen in real time :up:


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