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

TheDarkWraith 03-04-11 12:35 AM

Quote:

Originally Posted by Overboard (Post 1611794)
Ok..so i don't need to reverse 4 and 5 then. :D

Depth keeping fix needs to be last since it modifies the .sim files

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

Overboard 03-04-11 12:51 AM

Thank you TDW. :up:

mobucks 03-04-11 01:36 AM

about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.

I read in the other thread, about SOAN including ship info, as well as weak spots to aim for critical hits. Is this somehow able to be implemented into SH5? Rewarding marksmanship would go a long way to improving the gameplay as well as immersion.

Magic1111 03-04-11 04:49 AM

Quote:

Originally Posted by TheDarkWraith (Post 1611828)
Depth keeping fix needs to be last since it modifies the .sim files

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

Okay, the above order I understand, no problem!

But two questions please:

1.) What is the correct order with "Intelligent Random AI (IRAI) version 0.0.30" ? At which position must be this MOD ?

2.) I have in my install all MODs from postion 1 - 5 in this order and IRAI 0.0.30 (see question 1).

Do I need the two additional MODs that comes with FX update (UHS-Fix and BARF) and what is then the complete correct order with these two Add-Ons ?

Maybe is this then the complete right MOD-Order for me:

1. MO
2. MO patch 2
3. UI 6_4_0 test version 8
4. FX update v13
5. UHS-Fix (Add-On from FX Update v13)
6. BARF (Add-On from FX Update v13)
7. depth keeping fix
8. IRAI 0.0.30
9. Air Torpedo MOD (because # 8 overrides # 1)

Can anybody please this order verify or change to correct ?!

Many thanks and best regards,
Magic:salute:

charognard 03-04-11 05:00 AM

I think it must be :

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

But TDW would confirm it...

TheDarkWraith 03-04-11 08:13 AM

Quote:

Originally Posted by charognard (Post 1611907)
I think it must be :

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

But TDW would confirm it...

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

TheDarkWraith 03-04-11 08:15 AM

Quote:

Originally Posted by Stormfly (Post 1611667)
i wonder if it would be possible to have fires inside the sub, or maybe tower or the deck gun coud catch, but after diving this should stop then :D

Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)

TheDarkWraith 03-04-11 08:19 AM

Quote:

Originally Posted by mobucks (Post 1611852)
about the fires, something to consider is that since vanilla, they start way too easily, at least from the deck gun. A standard merchant taking a shell to the bridge can light up like it took a direct hit to a warship's ammo magazine.

this can easily be tweaked by editing the \data\Zones.cfg file for the fires.

ReallyDedPoet 03-04-11 08:20 AM

Quote:

Originally Posted by TheDarkWraith (Post 1611994)
Hmmm...that's something I'll have to test....the sub being able to catch fire (and the conning tower also)

Would be a great addition if it can happen :yep:

Gravina 03-04-11 08:59 AM

Hi TDW i have some dubts related to the mod.

1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?

2) What means exactly BARF? and what this mod do exactly?, same with UHS.


Since im not english is dificult to figure it out. :salute:

TheDarkWraith 03-04-11 09:27 AM

Quote:

Originally Posted by Gravina (Post 1612036)
Hi TDW i have some dubts related to the mod.

1) I read the documentation and there are 2 txt documents related with starshells and sounds on the ship, are these options activated by default?

2) What means exactly BARF? and what this mod do exactly?, same with UHS.


Since im not english is dificult to figure it out. :salute:

1) only one ship has them enabled so far - the NLL ship. I have to add the ability to other ships yet

2) BARF is a mod made by Arclight that changes the damage model of the ships to sink by flooding over time

3) UHS is a mod by ddrgn that changes the dynamics of the subs with waves and also sets some historically accurate ammo loadouts and such

ReallyDedPoet 03-04-11 09:53 AM

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

If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?

TheDarkWraith 03-04-11 09:59 AM

Quote:

Originally Posted by reallydedpoet (Post 1612069)
If I am not running MO I take it I install UHS, BARF, then UI, FX Update, then 4 & 5 on the above list. Also does it matter which version of BARF I use?

Doesn't matter which version of BARF you use

ReallyDedPoet 03-04-11 10:01 AM

Quote:

Originally Posted by TheDarkWraith (Post 1612073)
Doesn't matter which version of BARF you use

So the order I mentioned is fine.

TheDarkWraith 03-04-11 10:07 AM

Quote:

Originally Posted by reallydedpoet (Post 1612074)
So the order I mentioned is fine.

yep :up:


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