SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

gap 03-17-11 03:40 AM

Quote:

Quote:
Originally Posted by Dignan
Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?
Yes because I made changes to the submarine .sim files.
Hi TDW, I start to get confused here. Is my mod list correc?

SH5.exe patch to fix broken hydrophone station
NewUIs_TDC_6_4_0_t9_ByTheDarkWraith
Hydro_mod
SUB_hyd_fix_SH5
sobers realistic hydrophone operator SH5
U-boat Historical Specifications 1.4
FX_Update_0_0_15_ByTheDarkWraith
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes

I posted it in another thread too. Sorry for the double post, but the first one was about another topic, anyway... :)

Sepp von Ch. 03-17-11 05:40 AM

QUOTE: Are the FX_Update_0_0_15_BARF_1_3_Full_Fix' and the 'FX_Update_0_0_15_UHS_Fix' mods necessary if we are also using BARF and UHS?


Quote:

Originally Posted by TheDarkWraith (Post 1620883)
Yes because I made changes to the submarine .sim files.

But the mod Better And Realistic Flotation is already included in your mod FX_Update_0_0_15_BARF_1_3_Full_Fix or not?

I use:

UHS mod
FX_Update_0_0_15_ByTheDark....
FX_Update_0_0_15_BARF_1_3_Full_Fix
FX_Update_0_0_15_UHS_Fix

Or I must first activate the Better And Realistic Flotation mod (BRF 1.3 full)- http://www.subsim.com/radioroom/show...164953&page=12 ??

Trevally. 03-17-11 05:43 AM

"FX_Update_0_0_15_BARF_1_3_Full_Fix" is the full mod.

you do not need "BRF 1.3 full":up:

Meldric 03-17-11 06:07 AM

Are they actually the same? Sorry, I am at work and cannot compare myself... :)

Trevally. 03-17-11 06:21 AM

Quote:

Originally Posted by Meldric (Post 1621152)
Are they actually the same? Sorry, I am at work and cannot compare myself... :)

No not the same as TDW has added info to the FX_Update_0_0_15_BARF_1_3_Full_Fix that makes it work with FX.

This is because they share a file, so one would overwrite the other and you could only every have one working. This way both the FX and BARF mod will work.

Dignan 03-17-11 06:57 AM

I'm beginning to see why people would opt to just use TDW's mega mod.

DarkWraith, I assume your mega mod includes BRF, IRAI, FX update etc, etc, no?

SashaKA001 03-17-11 12:49 PM

:yeah::yeah::yeah:

http://i2.imageban.ru/out/2011/03/17...853074c2f3.jpg

TheDarkWraith 03-17-11 01:07 PM

there is only one diesel? Don't understand :06:

SashaKA001 03-17-11 01:17 PM

Quote:

Originally Posted by TheDarkWraith (Post 1621417)
there is only one diesel? Don't understand :06:

all is well.:yeah::yeah::yeah: after the attack aircraft, I have broken down all the batteries, and one diesel. go to base for repairs.:rock:

Church SUBSIM 03-17-11 06:47 PM

delete plz

Chevelless 03-17-11 10:43 PM

Some small suggestions=)

will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds?
And the reflection of red flare on the water a bit too red I think.
BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod?

stoianm 03-18-11 10:32 PM

@TDW you can do the same thing like here:

http://www.subsim.com/radioroom/showthread.php?t=181513

from SH5 too?

thanks

TheDarkWraith 03-18-11 10:40 PM

Quote:

Originally Posted by stoianm (Post 1622844)
@TDW you can do the same thing like here:

http://www.subsim.com/radioroom/showthread.php?t=181513

from SH5 too?

thanks

already working on it. Just about done :up: SH5 is a little harder to do than SH3/4. It won't be part of this mod but rather part of IRAI.

stoianm 03-18-11 10:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1622849)
already working on it. Just about done :up: SH5 is a little harder to do than SH3/4. It won't be part of this mod but rather part of IRAI.

:rock: - i must to check if you are for real and you are not an computer - maybe i will make you an visit when i will do some travells in USA nexts months:haha:

how much time you plan to alter the DDs sonar when is underwaater noise? - the amount of time between the first drop charge is touching the water and untill the last one explode?

TheDarkWraith 03-18-11 10:51 PM

Quote:

Originally Posted by stoianm (Post 1622852)
:rock: - i must to check if you are for real and you are not an computer - maybe i will make you an visit when i will do some travells in USA nexts months:haha:

how much time you plan to alter the DDs sonar when is underwaater noise? - the amount of time between the first drop charge is touching the water and untill the last one explode?

If I tell you the amount of time the disturbance lasts then it would ruin the effect and you wouldn't have to guess :03:

stoianm 03-18-11 10:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 1622856)
If I tell you the amount of time the disturbance lasts then it would ruin the effect and you wouldn't have to guess :03:

nice... surprise is better... we will test and test... and we will find an solution to defeat your evil IRAI... but i am almoust sure that will be random:)

jean74 03-19-11 05:20 AM

Another "MUST TO HAVE" !!!

Many thanks to you TheDarkWraith. Yesterday I made few tests with FX 0.015 and IRAI 0.30.

Your work is just fantastic :yeah:. Many, many thanks to you !!!! :salute:

Take care,

Kind regards,

Jean

TheDarkWraith 03-19-11 06:24 PM

Quote:

Originally Posted by Chevelless (Post 1621893)
Some small suggestions=)

will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds?
And the reflection of red flare on the water a bit too red I think.
BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod?

I don't know how to fix the small lag problem with the red flare shot by ships. I only see this happen every so often. The game is calling an effect just like it calls any other effect so I don't understand why it lags every so often :hmmm:

Red flare reflection is too red or the opacity is too high :06:
I'm working on new effects :up:

TheDarkWraith 03-19-11 08:23 PM

Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D

stoianm 03-19-11 08:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623550)
Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D

by catastropphic explosion you meean that the ships is spliting in 2 or you are talking about of fire, debris etc.. because i tested the magnetic torpedos... i was in Range and AOB practice and i put an electric torpedo .3 meters under the keel.. i folowed the torpedo with my external camera underwater and the torpedo exploded under the keel and splited the ship in 2 pieces


All times are GMT -5. The time now is 09:05 PM.

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.