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-   -   Is this right???? (https://www.subsim.com/radioroom/showthread.php?t=125040)

Jimbuna 11-16-07 11:54 AM

Reminds me of synchronised dying :lol:

.....or should that have been diving :hmm:

Turm 11-16-07 01:08 PM

I love the mod but the number of bodies in that particular event (I think RB said it was an 'oil_explosion' event) is excessive. Just one or two in each major explosion ought to be enough, such that in this type of circumstance you might get at most 15-20 people in the water when the whole ship goes up with a bang.

Let's not forget that this mod also adds new sounds, and in the near future we ought to be getting more of what we saw in the preview RB made available - ships sounding their horns (and so on) when they spot you or are attacked. That's something I can't wait for :yep:

As for the visual effects themselves, I'm still quite fond of the 1.06 alpha version. The smoke doesn't disappear instantly when the fire stops (though I believe it isn't affected by the wind either, but the lesser of two evils for me), no bodies, and not quite as heavy on my old AGP card due to less debris and no high-polygon (compared to boxes!) sailors.

candy2500 11-16-07 02:15 PM

Quote:

Originally Posted by Turm
I love the mod but the number of bodies in that particular event (I think RB said it was an 'oil_explosion' event) is excessive. Just one or two in each major explosion ought to be enough, such that in this type of circumstance you might get at most 15-20 people in the water when the whole ship goes up with a bang.

Let's not forget that this mod also adds new sounds, and in the near future we ought to be getting more of what we saw in the preview RB made available - ships sounding their horns (and so on) when they spot you or are attacked. That's something I can't wait for :yep:

As for the visual effects themselves, I'm still quite fond of the 1.06 alpha version. The smoke doesn't disappear instantly when the fire stops (though I believe it isn't affected by the wind either, but the lesser of two evils for me), no bodies, and not quite as heavy on my old AGP card due to less debris and no high-polygon (compared to boxes!) sailors.

i couldn't agree more about the 1.06 alpha version but i deleted it off the hard drive is there any place to download the 1.06 alpha

and im looking forward to the new stuff to and the new sounds are good. maybe its all the number of bodies that's causing the slow downs as at that point is where my computer starts struggling ..... its a good mod but all the bodies stop it from being very good...

3Jane 11-16-07 03:47 PM

Quote:

Originally Posted by candy2500
Quote:

Originally Posted by Turm
I love the mod but the number of bodies in that particular event (I think RB said it was an 'oil_explosion' event) is excessive. Just one or two in each major explosion ought to be enough, such that in this type of circumstance you might get at most 15-20 people in the water when the whole ship goes up with a bang.

Let's not forget that this mod also adds new sounds, and in the near future we ought to be getting more of what we saw in the preview RB made available - ships sounding their horns (and so on) when they spot you or are attacked. That's something I can't wait for :yep:

As for the visual effects themselves, I'm still quite fond of the 1.06 alpha version. The smoke doesn't disappear instantly when the fire stops (though I believe it isn't affected by the wind either, but the lesser of two evils for me), no bodies, and not quite as heavy on my old AGP card due to less debris and no high-polygon (compared to boxes!) sailors.

i couldn't agree more about the 1.06 alpha version but i deleted it off the hard drive is there any place to download the 1.06 alpha

and im looking forward to the new stuff to and the new sounds are good. maybe its all the number of bodies that's causing the slow downs as at that point is where my computer starts struggling ..... its a good mod but all the bodies stop it from being very good...


If you PM me your e-mail address, I can send the Alpha version mod file to you via 'yousendit'.

rik007 11-17-07 03:11 AM

Racerboy should be back this weekend then you can ask him right away.

Castout 11-17-07 03:52 AM

He's off chasing girls at the moment...sinking ships could wait:cool:

TheDarkWraith 11-18-07 11:31 AM

Quote:

Originally Posted by Castout
He's off chasing girls at the moment...sinking ships could wait:cool:

Chasing women, being under the water at 60-110 feet, diving shipwrecks, throwing back some alcohol....it was a great vacation!
Seems like I need to release a tweak file for 2.022 so that everyone can either add/reduce debris, add/reduce bodies, or whatever.
Realize that I partly control the body count on explosions. It's how the ship was 'designed' that ultimately controls how much debris/bodies. If the maker of the ship designated a certain part of the ship to 'splinter_explode' instead of 'small_splinter_explode' then you will get many many bodies in the water.
As far as sounds for ships (like the ship's annoucements and horns) I will continue working on this now and hopefully release this in a couple of days. That will ultimately be v2.03 and should have the tweak file mentioned above with it.
I'm still trying to sort out the smoke abruptly stopping and any other 'bugs' or additions on my list.

Samwolf 11-18-07 12:10 PM

IMHO, since we'll be able to adjust bodies (so far i haven't really encountered an excessive amount) and debris, if you get the disappearing smoke fixed and the sounds you want added, this mod will be perfect :up:

Wolfehunter 11-18-07 05:14 PM

You know if it was a troop transport or a passenger ship then that massive amount of bodies would look realistic. but a smaller ship. Over kill. I still laugh everytime I see that pic. Too funny.:D

Hartmann 11-18-07 10:29 PM

Yes too many bodies in a merchant ship are not very correct.

But is correct with a troop ship or big units, in sh3 i sink a troop ship , first damaged with one torpedo and finished with several deck gun fire, converting the ship in a hell of flames...:88) :roll: in this case could be a lot of soldiers on the decks

perhap could be good reduce the number and have a good compromise in numbers and realism.


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