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Update #2
The aircraft loadouts are for the most part messed up or not working as they should ( Depth Charges in particular ) in the basic TWOS. Fixed the aircraft depth charges, now they work as planned! |
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I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment. |
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- Unhistorical loadouts - There are no external wing racks for the bombs/DC ( 3D models already built ) - Most of the aircraft ( if not all ) that were, IRL, equipped with depth charges in the current TWoS are not or they are equipped with a DC loadout that do not work ( No DCs dropped at all even if the node/bone is equipped with them). I have still to double check this well but my initial impression is that the DC_Cluster acts as a sort of dummy DC. ( I haven't seen any DC dropped when the aircraft's relevant node is equippped with them, but further tests are needed to be 100% sure about this ) - Some aircraft should be removed ( e.g the Go 229 ) due to the fact that they never left the project table. IMHO useless to do all that we can to match the realism and then having spaceships flying around :haha: ( Very personal point of view be clear, I do not intend to criticise the TWoS author/s in any possible way.Their work has been amazing, it's simply that I like some stuffs implemented in a different way ) - I have yet to find ( only because I haven't still looked at it ) where the aircraft damage model files are located because the aircraft DM, IMHO, is beyond arcade. In the tests I've made so far you can let explode a PBY Catalina or a medium/large bomber with a couple of shots. My initial feeling after seeing this ( as an aviation passionate ) was a bit MIEOWWWWW... :haha: - The good part is that most of the aerial weapons use a .DAT file so importing the new ones in the game should be, in theory, pretty easy and fast. ( I have already built all the necessary 3D models, I need simply to import them and then update all the aircraft loadouts accordingly ) - I have still to determine/know what is that controls the aircraft behaviour ( if not hardcoded ). Let's say that I would like to understand certain aircraft behaviours. In particular: a) What controls how many bombs are dropped in a pass? ( So far I saw the bombs/DC dropped just one a time ). My guesses are 2: or is something hardcoded or some of the nodes are not correctly positioned ( For example, IIRC, in SH3 if the node was set too close to the aircraft the DC of interest didn't work ) b) Why sometimes the aircraft drops the bomb/DC others not? ( My guesses: wrong speed set for the waypoint, wrong aircraft alignement with the target or too low level of experience of the aircraft of interest set in the ME ) *My thoughs behind this: I'm a passionate WW2 aviation lover so I would like to have the aircraft in the game as much closer as possible to their real counterparts. Aircraft were extremely deadly for U-boats, I would like to have them more dangerous in respect to what we got actually. ( Too easy to deal with them currently, IMHO ) |
Small and very quickly edited video of the DC at work ( higher resolutions will become available when the YouTube Lords will gently end to process the video quality ).
Enlarge it for a better view at least until the higher res will be not available if you have a high res monitor/screen. https://youtu.be/AJM5ng71Mj0 |
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As reference:
Aircraft Loadout Types from TWoS Original ( Weapons Only ) Bomb_100kg Bomb_250kg Bomb_500kg Bomb100lb ( 45,35 kg ) Bomb2000lb ( Halifax, 2000 lb = 907,18 kg ) * The only aircraft using this bomb Bomb_Cluster ( US Heavy Bomber Med War ) Torpedo_Mk15_aircraft _launched ( Avenger ) MK24_TORP ( Avenger ) 3InchRocketGB 5InchRocketUS DC_Cluster ( Mosquito Mk VI ) * Detonation Depth -15 Meters - Located in Cluster.DAT --> Node DC_Cluster - 4xDC AirDepthCharge_45m ( PBY Catalina ) * Detonation Depth -45 Meters - Located in Bombs2.DAT - Single DC AirDepthCharge ( H6K ) * Detonation Depth -10 Meters - Located in Bombs.DAT - Single DC Airborne_DC ( BV 138 ) --> Not yet found ( But not a big deal because I've found only the BV 138 equipped with them ) DummyBomb Notes * = The aircraft indicated between brackets indicate the aircraft used for the tests or only as reference, not all the aircraft equipped with the weapon of interest ** = Still to be tested but IIRC from SH3 the empty weapon nodes ( B ) must be not left empty but filled with the dummy bomb otherwise the aircraft will not perform fully as planned ( The typical example is the aircraft equipped with weapons not performing any attack run or not dropping any bomb/s ) *** = If the kg are indicated between brackets it means that is a value not used by the game but there only as an easy personal quick reference ( I'm more accustomed to deal with the metric system being from Europe ) **** Aircraft equipped only with basic loadout AF_Fulmar AF_HurricaneMkI AFB_FW_190A5 AFB_Jak_1 AFB_La_5 AFB_MiG_3 AFS_Beriev_KOR_1 AFS_Beriev_MBR_2 ALB_B17Fortress ALB_Wellington ALBS_USEarlyWar ALBS_USLateWar ALBS_USMedWar Arado_Ar196 AS_USHeavyBomberVLR AS_Walrus As_Z501 ATB_Avenger I've put here all the aircraft I've found equipped with the basic loadout only, as reference. ( Every aircraft will be, if needed and especially when I will correct or I'll add new loadouts, treated independently ) ***** Bombs and DC .DAT file Location: C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\data\Library Reference Images ( Click the image of interest to enlarge it ) Bombs https://i.postimg.cc/SqCXRt1Y/Bombs-1-DAT.png Bombs 2 https://i.postimg.cc/tX8TChhz/Bombs-2-DAT.png Clusters https://i.postimg.cc/1syztRNb/Clusters.png Mk 24 https://i.postimg.cc/WjG3TqtM/Mk24-DAT.png New Air-drop Weapons ( Early Development, Only place-holders for the time being ) https://i.postimg.cc/jKMjD0Q5/New-Weapons.png ------------------------------------------------------------------------------------------------------------------------------------ * Other Torpedos, Dummy Bomb, Dummy Torp coordinates only, no 3D object |
Good day
I've tried your ship smoke mod and I haven't made a mistake yet. Good work.:Kaleun_Thumbs_Up: Wow, those water geysers from DC are perfect. Are they from SH3,4? won't you release the mod of these explosions for tests? |
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2- They are from SH5 ( TWoS Mod Last version + Last Update ). They are already in the game no need to add them mate ;) You can have them by simply installing the TWoS Mod! ( Highly suggested, it's an absolutely amazing and impressive mod! ) |
Two questions about the mission editor:
1- I create the mission, I save it, all ok...when I build the mission I select a Type VIIC then, instead when playing it in the historical missions menu/list I can only select the VIIA or VIIB. What I'm doing wrong? 2-How to you set the title of the mission? ( I mean the one displayed in the historical missions menu where there are listed all the missions available ) My mission displays only the date, while the other ones ( the ones already present ) display both the title and the date. Thanks in advance! ;) |
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Thank you for your answer. Unfortunately, I don't understand much English. I have TWoS installed since update 1.4. so if I understood you well, then the improved water geysers are already in the latest update TWoS 2.2.22.? I play TWoS quite regularly and unfortunately I don't have the geysers in the game. Only the SH5 classic. It is possible that I have a bad installation I do not know.:k_confused: |
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Mission -> Language Localization -> Click "Mission Title" and then write title in empty field below. Some thoughts regarding issues you've noticed with aircraft: - SH5 aircraft AI is not the sharpest tool in a box, some ahistorical configurations might be a compromise in order to get AI to do its job - vdr1981 would know more about that. - you can find basics about how damage model works in TDW's post I linked in this thread. Basically: invisible (and very simplified) DMG_col model is responsible for hit detection, and damage boxes (not spheres) in .zon file - for actual damage (like engines, fires, wings falling off). If aircraft is hit where no damage boxes are present, it simply loses hitpoint until it runs out, at which point it will explode. You are right about model being currently extremely basic and not even fully using potential offered by the engine. It could be much improved, though doing it for all planes is a ton of work. - Loadouts: aircraft spawn by airfields in campaign will use basic loadout every time from what I understand of vdr1981's earlier posts. This means any loadout except basic is only useful for single missions or for manually placed air groups (which are very few currently, most air traffic is generated by airfields). EDIT: also, if you are interested in improving aircraft in SH5, check out this thread by gap where many issues with planes are discussed: https://www.subsim.com/radioroom/sho...d.php?t=247344 |
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*Použil jsem překladač, takže doufám, že jsem nenapsal nějaké kecy :haha::haha::haha: |
@kapuhy
1- Many thanks for the replies about my questions! I will try to find a solution about the point #1 but later on ( It's not super important now, I can somehow run and test the mission ). 2- About the DM it should be feasible to improve it. Lot of work sure but surely feasible ( The more I get accustomed again to work with the game files, the more I remember how it works to modify the various stuffs ). Fortunately the GR2 program is quite intuitive and easy to be used ( at least for things I've checked so far ). Sometimes it crash but basically it works on the false line of SD3 so I do not expect eccessively big troubles in using it. 3- About the loadouts: if so, fixing/modify them will be fortunately pretty easy to be done. Said very briefly, if so, I will simply edit the basic loadouts accordingly to my/our preferences. 4- About the link to aircraft discussion: Thanks for the link it was already bookmarked in my favourites ;) 5- Other stuffs: Yesterday I've checked carefully all the various aircraft weapons ( apart from the Airborne_DC of the BV 138 that I have not yet found where is located ) and I've probably understood why some of them are not dropped every time that the aircraft make a pass ( Basically said I need to modify the max/min angles at which the bombs can " fly " during their path + some others parameters here and there ). Basically all the aircraft weapons works but there are some that seems to work better than others. For example, The DC_Cluster works but the aircraft behaviour it's much more better if you set the single DC for each aircraft B mode. Said so, now that I've generally understood how the aircraft/weapons behave, in the next days I'll work mainly on them until I will reach a point that satisfies me. It's a lot of work, so it will take time but it's fully feasible. There is no hurry, one step a time we will improve the TWoS features hopefully to render it even more cool ( ...and the basic TWoS mod is already a blast !!! ). Again, permit me to say thanks to you for your help. It's absolutely crucial, IMHO, having experienced persons like you helping me in the various steps of this journey. Your advice and help are always more than welcome here, many thanks my dear mate!!! (...and I can't wait for when vdr1981 will be able to fully join the discussion here after his busy period! ) Exciting times ahead!!! :salute: |
Thank you for answer.
I still can't believe him. That was one of the things that bothered me on the graphics page in SH5. Those bad geysers of water after a depth charge exploded. I am very happy that there has been a reworking. I will have to read the update in which it was added. Just to be sure. Could you post here a video of DD throwing depth charges and subsequent water geysers? I want to be sure before I start drilling into the game installation. I haven't had any major problems with TWoS yet, so I'm very surprised by this. Thank you for your understanding and I would also like to thank you for your work and activity in the TWoS community.:Kaleun_Applaud: |
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