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It's never taken me more than 2 torpedos to sink a CV with stock SH4.
Usually 1, MOT. Rolls over and sinks, very time. |
have a couple of photo's to show something
http://static.filefront.com/images/p...p.thumb250.jpg
http://static.filefront.com/images/p...e.thumb250.jpg http://static.filefront.com/images/p...v.thumb250.jpg http://static.filefront.com/images/p...j.thumb250.jpg http://static.filefront.com/images/p...u.thumb250.jpg http://static.filefront.com/images/p...f.thumb250.jpg http://static.filefront.com/images/p...u.thumb250.jpg http://static.filefront.com/images/p...u.thumb250.jpg What this is showing is the differnt interiors behind the holes if ALL of the 2D interiors are added instead of just the couple of ones thrown in since the patches for the game. And the secondary underwater explosions you get as the ship sinks more and more once the crash depths are set deeper. The second under water explosion was at or around 100m the first pic was around 200m. Also one of the photos shows the dc bubble effect from using it as an effect for fuel and oil in engine rooms and fuel bunkers and those bubbles float up to the surface in a long trail from the ship up. Somthing you may want to add for effects in your Zones file Redwine. If you want the config files for the ships with the 2d interiors let me know. BTW this is a mogami with working FM1 planes they exploaded off the deck shortly after flipping it happend so fast I didn't get a pic. |
here are some cargo ship interiors & dc bubble effects
these first 2 are oil fires on a tanker
http://static.filefront.com/images/p...n.thumb250.jpg http://static.filefront.com/images/p...f.thumb250.jpg now this is dc bubble effects for freighters the second shot is from a ship split in half and bubbles comming from both halfs sinking at differnt rates http://static.filefront.com/images/p...i.thumb250.jpg http://static.filefront.com/images/p...i.thumb250.jpg here are a couple of interior shots for freighters the first is a fuel bunker then an engine room and cargo hold holes http://static.filefront.com/images/p...c.thumb250.jpg http://static.filefront.com/images/p...g.thumb250.jpg |
But here comes my big question and hope
Does anyone now how to make an effect that makes lets say ship bubbles or dc bubbles look like oil instead of bubbles and have it as an effect of it's own? I see that some guys are changing fire effects so why not this? I don't know how to do that stuff other wise I would do it myself. Then from there we need someone that knows how to create an oil effect on the surface f the ocean as well. A reason for fire to burn on the surface of the ocean without a ship.
And could someone tell me how to change how often or how soon you can send contact information to sub command? I just saw 2 invassion / landing forces only a couple of hours appart from each other but could not report the second one because it was too soon. Sometimes I have noticed that if you send a status report you have to wait for a while before you can send a contact report as well. How do you change this? |
Hi all...
I was off-line due to internet connection loss... I am watching your new cargo definitions Leo, all them are explosives... may be nice to have lot of fire works, did you tryied them ? I will... About to put cargo inside the carriers, do it need to rework all the campaign layers ? I was testing with carriers, plus i improve the kongo, the problem with kongo was it's armor... too low. About the carriers, the problem i found when i make them more strong is the loss of fireworks. But they become strongest. Still testing... |
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Did you tryied the new underwater explosion sound from Incognito i added in the last version... it has a some kind of reververation effect, but is is audiuble only from inside the sub, into the control room, or conning tower only.... secondary explosion pick up this sound. Quote:
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I alternated the types of cargo
freight for a while then ammo then freight crates and then ammo crates and changed dates for each load so it will alternate over time but you put all of this is the ships config file. As long as it is in the config file it will work you do not have to do the campaign layers for the cargo.
BTW I loved the new sound effect you have for the DD's and Freighters just get a tiny bit of crackling from them but other than that it sounds great next to them and in the hydraphones. And here is an example of one full set up I have for one freighter this is for one not all of them. [Unit] ClassName=KMCSHeito 3DModelFileName=data/Sea/NKMCS_Heito/NKMCS_Heito UnitType=102 MaxSpeed=17 Length=103.6 Width=14.94 Mast=30 Draft=7 Displacement=4466 DisplacementVariation=20 RenownAwarded=150 CrewComplement=20 SurvivalRate=80 SurvivalPercentage=20 [2DCompartments] UnitPos=95,0,326,27 NbOfComp=4 Name1=Propulsion Area1=103,0,30,18 Name2=Keel Area2=166,0,187,10 Name3=Engines Room Area3=214,13,71,18 Name4=Fuel Bunkers Area4=287,13,30,18 [Cargo 1] StartDate=19380101 EndDate=19420620 NodeName=Ammo Crates CargoType=1 [Cargo 2] StartDate=19420621 EndDate=19421220 NodeName=Freight Containers CargoType=0 [Cargo 3] StartDate=19421221 EndDate=19430620 NodeName=Ammo Containers CargoType=0 [Cargo 4] StartDate=19430621 EndDate=19431220 NodeName=Freight Crates CargoType=0 [Cargo 5] StartDate=19431221 EndDate=19431220 NodeName=Ammo Crates CargoType=1 [Cargo 6] StartDate=19431221 EndDate=19440620 NodeName=Trap Container CargoType=1 [Cargo 7] StartDate=19440621 EndDate=19441220 NodeName=Ammo Containers CargoType=0 [Cargo 8] StartDate=19441221 EndDate=194612231 NodeName=Freight Crates CargoType=1 All of the 2D information is actualy in the Dat files of the game already you just have to place them in the config files of the ships in the proper area but I have all of this done if you want the files to add with your Mod. |
Redwine I just sent you all of my ship files
With the cargo's and 2d interiors in a rar file okay?! just make sure if you use them that the guys for JP Ship Dimmension fix and Nematodes MerchantHPfix get credit for this as well because their stuff is included in my files.
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Why you do not release a stand alone mod ? May be interesting for people who dont like Die Slowly... I was checking your zones, and i note, the "big balls of fire" are lossed in most of the before situations where they happened before. Not sure why for ....:hmm: I will try to include some of your adds on my file. |
Because seeing you put this out first
I would rather work with you and just make a combined effert. Between the 2 of us we should be able to make something totaly awsome. I don't like stepping on toes and there is no reason why we can't work together on this.
And yes your right I do need to change some of the effects around. What happend is I screwed up my original game files made some changes without using JG and had to uninstall everything and put it back in but I forgot to save all the MODS and what not someplace else, I was so pissed off at myself! So I had to start from scratch. So I am slowly getting it back in order from memory but my memory sucks to say the least so it is a step by step process. |
I really have to compliment you on one thing
With setting the flooding times longer I have gotten some interesting effects from ships bobbing up and down in the water tail first to nose first and having destroyers taking 15 to 30 min to die and so much more.
To be honest I never thought of doing that. My hat is off to you on that one. |
another compliment
That sound effect you have for explosions is awsome the depth charge one! When a torpedo prematurly explodes or a depth charge goes off it reminds me of "Hunt for Red October" when they used the sonar pings to confirm things. When the sound hits the hull of your sub in the game it reverberates throughout the sub and wakes you up big time! LOVE IT!!
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fantastic
just wanted to say thank you for all your efforts, it is fantastic.
playing latest version, found no problems:up: thank you very much regards doc1133 |
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:up::up::up: |
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A new version Stage 14 is out... check the new topic, there are many news ! http://www.subsim.com/radioroom/showthread.php?t=116948 |
leovampire,
Please, check pm. Thx :cool: DS |
Thanks Redwine
What you did is very much apreciated and you know what I mean! Great work BTW I couldn't have done better just not a great HEX code reader. Your the best!
And Thanks DarkShip for noticing and for making it even better! Got your PM and made the changes. To bad not everyone in this world care's about their stuff as much as the guys and Moder's do in here! |
Well Redwine
You did a good job with strengthing the Carriers at least 1 of them I had a Hiryu get away in a task force with 3 torpedo hits and 3 vissable holes but the Shokaku went down with 2 holes. But at least it isn't as easy to sink one as it use to be.
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Please continue discussion on the Stage 14 topic :up::up: |
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