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

TheDarkWraith 03-29-11 09:00 PM

Figured out why we get the fireballs when an airplane explodes. Removed them hoping that the airplane parts would still be there but no. Game engine removes the airplane parts when the airplane is destroyed :nope: Still looking into it as there are ways to make different objects appear when an object is destroyed (controller wise) :yep:
Removing the fireballs looked very odd so I re-enabled them. And since we have an explosion we need debris that is smoking and on-fire falling from the sky in addition to the small pieces:
http://www.subsim.com/radioroom/pict...pictureid=3891

http://www.subsim.com/radioroom/pict...pictureid=3892

will be available in v0.0.17 :up:

Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:

stoianm 03-29-11 09:12 PM

Quote:

Originally Posted by TheDarkWraith (Post 1631004)
Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:

You figured out how to add an pilot with parachut after an plane explosion? - the people wich play flight simulators will be jealous of us:)

Jaguar 03-29-11 09:40 PM

Quote:

Originally Posted by Teiwaz (Post 1630934)
Nothing changed in the .cfg files for periscope depth, it's just that the boat is floating about 2-3 meters higher than ordered. I don't know why so I've quit using shortcuts for periscope depth and such and choose my depth on the depth gauge (+2 meters for compensation) instead.

Yep, I´m doing the same:03:.

TheDarkWraith 03-29-11 10:57 PM

Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/pict...pictureid=3893

stoianm 03-30-11 04:07 AM

Quote:

Originally Posted by TheDarkWraith (Post 1631079)
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:

i see that you increased the debris also... nice screenshot:up:

urfisch 03-30-11 05:41 AM

nice work on this!

:up:

pascal4541 03-30-11 05:49 AM

Yeah!!! :woot::rock::up:

pascal4541 03-30-11 07:06 AM

Quote:

Originally Posted by TheDarkWraith (Post 1631079)
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/pict...pictureid=3893

Hi TheDarkWraith
watch the skydiver in the first minute of this video...
http://www.youtube.com/watch?v=dRzRL...eature=related
I received the game today ;)

Teiwaz 03-30-11 06:39 PM

Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.

TheDarkWraith 03-31-11 07:25 PM

Quote:

Originally Posted by Teiwaz (Post 1631691)
Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.

It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.

v0.0.16.1 released. See post #1 for details :|\\

stoianm 04-01-11 02:18 AM

Thank you tdw:up:

Magic1111 04-01-11 03:12 AM

Quote:

Originally Posted by TheDarkWraith (Post 1631079)
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/pict...pictureid=3893

Quote:

Originally Posted by TheDarkWraith (Post 1632656)
It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.

v0.0.16.1 released. See post #1 for details :|\\

Looks very nice:o, many thanks TDW !!!! :D:yeah::D

Best regards,
Magic:salute:

Teiwaz 04-01-11 05:13 AM

Quote:

Originally Posted by TheDarkWraith (Post 1632656)
It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.

v0.0.16.1 released. See post #1 for details :|\\

So there could be flooding in an undamaged compartment that isn't even near the damaged one? Or plain and simple: damage to the most forward compartment can cause flooding in the most backward one? Seems reasonable to me.

stoianm 04-01-11 07:11 AM

@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:

TheDarkWraith 04-01-11 07:13 AM

Quote:

Originally Posted by stoianm (Post 1633038)
@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:

sounds like something overwrote your \data\Zones.cfg file then.

stoianm 04-01-11 07:30 AM

Quote:

Originally Posted by TheDarkWraith (Post 1633041)
sounds like something overwrote your \data\Zones.cfg file then.

i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx

EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:

TheDarkWraith 04-01-11 07:38 AM

Quote:

Originally Posted by stoianm (Post 1633060)
i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx

EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:

Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?

stoianm 04-01-11 08:39 AM

Quote:

Originally Posted by TheDarkWraith (Post 1633068)
Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?

yes... i saw the parachute finnaly... i think i need glasses:)

TheDarkWraith 04-01-11 01:59 PM

v0.0.16.2 released. See post #1 for details :|\\

Magic1111 04-01-11 02:40 PM

Quote:

Originally Posted by TheDarkWraith (Post 1633475)
v0.0.16.2 released. See post #1 for details :|\\

Thanks TDW, will test it.....!:up:


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