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

TheBeast 04-01-11 10:26 PM

@TheDarkWraith

Did you read the PM I sent you regarding possible change to UBoot_Sensors.sim?:06:
See [TEC]Adding Upgrade Packs for more info.

stoianm 04-02-11 01:56 AM

@TDW... i did a long test to the last version... awsome mod in combination with irai - all the mod descriptions work like an swiss clock

VIDEO

PL_Andrev 04-02-11 05:12 AM

Quote:

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

Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,

ETsd4 04-02-11 07:32 AM

Thanks for upgrade and the vid. Appreciate it.

Quite frankly, in reality there is one time, you will never see a parachute coming out of a plane, and that moment is when the plane has changed into a fireball. At that time all decision-makings relating to bail out or not are gone: technically and physically.
Time tO bail out is when the plane is physically in a relative proper state and the worst case is near but has not yet arrived. So normaly you will see a eject 5 seconds before or much much earlier before a plane is exploding.

And all ejected pilots drowns? C'mon that's not right.
And how does it come that Captain Kirk with his laser-gun (phaser) is amongst the uboot-crew?

TheDarkWraith 04-02-11 07:40 AM

Quote:

Originally Posted by Antar (Post 1634081)
Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,

I tried to do this but the game engine stops any effects that were started before the airplane was destroyed. i.e.: had pilot ejecting from airplane was the engine was 90% damaged. Soon as airplane was 100% damaged and exploded pilot disappeared :nope: Makes it very difficult to do hardly anything.
When airplane has more than one engine you'll see more parachutes. There is a parachute for every engine on the airplane.

Dignan 04-02-11 12:29 PM

Will the old FX_Update_0_0_16_UHS_Fix file work with the new update?

TheDarkWraith 04-02-11 12:38 PM

Quote:

Originally Posted by Dignan (Post 1634336)
Will the old FX_Update_0_0_16_UHS_Fix file work with the new update?

they are exactly the same just a different name due to different version :up:

Dignan 04-02-11 02:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 1634340)
they are exactly the same just a different name due to different version :up:

Thanks. I didn't realize the UHS fix was already with the new update. Sorry.

Sepp von Ch. 04-03-11 05:49 PM

I must say, that your new damage/flooding model is master-stroke TDW;)

Teiwaz 04-04-11 05:14 AM

I haven't seen an ejecting pilot yet, but after reading that pilots drown I wonder if you could see them underwater via periscope. Maybe someone with an AA testing mission could take a look on it (or TDW could tell if he had such a possibility in mind when adding this drowning feature ;)).

Another issue I want to address once more is the inaccurate diving depth. If you order periscope depth you end up floating around 10-11 meters instead of 13 meters. If you order 50m depth you end at 48m. Not that big of a deal (just order 2m more but you have to give every order on the depth gauge, so there's no working shortcuts for periscope or snorkel depth), but it get's very annoying over time to say the least.

BowfinSS287 04-09-11 06:18 PM

the anticipation is killing me, i can only imagine the sight a great war ship
watching her slip beneath the waves,going down by the head,her stern
rising out of the water as the destroyers rush to my position....great times ahoy

reaper7 04-09-11 07:10 PM

Quote:

Originally Posted by Teiwaz (Post 1635409)
Another issue I want to address once more is the inaccurate diving depth. If you order periscope depth you end up floating around 10-11 meters instead of 13 meters. If you order 50m depth you end at 48m. Not that big of a deal (just order 2m more but you have to give every order on the depth gauge, so there's no working shortcuts for periscope or snorkel depth), but it get's very annoying over time to say the least.

This is due to the Issue I outlined to you in this post http://www.subsim.com/radioroom/showthread.php?t=182225

Here let me show that it works for correctly calibrated dials. (As stated Mine are to my knowledge the only dials in SH5 that are done correct - stock and all other dials I've seen have the same error).

Ok First Instance selecting depth via Dial.

http://www.u-boot-hahd.com/ubootwebs.../SH5Dials2.jpg

Now second Instance calling for a depth via a command ie: Pericope depth.

http://www.u-boot-hahd.com/ubootwebs...4/SH5Dials.jpg


The error works both ways - If you click the dial the cfg file is callibrated compared to the graphic dial to be a few degrees out hence the 2m depth error.

Also the same is true for reverse when you order a depth the sub is actually reaching the correct depth - its just the dial is displaying what the depth should be - but due to the error in degrees , it just looks like its 2m out in depth.

Hope that clears it up And any one with a UI please take note that your dials not just depth all need to be calibrated correctly.

When I did my UI all stock dials had a few degrees error in them. ;)

Sepp von Ch. 04-10-11 03:28 AM

I have exactly this problem now too with your UI reaper7.

reaper7 04-10-11 04:58 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1639532)
I have exactly this problem now too with your UI reaper7.

Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.

I'll be releasing my next version soon :D.

stoianm 04-10-11 05:03 AM

Quote:

Originally Posted by reaper7 (Post 1639560)
Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.

I'll be releasing my next version soon :D.

The problem is from NSS_Uboatx.sim and will be fixed soon:yep:

Sepp von Ch. 04-10-11 05:17 AM

Quote:

Originally Posted by reaper7 (Post 1639560)
Are you running the latest version? You most likely have a mod Installed over mine that changes the cfg file back to stock settings.

I'll be releasing my next version soon :D.

No, still Version 2.2. I will try vers. 3.1 (or next version?:03: ) soon.


Quote:

Originally Posted by stoianm (Post 1639565)
The problem is from NSS_Uboatx.sim and will be fixed soon:yep:

Thank you stoianm!

TheBeast 04-11-11 04:51 PM

FX Request
 
Would it be possible to add Deck Spray effect to Models?:06:
Below is Type-IXC40 example of Deck Spray MOD I made for SH4 using information gleanned from W_clear Atlantic MOD for SH4. (I did contact W_clear for permissions to use his idea's)
A Type-VIIC would require adding aproximately 32 Nodes spaced 1.25-1.5 appart following hull outline and 0.01 above Waterline.
http://www.subsim.com/radioroom/pict...pictureid=2911
Since all Type-VII models a very close in length/width. This MOD change can be optimized by making 1 SH5 Compatible DAT using SH5 Node ID's that contains all the deck spray nodes within a Parent Container Node. Then it may be possible to use this dat for all Type-VII models by creating 1 cfg#ds node per model at location 0, 0, 0. Maybe cfg#Z01 already equal to loaction 0, 0, 0?

Also, because the Height Controller has min/max height control value's. The Deck Spray provide a bubbling effect as boat rises to the surface.
http://www.subsim.com/radioroom/pict...pictureid=4026

stoianm 04-21-11 02:07 PM

@TDW

Maybe you have time to make smoked depth charges before release the new MO?

Kapitan_Kaput 04-22-11 02:31 PM

Pink Oil Slicks
 
my oil slicks look like they have a second pink slick over them...is that normal? same as the pic in this thread

http://www.subsim.com/radioroom/showthread.php?t=182038

TheDarkWraith 04-22-11 02:37 PM

Quote:

Originally Posted by Kapitan_Kaput (Post 1648808)
my oil slicks look like they have a second pink slick over them...is that normal? same as the pic in this thread

http://www.subsim.com/radioroom/showthread.php?t=182038

that would be from the red flare the ship fired. Look high up in the sky and see if you don't see a red flare burning.


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