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-   -   [REL]ROW Pacific Environments 3.3 (https://www.subsim.com/radioroom/showthread.php?t=133365)

Rubini 04-28-08 10:06 PM

@Kriller2,

You have a PM...if yet in time!:up:

fireship4 04-28-08 11:01 PM

An important note for those who changed the "CargoType=" in Zones.cfg from "Ammo" to "None" after problems were found with NSM4 when used in conjunction with RSRD I think, causing ships to blow up too often.

This will change it back, so you'll need to do it again.

Hope we see a fix for this from one of the modders though as breaking some keels would be nice. I think its to do was explosions going off on the ship causing the keel damage area that i think werner had modded to explode unintentionally. Possibly ship cargo or explosions being changed by RSRD did this...

Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

thasaint 04-29-08 12:40 AM

awesome job guys! :up:

http://img136.imageshack.us/img136/3...all1vq9.th.jpg

Nisgeis 04-29-08 03:51 AM

Quote:

Originally Posted by fireship4
Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

Is that an optional install pack? Kriller says in the readme that there are problems with it and TMO, but doesn't say what problems - anyone know what they are?

ReallyDedPoet 04-29-08 07:31 AM

The waves ( especially in storm conditions ) in this mod are truly awsome :yep::up: The look, the feel are a sight to behold.
Well done :rock:


RDP

Wilcke 04-29-08 09:18 AM

Quote:

Originally Posted by fireship4
An important note for those who changed the "CargoType=" in Zones.cfg from "Ammo" to "None" after problems were found with NSM4 when used in conjunction with RSRD I think, causing ships to blow up too often.

This will change it back, so you'll need to do it again.

Hope we see a fix for this from one of the modders though as breaking some keels would be nice. I think its to do was explosions going off on the ship causing the keel damage area that i think werner had modded to explode unintentionally. Possibly ship cargo or explosions being changed by RSRD did this...

Mod seems very nice so far guys well done. I especially like the shell effect... I'm switched over here from Environment Mod for a bit...

Doing research to document the above problem...do you have a link to a post where Werner was addressing this...? Just link it to this in a quote .... thanks ... I will keep searching the threads...

kriller2 04-29-08 11:08 AM

The only problem with the special effects is that they use the zones.cfg to control the effects and TM uses the same file. Dr. Beast have made 3 different version one for stock SH4, one for NSM4 light and one for NSM4, so we need to make 3 different zones.cfg for TM and Dr. Beast is on vacation right now... :hmm:

Quote:

Originally Posted by reallydedpoet
The waves ( especially in storm conditions ) in this mod are truly awsome :yep::up: The look, the feel are a sight to behold.
Well done :rock:


RDP

Thanks RDP Im glad you like the new storm waves better :)

BTW a small patch will be posted later today, there was a problem with the debris mod so that you would never see the lifeboats with people on board, but it's fixed and now you will both see the new debris when a ship is sunk AND the original life boats, thanks to Rubini for working on this mod for SH4 :yep:

fireship4 04-29-08 11:29 AM

Here Wilcke...

Quote:

Originally Posted by WernerSobe
Quote:

Originally Posted by Galanti
Quote:

Originally Posted by AlmightyTallest
I already have a long campaign career going with RSRD 3 and NSM 4 Classic, can I safely rollback to NSM 3.3 that's in TMaru 1.7.6 without ruining my carrer in game?

It's safer to do it in port, but I'm 99% it won't ruin your career.

As a stopgap measure until you get to port, i suggest opening your Zones.cfg (in the root of your Data folder), finding this entry:

[NSKeel]
Category=Keel
Multiplier=10.0
Flotability=10.0
HitPoints=150
Destructible=No
Armor Level=20
Critic Flotation=0.5
Critical=Yes
Critical Chance=1.0
FloodingTime=200
CargoType=Ammo

And change CargoType=Ammo to CargoType=None. This should stop you from breaking ships in 2 with contact shots. It will also stop you from breaking them in 2 with mag shots, though.

This is the best alternative i can suggest yet. Im working on a fix but this will take a while. So far you can disable The keel zone by the method above. You will still have all nsm4 features but without breaking ships.

I imagine just removing ammo cargoes from RSRD campaign files would work also but would have its own drawbacks, as well as maybe reducing ammo explosion radius (though that might affect werners keel).

You have a few posts in that thread (pages 31-34 of "[REL] Natural Sinking Mechanics" are of particular interest) so you must just have missed this after you decided to pull NSM4.

akdavis 04-29-08 04:07 PM

I'm seeing some similar issues with reflections as noted earlier. I tested using the Artillery Training mission, so it is easily repeatable. Maybe the direct comparison will provide some hints?

http://img504.imageshack.us/img504/6...lectionec7.jpg
http://img504.imageshack.us/img504/2...lectioncs5.jpg

Also makes the fact that some ships LODs are missing reflections very apparent.

LukeFF 04-29-08 05:22 PM

Kriller, I am running into a problem with the game crashing wiht this new version of the mod. I have a test mission that I use to try out submarine performance characteristics - it's a blank mission with just the player's sub and perfectly calm seas. Anyways, every now and then, when viewing the surface (either on the bridge or through a periscope) the game will crash without warning and tell me the file in question is kernel.dll. I've never seen this happen before with your mod work, so I'm led to believe something might be up here with this mod. Can you look into this?

kriller2 04-29-08 05:29 PM

Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

LukeFF 04-29-08 05:32 PM

Quote:

Originally Posted by kriller2
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

I'm running it on top of the RFB test build, nothing out of the ordinary. Other than that, just some custom sub skins.

kriller2 04-29-08 05:35 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by kriller2
Hi LukeFF and AkdaDavis and Fireship,

Can I ask you what mods you are using? - to be sure it's PE3 causing the trouble I will ask you to uninstall all mods except PE3 and see if the same thing happens, then I have something to track the issue down to.

I'm running it on top of the RFB test build, nothing out of the ordinary. Other than that, just some custom sub skins.

Thanks LukeFF, I need the latest test build of RFB in order to help with this issue, my hunch is it's the one causing the trouble, PE3 has been tested ALOT (3 times) and none of the testers experienced issues.

LukeFF 04-29-08 05:39 PM

Quote:

Originally Posted by kriller2
Thanks LukeFF, I need the latest test build of RFB in order to help with this issue, my hunch is it's the one causing the trouble, PE3 has been tested ALOT (3 times) and none of the testers experienced issues.

Hi Kriller,

Here are the latest RFB builds:

You will need both files on that page to be current.

kriller2 04-29-08 05:41 PM

Thanks! Got it downloading, you may remove the links now if you don't want to release the mod before time ;)


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