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

stoianm 03-18-11 10:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 1622856)
If I tell you the amount of time the disturbance lasts then it would ruin the effect and you wouldn't have to guess :03:

nice... surprise is better... we will test and test... and we will find an solution to defeat your evil IRAI... but i am almoust sure that will be random:)

jean74 03-19-11 05:20 AM

Another "MUST TO HAVE" !!!

Many thanks to you TheDarkWraith. Yesterday I made few tests with FX 0.015 and IRAI 0.30.

Your work is just fantastic :yeah:. Many, many thanks to you !!!! :salute:

Take care,

Kind regards,

Jean

TheDarkWraith 03-19-11 06:24 PM

Quote:

Originally Posted by Chevelless (Post 1621893)
Some small suggestions=)

will you please fix the issue that a red flare shot by a sunk ship lag PC down a lot , about 3~5seconds?
And the reflection of red flare on the water a bit too red I think.
BTW, How about a new effect? the oil floating on the water remain burning for a while and will some scream of desperated sailors be added onto this mod?

I don't know how to fix the small lag problem with the red flare shot by ships. I only see this happen every so often. The game is calling an effect just like it calls any other effect so I don't understand why it lags every so often :hmmm:

Red flare reflection is too red or the opacity is too high :06:
I'm working on new effects :up:

TheDarkWraith 03-19-11 08:23 PM

Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D

stoianm 03-19-11 08:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623550)
Went out to the shooting range today and fired my Henry Golden Boy .17 HMR, Ruger 10/22, DPMS AR-15 .223/5.56, Savage Arms .270, and my H&K P30L 9mm. They wouldn't allow me to shoot my Browning MarkII Safari w/BOSS .338 WinMag :down: Said it was too powerful (I'll give em that especially shooting 300 grain bullets :D) Anyways got home and was cleaning them all when an idea hit me:
we know the magnetic detonators on the torpedoes don't work due to some kind of game bug. That's a given. We know the impact detonators work flawlessly. So if one wanted to simulate magnetic detonators one would have to have something to hit under the keel to cause the detonation to happen :hmmm: Bingo! We add sphere's to the zones files extending the keel of each ship down say 2-5m. Now the torpedo can detonate under the keel causing the catastrophic explosions we're used to seeing in SH3. I'm going to add this idea to some ships in the next version of FX_Update for you all to test :D

by catastropphic explosion you meean that the ships is spliting in 2 or you are talking about of fire, debris etc.. because i tested the magnetic torpedos... i was in Range and AOB practice and i put an electric torpedo .3 meters under the keel.. i folowed the torpedo with my external camera underwater and the torpedo exploded under the keel and splited the ship in 2 pieces

TheDarkWraith 03-19-11 08:51 PM

Quote:

Originally Posted by stoianm (Post 1623561)
by catastropphic explosion you meean that the ships is spliting in 2 or you are talking about of fire, debris etc.. because i tested the magnetic torpedos... i was in Range and AOB practice and i put an electric torpedo .3 meters under the keel.. i folowed the torpedo with my external camera underwater and the torpedo exploded under the keel and splited the ship in 2 pieces

Of all the torpedoes I have shot and followed set to magnetic detonator none of them detonated when under the ship :hmmm: How far under the ship was your torpedo? I try to set the magnetic ones 2-4 meters under the keel.

stoianm 03-19-11 08:54 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623564)
Of all the torpedoes I have shot and followed set to magnetic detonator none of them detonated when under the ship :hmmm: How far under the ship was your torpedo? I try to set the magnetic ones 2-4 meters under the keel.

i puted 0.3 or 0.5 max under the keel (i do not remember well) and i remember i told you this... i will search that post... brb

EDIT: this was my post... if you read in message box you will see that i fired tube 2 (wich is electric torpedo in that mission).. and you can see that the ship is in 2 pieces... you can not duplicate that?... i was thinking that the electric torpedo problem you solved already with the tonilocoyote cfgs - i jus obeserved that i put my torp depth at 10 meters and the ship was an Cimaron class... you can see how much is the draft for Cimmaron class and you can calculate how manny meters i puted under the keel
Quote:
Originally Posted by Gravina http://www.subsim.com/radioroom/smartdark/viewpost.gif
Same here 3500 mts from a liberty that was stopped due torp impact also 2 cimarrons those are more far like 3900 or 4000 mts and im geting unknow damage (repeat) unknow damage the ships are having diferent internal explosions (maybe starshells tips or canister) LOL :ping: , also im getting damage underwater and surfaced, no air contacts.

Hope to back base one piece:timeout:.

I tryied to have this secondary behavior of Fix13 but i was not able to duplicate this ,,problem'' - i tested in dif missions and in a campaign also:

Here i just fired an electric torpedo under a ship an the ship splited in half - i was submerged and at about 350 metters from ship:
http://i1124.photobucket.com/albums/...oianm/fix1.jpg


And you can easy observe that my uboat had zero damages:hmmm:
http://i1124.photobucket.com/albums/...oianm/fix2.jpg

I would like to have this behavior but for example if i am about maybe 100-200 meters away from a ship taking damages and my uboat take some damages also but not to manny...i think will be very immersive but i do not know if is posible to do that:)

cheers

TheDarkWraith 03-19-11 08:56 PM

Quote:

Originally Posted by stoianm (Post 1623567)
i puted 0.3 or 0.5 max under the keel (i do not remember well) and i remember i told you this... i will search that post... brb

ah that explains it. Most ship's spheres for collision extend just a little below the keel as is. You probably intersected one of them and thus impact detonated. Try setting them to 2-4 meters under the keel...they will just keep on going without detonating.

stoianm 03-19-11 09:03 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623568)
ah that explains it. Most ship's spheres for collision extend just a little below the keel as is. You probably intersected one of them and thus impact detonated. Try setting them to 2-4 meters under the keel...they will just keep on going without detonating.

aa... ok .. i see what you mean now... i did not know that was supoused to detonate at 2-4 metters also... that will be cool:woot:

TheDarkWraith 03-19-11 09:08 PM

Quote:

Originally Posted by stoianm (Post 1623570)
aa... ok .. i see what you mean now... i did not know that was supoused to detonate at 2-4 metters also... that will be cool:woot:

The only problem with this is you're guaranteed to detonate at 0-x meters under the ship :hmmm: So I must make this smaller, say you're limited to 0-3m under the keel. That should be a good compromise.

EDIT:

I just figured out an excellent compromise! The additional sphere's will be 3 meters in size and located just under the keel. I will put spacing inbetween the sphere's so that there's a 50/50 chance the torpedo will detonate. This will simulate the torpedo picking up the magnetic signature of the ship or not :rock:

stoianm 03-19-11 09:14 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623573)
The only problem with this is you're guaranteed to detonate at 0-x meters under the ship :hmmm: So I must make this smaller, say you're limited to 0-3m under the keel. That should be a good compromise.

wy you speak in limits?... this means will be random? or means that is not important how you put your depth if is between this 2 limits... in last case i do not know is 3 meters is an good compromise ... i think is better to ask what was in rela life in that time... somebody from this forum must have that information

TheDarkWraith 03-19-11 09:20 PM

Quote:

Originally Posted by stoianm (Post 1623576)
wy you speak in limits?... this means will be random? or means that is not important how you put your depth if is between this 2 limits... in last case i do not know is 3 meters is an good compromise ... i think is better to ask what was in rela life in that time... somebody from this forum must have that information

Have to. I have to create sphere's that the torpedo will intersect with. Spacing the sphere's out gives you a 50/50 shot of the torpedo detonating under the keel from a broadside shot. If you shoot a torpedo lengthwise of the ship you will have a theoretical 100% chance of it detonating (barring it being a dud)

THE_MASK 03-19-11 09:22 PM

Does TorpedoMalfunctions in SpecialAbilities have anything to do with it . I notice in the No_magic_skills_v1.5 mod this reduce TorpedoMalfunctions has been taken out . Or maybe this has to do with premature detonations , i am expert on that . Tested this , nothing to do with it .

gap 03-19-11 09:35 PM

yep, TDW, nice
anyway our torpedoes would still impact invisible spheres under ship's keel, making the use of magnetic detonators useless :hmmm:. Am I missing some point of your reasoning?

TheDarkWraith 03-19-11 09:39 PM

Here a picture is worth a thousand words:
http://www.subsim.com/radioroom/pict...pictureid=3804

Notice the spheres under the keel. If the torpedo intersects with one of those it detonates thus simulating a magnetic torpedo detonation. Now why are they spaced apart? Because on a broadside shot like this the torpedo may not pick up the magnetic signature of the ship and thus not detonate. By spacing the spheres apart we can simulate this with impact detonation. Now the more the ship turns away from broadside the more your chances go up for a impact detonation with one of those spheres ultimately attaining a theoretical 100% chance (barring duds) when the ship is aligned lengthwise (viewing ship from head-on or stern-on) from your sub. Brilliant and elegant :D

Just so everyone is clear I'm adding those spheres under the keel for the ships to bring this idea to life.


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