SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] Die Slowly Stage 13 (https://www.subsim.com/radioroom/showthread.php?t=114499)

Redwine 06-06-07 07:47 AM

Quote:

Originally Posted by leovampire
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.

Can you make more interior looks ?



Quote:

Originally Posted by leovampire
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.

Interesting adds... the default crash depth is 300m, but i seen, the sinking ships reach it so quickly, then the secondary explosion finish, the game kills the modellation of the unit at that depth.

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:

Originally Posted by leovampire
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.

Off course... will be interesting to have many different interior looks trough the holes.


Quote:

Originally Posted by leovampire
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.

I note in some of the carriers, the secondary explosion was in chain, and the planes explodes one by one... so nice, but not happen every time, or in every ship...

leovampire 06-06-07 01:16 PM

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.

leovampire 06-06-07 02:08 PM

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.

Redwine 06-06-07 03:13 PM

Quote:

Originally Posted by leovampire
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.

I will check my email now... many thanks ! :up:

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.

leovampire 06-06-07 03:24 PM

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.

leovampire 06-06-07 10:12 PM

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.

leovampire 06-10-07 12:02 AM

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!!

doc1133 06-18-07 08:00 AM

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

Redwine 06-18-07 09:06 AM

Quote:

Originally Posted by leovampire
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.

Yes, it is present from early versions, and is a nice effect, it is due to normally you hit a ship at middle ship, and the bow and stern remains intact, then ... with thiese 2 sections with a very long flooding times, they attempt to stay at surface, and the remains of the ships are hanging from them.

:up::up::up:

Redwine 06-18-07 09:07 AM

Quote:

Originally Posted by leovampire
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!!

Yes that Incognito's sound is very nice and impresive .... :up::up::up:

Redwine 06-18-07 09:08 AM

Quote:

Originally Posted by doc1133
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

Many thanks.... :up:

A new version Stage 14 is out... check the new topic, there are many news !

http://www.subsim.com/radioroom/showthread.php?t=116948

DarkShip 06-18-07 12:23 PM

leovampire,
Please, check pm.
Thx :cool:

DS

leovampire 06-18-07 05:49 PM

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!

leovampire 06-20-07 02:00 AM

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.

Redwine 06-20-07 12:54 PM

Quote:

Originally Posted by leovampire
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.

Good to know your impressions :up:, both has same hitpoints (900 HP), the diference may be caused by armor or compartement distribution.

Please continue discussion on the Stage 14 topic :up::up:


All times are GMT -5. The time now is 09:25 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.