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

Dignan 03-28-11 05:19 PM

Quote:

Originally Posted by TheDarkWraith (Post 1629784)
use your deck gun to increase flooding in the compartments or fire another torpedo into it :up:

Creative way of saying "no" :DL

TheDarkWraith 03-28-11 05:20 PM

Quote:

Originally Posted by Dignan (Post 1629961)
Creative way of saying "no" :DL

:up: It involves too much work to make multiple versions of the damage/flooding model (not to mention the time testing/tweaking it)

Dignan 03-28-11 05:21 PM

Quote:

Originally Posted by TheDarkWraith (Post 1629962)
:up: It involves too much work to make multiple versions of the damage/flooding model (not to mention the time testing/tweaking it)

No explanation needed. I completely understand. Given that, would it cause problems to lay BRF lite over the top of your FX mod?

TheDarkWraith 03-28-11 05:23 PM

Quote:

Originally Posted by Dignan (Post 1629965)
No explanation needed. I completely understand. Given that, would it cause problems to lay BRF lite over the top of your FX mod?

doing so will remove the new damage/flooding model and airplane debris

Dignan 03-28-11 08:59 PM

TDW,

Just read your first post again. You say to install FX before your NewUI mod. Is that still correct? A lot of people on the forums are saying that has changed and that FX should be AFTER UImod. What's the verdict?

If I'm running NewUI, UHS, FX, IRAI ... what is the install order? And if I install the UHS fix after the main FX mod is that basically the same as having UHS activated? Thanks.

stoianm 03-28-11 09:01 PM

Quote:

Originally Posted by Dignan (Post 1630138)
TDW,

Just read your first post again. You say to install FX before your NewUI mod. Is that still correct? A lot of people on the forums are saying that has changed and that FX should be AFTER UImod. What's the verdict?

If I'm running NewUI, UHS, FX, IRAI ... what is the install order? And if I install the UHS fix after the main FX mod is that basically the same as having UHS activated? Thanks.

Magnum_Opus_v0_0_1 (patch1+2)
NewUIs_TDC_6_4_0_ByTheDarkWraith
FX_Update_0_0_16_ByTheDarkWraith
FX_Update_0_0_16_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
AirTorpedoes
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith

ETsd4 03-28-11 09:55 PM

Many thxs for the new version v16.

Whats going on when a WII-airplane hit by bullets/flak-guns:
http://www.youtube.com/watch?v=SGOHj4nVvZc (look at 3:00m for example)

http://www.youtube.com/watch?v=MD5WTJYvqaI (look at 5:24m for example)

That are 2 of approximately 1 million youtube-clips of WII-aircraft clips.
Search for "IL2 battle of britain" in Youtube (newest and more accurate flightsimulation than "IL2 cliffs over dover").

A bullet hit causes an aircraft-on-board system damage/failure. If critical parts are damaged an small explosion could be true. The visual effect from outside would be a smoke-trail and debris.

stoianm 03-28-11 10:05 PM

Quote:

Originally Posted by ETsd4 (Post 1630168)
Many thxs for the new version v16.

Whats going on when a WII-airplane hit by bullets/flak-guns:
http://www.youtube.com/watch?v=SGOHj4nVvZc (look at 3:00m for example)

http://www.youtube.com/watch?v=MD5WTJYvqaI (look at 5:24m for example)

That are 2 of approximately 1 million youtube-clips of WII-aircraft clips.
Search for "IL2 battle of britain" in Youtube (newest and more accurate flightsimulation than "IL2 cliffs over dover").

A bullet hit causes an aircraft-on-board system damage/failure. If critical parts are damaged an small explosion could be true. The visual effect from outside would be a smoke-trail and debris.

untill now we have like this:
http://www.youtube.com/watch?v=TWu-rCqSk70

Link

in v17 we will have the debris bigger (metal and wood parts)

ETsd4 03-28-11 10:34 PM

Quote:

Originally Posted by stoianm (Post 1630174)
untill now we have like this:
http://www.youtube.com/watch?v=TWu-rCqSk70

Link

in v17 we will have the debris bigger (metal and wood parts)

Thxs for the info. Vids are interesting as always.
I have difficulties with http://www.youtube.com/watch?v=Er9csC7x4rI at 9:00 min. I think a plane normaly shows first a smoke trail than a huge fire-ball explosion. This could happen but its rather unlikely.
And if in reality a plane goes down in the water(!) there is only a water-column/splash with no fire-explosion. http://www.youtube.com/watch?v=2DAsrbtR4wY ( a classics)
http://www.youtube.com/watch?v=m2BSfgnCU2Q (another one)

Thats what i think ;)

stoianm 03-28-11 10:48 PM

Quote:

Originally Posted by ETsd4 (Post 1630192)
Thxs for the info. Vids are interesting as always.
I have difficulties with http://www.youtube.com/watch?v=Er9csC7x4rI at 9:00 min. I think a plane normaly shows first a smoke trail than a huge fire-ball explosion. This could happen but its rather unlikely.
And if in reality a plane goes down in the water(!) there is only a water-column/splash with no fire-explosion. Thats what i think ;)

:DL - it is much - much better than stock... in stock they just evaporate and they not take damage by fire... step by step we will have the immersivity that we all want to have in ours sh5... the problem is that is only tdw who can put this things that were supouse to be from beggining... so to manny things to fix and just one person (i am refering here at hard core stuff... not at base moding)

Teiwaz 03-29-11 04:23 AM

If it is possible I would like to see the flags of sinking ships removed. I don't know if you can change the game engine in that behaviour, but if you could achieve something similar to the U-Boat flags for sinking ships would be great.

TheBeast 03-29-11 05:04 AM

I really like what you have done with this MOD.:rock:
I love the oil slicks and fire damage over time.
I shelled an Old Steamer(War Supplies) and caught the Engine room on fire. I went to periscope depth and followed it for about 45 minutes. The entire boat was a blaze and sank after about 1+ hour from internal explosions.

QUESTION:
Would it be possible to add "isBlocking" controller to the Oil Slicks to block surface light so we can see the Oil Slick while submerged.:06:

TheDarkWraith 03-29-11 07:49 AM

Quote:

Originally Posted by TheBeast (Post 1630298)
QUESTION:
Would it be possible to add "isBlocking" controller to the Oil Slicks to block surface light so we can see the Oil Slick while submerged.:06:

I am not familiar with the controller you speak of. Where can I find it so I can learn about it :06: You should be able to see the oil slicks while submerged.

TheDarkWraith 03-29-11 07:50 AM

Quote:

Originally Posted by Teiwaz (Post 1630285)
If it is possible I would like to see the flags of sinking ships removed. I don't know if you can change the game engine in that behaviour, but if you could achieve something similar to the U-Boat flags for sinking ships would be great.

I never noticed this bug. I'll have to look for it now. If it does exist it should be very easy to fix :yep:

What are everyone's thoughts on the new damage/flooding model for the merchants and escorts? I'll be basing the capitol ships damage/flooding model off of them.


EDIT:

just sank some ships and noticed the flags are still visible underwater. I'll try to hide them when they are underwater now.

TheDarkWraith 03-29-11 08:38 AM

Ship's flags will no longer be seen underwater starting in v0.0.17:
http://www.subsim.com/radioroom/pict...pictureid=3860


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