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

Jaguar 03-29-11 09:45 AM

Unfortunatelly Iīve quit using U-boat Historical Specifications 1.4 (CTDs with FX) so canīt say whether itīs after v0.30 or before but noticed that now periscope depth is 10 meters, shouldnīt it be around 12/13m?

TheBeast 03-29-11 10:21 AM

Quote:

Originally Posted by TheDarkWraith (Post 1630394)
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.

Maybe I can't see it when I am deep because of the Underwater FX MOD I just posted.

I've only seen the Blocking controller in FlakMonkey's New Interior 1.0 MOD for SH3 when I was converting it to SH4. It was on the Lamp Shades hanging over the Dining Table and a couple other places.

If we could import that controller to SH5 and it works, there is a ton of buildings and Land Masses that could use it. You can see lights from exterior sources while in Sub Pen as well.

Maybe we can get Privateer to Import that Dining Area from FlakMonkey's New Interior 1.0 to SH5 and change the foreward bunk area a bit.

BowfinSS287 03-29-11 10:46 AM

i ran a few tests last night.....i torpedoed a tanker 7600 tons,with one
torpedo in the stern....she started to go down by the stern...very cool
but with only 5 to 10 off the bow remaining....the ship hangs for about
5 mins.....shouldn't she slip away faster once at that point?

Teiwaz 03-29-11 11:01 AM

Quote:

Originally Posted by BowfinSS287 (Post 1630551)
i ran a few tests last night.....i torpedoed a tanker 7600 tons,with one
torpedo in the stern....she started to go down by the stern...very cool
but with only 5 to 10 off the bow remaining....the ship hangs for about
5 mins.....shouldn't she slip away faster once at that point?

It depends but as a general rule: no.

It's all about the remaining air in the ship's body. Thus the remaining air forced into the ships bow or stern may be enough to slow down the sinking process.

Teiwaz 03-29-11 07:02 PM

Quote:

Originally Posted by Jaguar (Post 1630504)
Unfortunatelly Iīve quit using U-boat Historical Specifications 1.4 (CTDs with FX) so canīt say whether itīs after v0.30 or before but noticed that now periscope depth is 10 meters, shouldnīt it be around 12/13m?

Nothing changed in the .cfg files for periscope depth, it's just that the boat is floating about 2-3 meters higher than ordered. I don't know why so I've quit using shortcuts for periscope depth and such and choose my depth on the depth gauge (+2 meters for compensation) instead.

TheDarkWraith 03-29-11 09:00 PM

Figured out why we get the fireballs when an airplane explodes. Removed them hoping that the airplane parts would still be there but no. Game engine removes the airplane parts when the airplane is destroyed :nope: Still looking into it as there are ways to make different objects appear when an object is destroyed (controller wise) :yep:
Removing the fireballs looked very odd so I re-enabled them. And since we have an explosion we need debris that is smoking and on-fire falling from the sky in addition to the small pieces:
http://www.subsim.com/radioroom/pict...pictureid=3891

http://www.subsim.com/radioroom/pict...pictureid=3892

will be available in v0.0.17 :up:

Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:

stoianm 03-29-11 09:12 PM

Quote:

Originally Posted by TheDarkWraith (Post 1631004)
Should I try and add ejecting pilot(s)? Would look really odd if I do because the parachuting pilot will appear when the explosion happens :hmmm:

You figured out how to add an pilot with parachut after an plane explosion? - the people wich play flight simulators will be jealous of us:)

Jaguar 03-29-11 09:40 PM

Quote:

Originally Posted by Teiwaz (Post 1630934)
Nothing changed in the .cfg files for periscope depth, it's just that the boat is floating about 2-3 meters higher than ordered. I don't know why so I've quit using shortcuts for periscope depth and such and choose my depth on the depth gauge (+2 meters for compensation) instead.

Yep, Iīm doing the same:03:.

TheDarkWraith 03-29-11 10:57 PM

Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/pict...pictureid=3893

stoianm 03-30-11 04:07 AM

Quote:

Originally Posted by TheDarkWraith (Post 1631079)
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:

i see that you increased the debris also... nice screenshot:up:

urfisch 03-30-11 05:41 AM

nice work on this!

:up:

pascal4541 03-30-11 05:49 AM

Yeah!!! :woot::rock::up:

pascal4541 03-30-11 07:06 AM

Quote:

Originally Posted by TheDarkWraith (Post 1631079)
Got a pilot with parachute ejecting from planes now. Parachute needs a new 3D model as this one is too small:
http://www.subsim.com/radioroom/pict...pictureid=3893

Hi TheDarkWraith
watch the skydiver in the first minute of this video...
http://www.youtube.com/watch?v=dRzRL...eature=related
I received the game today ;)

Teiwaz 03-30-11 06:39 PM

Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.

TheDarkWraith 03-31-11 07:25 PM

Quote:

Originally Posted by Teiwaz (Post 1631691)
Some feedback for the flooding mechanics of v16:
Torped a Crimson Tanker and a Steamer (the one with war supplies if I remember correctly) lately, both one hit on bow, one underneath the funnel, both ships sank stern side :hmmm: Expected them to sink bow side.

It depends on what the area between the bulkheads of all the compartments damaged is. Some may be empty, some may be machinery spaces, etc. Those that are empty can hold more water and thus add more 'weight' to flooding.

v0.0.16.1 released. See post #1 for details :|\\


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