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Yep smoke was just a particle setting issue, looks really good with it turned up. Cheers for the screen Sober. :up:
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One thing I did notice (not during the test, but while on normal patrol) is that sometimes I get little black spots appearing vertically in the water when in the conning tower. Not describing it very well, but it's like several black dinner plates standing on their side. Distance this effect appears at varies but usually 200 yds or so. Seems to go away after a while. Maybe that's my oil slicks, appearing wrongly for some reason? |
Didn't notice that there is more recent version of the mod available, been using 0.0.16.2 for a long time, thanks TDW! :yeah:
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I have one more request conserning effects: Flickering lights when taking damage SH 4 had this aspect pretty well covered, and it was a really effective detail. When lights go out for a few seconds, panic strikes! I have been trying to look into this, but no luck. It would fit really well to your mod. And I don't need the actual light bulbs to go out (it would probalby need a lot of work) just dip to black, add some flickering and fade the image back to normal (or something like it). |
There is one issue that is starting to bug me related to FX update. Now when ships are torpedoed and damaged, they get more damage from fires and secondary explosions. This is a great feature. But I have noticed that every ship sinks even with just one hit if you follow it for a while.
I stumbled upon a convoy and hit two big troop transports with 17 000 tonnage (only one hit on both of the ships). They didn't sink at first, but when I followed them about half an hour, the went down. What I have read and understood, in WW2 many ships were damaged but still managed to get to port to safety and repairs. I would think that these two great big ships would have survived that damage. Does anyone have other results? I remember that TDW mentioned that if the fires are small, they will go out. But so far every ship seems to eventually sink even with one hit. Or do I need to use corrected damage mods, TINY damage mod for example? |
Hi Rongel!
'Real Sink v.1.0' mod by Mia is existing, that replaces the zones.cfg file:salute:. It is based on this onehttp://www.subsim.com/radioroom/showthread.php?t=164953&page=13 You also can try pure BRF1.3 (see the link) |
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Sounds good, I'll try that, but I guess I need also to lower my torpedo damages. Now it's really easy to get huge tonnage in one patrol (one hit sinks everything). I'm also using U-boat Historical Specifications which probably increases tordepo damage compared to stock values. |
flares only
Hello
I'm new on board :arrgh!: DarkWraith, it is possible to create flares mod only ?? Thx for possible positive results |
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Just looking at the C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_19_ByTheDarkWraith\data\Sound
sh.sdl file . Using sdl editor version 1.2 . What are all the entries with Priority 128 ! Is this correct ? Half of the entries show up with the warning sign in the editor . |
If I remove the zones.cfg file from this mod will it cause a CTD? I really like everything in this mod but prefer the stock sinking mechanics. For whatever reason, with this mod, ships sink straight down. They never roll over on their side anymore or sink at an angle. Would taking out your zones file screw things up? Thanks .
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you would lose some or all of the new effects applied to ships taking damage.
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I'll check but I think its the only mod with a zone file in my mod soup |
Captain, is... snowing!
http://img840.imageshack.us/img840/5...1324241302.jpg I'm sorry for this little joke - this is SH3 only. Source: http://www.subsim.com/radioroom/showthread.php?t=190685 |
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When I finish the GR2 Editor/Viewer I have a list of things to do :yep: |
in the end, its all about gameplay, rb. you should have noticed that already...
:yep: |
SH3=home for the aged :D
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Time for funny errors again. I got torpedo hit message but no explotion.The sound I heard could seem to something like a very short compact explotion The ship never sank but was damaged.it was a 4000 ton freighter. The torpedo hit was never recorded in captains log. Happens from time to time now, but this was the only I investigated.(forgot ships name)
MightyFine Crew Mod 1.2.1 Alt w beards Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environmental SH5 Realistic Colors V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 Dynamic Environment SH5 Shallow Waters V2.1 Patch sobers best ever fog V4 SH5 Small_trees_SH5_V1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface IRAI_upgrade_to_v_0_0_31 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Manos Scopes-patch for 16x9 Equipment_Upgrades_Fix_v1_4_byTheBeast Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz Stormys DBSM SH5 v1.3 optional scary creaks Stormys DBSM SH5 v1.3 additional crew sounds beta6 Enhanced FunelSmoke1.2_by HanSolo78 OPEN HORIZONS II_full v1.6 TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6) OH II Minefield map SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 NewUIs_TDC_6_9_0_Real_Navigation |
Baza_FX.dat
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?
Thanks :salute: |
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