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

stoianm 04-01-11 02:18 AM

Thank you tdw:up:

Magic1111 04-01-11 03:12 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

Quote:

Originally Posted by TheDarkWraith (Post 1632656)
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 :|\\

Looks very nice:o, many thanks TDW !!!! :D:yeah::D

Best regards,
Magic:salute:

Teiwaz 04-01-11 05:13 AM

Quote:

Originally Posted by TheDarkWraith (Post 1632656)
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 :|\\

So there could be flooding in an undamaged compartment that isn't even near the damaged one? Or plain and simple: damage to the most forward compartment can cause flooding in the most backward one? Seems reasonable to me.

stoianm 04-01-11 07:11 AM

@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:

TheDarkWraith 04-01-11 07:13 AM

Quote:

Originally Posted by stoianm (Post 1633038)
@TDW i tested last version but i saw no parachute... i exploded few in the air and also few fall in oceam but only debris... no parachute:hmmm:

sounds like something overwrote your \data\Zones.cfg file then.

stoianm 04-01-11 07:30 AM

Quote:

Originally Posted by TheDarkWraith (Post 1633041)
sounds like something overwrote your \data\Zones.cfg file then.

i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx

EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:

TheDarkWraith 04-01-11 07:38 AM

Quote:

Originally Posted by stoianm (Post 1633060)
i do not have any mod who modify zones.cfg after your fix... but i will add at my end list your zones.cfg file and i will test again... tnx

EDIT: I have nothing to overite the zones.cfg (i installed the zones.cfg from last fix last of the JGSME to be 100% that i am not make something wrong)... i tested again ... no parachute... if i hit fighters?... they have parachute?... or i must to hit bombers?:hmmm:

Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?

stoianm 04-01-11 08:39 AM

Quote:

Originally Posted by TheDarkWraith (Post 1633068)
Any plane will produce a parachute(s) when the airplane explodes. Are you using v0.0.16.1 of the mod?
Does the debris that falls from the sky include burning debris with smoke?

yes... i saw the parachute finnaly... i think i need glasses:)

TheDarkWraith 04-01-11 01:59 PM

v0.0.16.2 released. See post #1 for details :|\\

Magic1111 04-01-11 02:40 PM

Quote:

Originally Posted by TheDarkWraith (Post 1633475)
v0.0.16.2 released. See post #1 for details :|\\

Thanks TDW, will test it.....!:up:

TheBeast 04-01-11 10:26 PM

@TheDarkWraith

Did you read the PM I sent you regarding possible change to UBoot_Sensors.sim?:06:
See [TEC]Adding Upgrade Packs for more info.

stoianm 04-02-11 01:56 AM

@TDW... i did a long test to the last version... awsome mod in combination with irai - all the mod descriptions work like an swiss clock

VIDEO

PL_Andrev 04-02-11 05:12 AM

Quote:

Originally Posted by TheDarkWraith (Post 1633475)
v0.0.16.2 released. See post #1 for details :|\\

Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,

ETsd4 04-02-11 07:32 AM

Thanks for upgrade and the vid. Appreciate it.

Quite frankly, in reality there is one time, you will never see a parachute coming out of a plane, and that moment is when the plane has changed into a fireball. At that time all decision-makings relating to bail out or not are gone: technically and physically.
Time tO bail out is when the plane is physically in a relative proper state and the worst case is near but has not yet arrived. So normaly you will see a eject 5 seconds before or much much earlier before a plane is exploding.

And all ejected pilots drowns? C'mon that's not right.
And how does it come that Captain Kirk with his laser-gun (phaser) is amongst the uboot-crew?

TheDarkWraith 04-02-11 07:40 AM

Quote:

Originally Posted by Antar (Post 1634081)
Few new ideas:
1. Sometime when plane is damaged pilot escape before explosion,
2. Sometime when plane is damaged pilot does not escape,
3. When plane is big (more crews than one) more parachutes are possible,

I tried to do this but the game engine stops any effects that were started before the airplane was destroyed. i.e.: had pilot ejecting from airplane was the engine was 90% damaged. Soon as airplane was 100% damaged and exploded pilot disappeared :nope: Makes it very difficult to do hardly anything.
When airplane has more than one engine you'll see more parachutes. There is a parachute for every engine on the airplane.


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