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Yes, Im talking about determining range to target with sonar: in sh3 you just click "send" button in hydrophone station, you hear a single "ping" and you have range to target.
I was just thinking if this sound can be modded to be more like in sh4 where you are sending > waiting for it to reach selected target > and going back which gives you range to target. :ping: It just a thought... |
I think he's looking for the Ping's...Pong....meaning that when the ping is sent out....the sound will bounce off and retrun to the sub...for the estimated distance to be determined.....:hmm:
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problem
don't know if this is a bug with the latest beta, but alot of my ships...mostly tankers, but some large merchants will go up in a big yellow flame, and it's extremely graphics intensive. I'm usually down to single digits for FSP (and that's on a water cooled OC'd Gefore 8800 Ultra!
http://static3.filefront.com/images/...bkxwzatwnr.jpg http://static3.filefront.com/images/...aqcccmjiyd.jpg |
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I can tell from the purple oil on the water that you're not using 2.02...;) |
Once in a blue moon, a genius comes into our lives. SH4 being utter rubbish, nicking the best bits for SH3 is absolute brilliance! http://forums.ubi.com/images/smilies/11.gif
I'm having a problem though. All the effects are there but the new flames and explosions are much too red, artificially so. I'm not sure if it's in-game or something to do with my GPU. Pretty sure I have the latest version 2.2.1.7. Any ideas? |
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Problem is, the water gets red and also some red balls appear. See these screenshots: This is perfect, wonderful: http://stuwww.uvt.nl/~s177605/sh4effects/1.jpg But a little later I get air assitance and they throw some bombs: red balls in the sky. http://stuwww.uvt.nl/~s177605/sh4effects/2.jpg Also the water turns into red: http://stuwww.uvt.nl/~s177605/sh4effects/3.jpg Look from above: http://stuwww.uvt.nl/~s177605/sh4effects/4.jpg It doesn't happen all the time, but in the last campaign about 2 times. Quote:
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The red balls you speak about are distress flares sent up by the ship you attacked. They will be about 1/3 smaller in v2.03. |
The red balls are distress flares. They should be there.
The red water is an error with the reflection of those flares. (it's not a blood effect as some thought). Racerboy is fixing it and it will be ok in the next release. All of this is work in progress and pretty much a testing phase. EDIT: OOPS. Sorry Racer, were typing simultaneously. |
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alright v2.03 is finishing up for release here soon. Let me tell you all what has been fixed/added/changed.
fixed: - small and large smokes rotating with ship. Now they 'smoke' upwards at all times but are still wind affected by the ship's movement :rock: - funnel_smoke redone again. Now when the ship is stationary there is no smoke emitted. And funnel_smoke as a whole has been redone to make it appear that the wind is baffling it around. - smoke_small and burnning_oil_smoke_small have had their rates increased. Now they look more 'full'. changed: - removed the red reflection from the red distress flare. - made the red distress flare 1/3 smaller in size added: - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. - The bleeder body will be flailing on the surface instead of stationary - There are 10 customizable sounds for civilian ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like. - There are 10 customizable sounds for military ship's annoucement system. When the military ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like. - Tied with the PA announcements are a ship's horn. Each PA announcement can have a ship's horn with it. There are 20 customizable horns available (10 for civilian, 10 for military). They are tied together as follows: - civilian/military Ship's horn #1 is tied to civilian/military PA announcement #1 - civilian/military Ship's horn #2 is tied to civilian/militaryPA announcement #2 - so on and so forth The ship's horns will be heard 3 seconds after the PA announcements start for civilian ship's and 1 second after for military ships. You'll have to be close to the ship to hear these announcements. The ship's horn though can be heard 5000m away. The PA announcements and associated ship's horn will repeat every 15 mins for the civilian ships and every 12.5 minutes for the military ship's provided they still have you detected. You do not have to have a PA announcement or ship's horn on a ship. It's entirely up to you. - A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration. Any other ideas? |
Is there a fix for the smoke disappearing abruptly rather than fading out when a ship sinks?
Did you add the missing plane sounds for GWX? Where oil slicks added in this version? If they were in 2.021, I haven't run into them yet. |
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Missing plane sounds, that's what I forgot. Back to work for me. Oil slicks have been in all versions. They were changed to black in color in 2.02 so yes, you have them in 2.021. You only see them from tankers and freighters or merchants that have fuel as either cargo or containers on deck. |
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I have no idea what files and settings are involved in producing the smoke, but if it helps, I believe in GWX the smoke stops being produced when the ship sinks but the smoke in the air continues going up till it disapates. Looking forward to my next patrol with 2.03:up: |
This is Amazing! Thank you for all of your hard work.:up:
I noticed one bug, running this on stock, when you go to All Stop, The Engine sound still loops:huh:. Does anyone know if this is a problem in GWX with this? |
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