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You should check out skwasjer's app. nv, it may prove to make your life a
little easier ;) RDP |
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thanks for the answer NVDrifter
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I will see what you did to the camera file and see if we have the same thing already going or if we need to add something to our destabilized camera for the interior's of the sub's. But even with the high center of gravity I did to the sub's for the ROW mod I got some serious shaking from the Bomb's and depth charges both. |
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I took a look at your changes, nvdrifter, and I played around with the settings a bit, using my full ROW installation (camera included). I think I've come up with a cameras.dat file that "plays well" with both mods installed. However, I'd be grateful if you could explain what the other parameters you've changed mean. My interpretation of the parameters was purely guess-work. Here's what I think they mean. Mind you, the parameters I'm reporting are as they show up in S3D editor, I'm not a big fan of tweaker files.
Elasticity = The "intensity" of the shake? Dumper = Damper, maybe? How fast the shaking will stop. MaxAngle = Self-explanatory, really. Coef = Really clueless here. I also added some shake, rattle and roll in compartments you had left out (sonar, conning tower and radar view). I tested in both depth-charged and bombed on conditions in calm seas, I'll run a test in rough weather too (I had to crash at 02:30...a curse and plague on having to get up in the morning to go to work!). During testing, however, I discovered that your mod is incompatible with Run Silent Run Deep Campaign Mod, because that mod has added new bombs in bombs.sim. I got a CTD just as a plane with the new bomb loadout was about to appear. I've modified all the RSRD .sim files accordingly, and I'll notify lurker of this in case he wants to add them as an alternative download, if you're ok with it, too. Of course, I wouldn't have done any of this if I hadn't decided that this mod is a keeper! :up: |
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Elasticity = Speed of shake (maybe that's what you meant by 'intensity') Dumper = How fast the shaking will stop. (your guess was right) MaxAngle = Self-explanatory, really. (again, your guess was right) Coef = Unknown effect. I never could see any effect when changing this number. Just a note. If you set the dumper too low, the camera will shake slightly at any small movement, such as waves or whatever. The lowest setting I could ever get for this number was .3 which is still playable. As far as this mod not being compatible with Run Silent Run Deep Campaign Mod,I didn't know that. Thanks for the info. And of course Lurker has my permission to repost a modded version of this mod. Oh yeah... and I'm happy you like the mod. :yep: |
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SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?
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SH4 sure is a pain with all these mods not bein compatible. im runnin RFB, RSRD campaign and ROW mods. so am i right in sayin i cant just add this mod to the bunch?
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As far as the coef it seems to be some modifier to strengthen or weaken another value/result, in this case the overal shock intensity. (Description taken from .act file: The coefficient to apply on the shocks) A way to control the 'amplitude' or 'shock violence' so to speak. I could picture it so, that this value controls whether or not you get knocked of your socks by a shock. I'm only theorizing here, I don't test or have experience with these values because I don't mod myself, just thinking out loud. Maybe the SH4-engine doesn't even use this value anymore? |
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I fix it on my end ( post 1.4 ). I'll just create a seperate set of bomb files that will allow this mod to work with have to worry about compatibility with other modes |
usualy in SHIV the coef setting refers to something specific
Like wind coef how much effect the wind has over smoke in the game or over the oceans surface.
If you have a wind speed at 15mps and you set the coef at let's say 15 when stock may have been 1 as most were set for originaly. Then at 15 mps wind's smoke will be blown accross and or very close to the ocean's surface and not allowed to get high in the sky. Or on the actual ocean surface it will cause high wave's to curl over more when the wind hit's them. But without actual knowledge on what that coef is tied to in game it is hard to figure out what your effecting. It's basicly the ammount of influance something has in the game. Another example the gun's muzzle flash on all the in game gun's orginaly the wind coef was set to 1 on all of them I changed this to 2.5 so that as the wind get's higher in speeds it tend's to blow the muzzle flash and smoke from the gun's slightly off center from the front of the muzzle to create a more realistic effect in higher wind state's. So under mechshockspendulum in the camera file if you raise the coef value in there from 0.5 to let's say 0.9 then the amount of movement will increase because it has more of an influance over the camera view. |
Cheers for the info, nvdrifter, skwasjer and Leo :up:. Well, I have managed to get shakes in hydrophone and/or radar view, so I guess you're referring to other compartments (I'm not good with how the game (or S3D editor?) names the various parameters in Cameras.dat. Inside conning tower I also altered to make ROW compatible. And yes, I noticed that I get small bounces when it's wavy enough...I liked it, actually, better than a simple swaying back and forth. Never been in a sub before, but in smallish boats you get to feel these small bumps, so I'm happy with it. Leo, want another Camera file for ROW? :D
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so is it ok to install this over ROW without altering any files or will bad stuff happen?
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