![]() |
It works.
I've sunk several ships that spawn Life rafts through the debris now. |
Quote:
Anyhow, I just tested a bit others debris (using DivingDuck debris models) using the same LB mod implementation. You know that it uses Floating object controller to have the buoyance behaviour. But the problem is that non flat objects seems to stay a bit "out the water" and AFAIK itīs impossible to adjust this for all situations on the controllers/objects coordenates. The unique possibility (and i donīt know if it is possible) is to make the game think that a non (or almost no) flat object start from its half, then it will float "correctly" (3d model inside coordenates perhaps?). I hopes that you understand my poor english.:D If a solution canīt be find, we yet can always use flat (or almost flat) objects like small wood pieces, small buoys, etc to simulate the (permanent) debris.:yep: |
Quote:
|
Don't you ever rest Rubini?:D
Personally I'm glad you don't!:up: |
Connecting lifeboat spawning to debris means that lifeboats appear long after the ship has sunk. Did not look realistic to me.
Rubini, As to WaterInteraction spawning of lifeboats from sinking ships, have you check that for different ships and weather conditions to avoid unpleasant surprises? |
Quote:
that be not entirely true either. ther WAS interest...:D :ping: :up: ...and still IS |
Quote:
I have not yet the time to test/look at this new possibility. But "thinking with my knobs" I was imagining how it will work and this scenario (that you also described above) also at first don't please me - the fact that the LB will only appears pratically after the ship sink. But have its merits. The implementation will be much more easy and quick. The life boats, even appearing after/during the ships sinking can appears a bit away from the center of the explosions, etc. Anyhow the devolepment of the life boat animations and also the solution for some permanent debris problems will be the same for both main solutions: my first one, a bit more elegant for LB IMO and the Privateer idea (attach them to debris). Another fallback from attaching them to debris is that probably will be not more totally controlable the number of LB per ships and also probably only one type of LB will appears. But this needs more investigation. I don't know yet if the stock debris are different for each class of ships (i means ships size):hmm: |
I shall grace this thread with my 400th forum posting to offer an idea. :smug:
Assuming it is possible to make the lifeboats and survivors destructible, could it be implemented where a kaleun would suffer a renown penalty for gunning down survivors and, conversely, receive a renown bonus for aiding survivors? To balance this tactically, a kaleun would be faced with maintaining stealth by remaining unseen by survivors ( or ensuring none lived to report the u-boat's disposition to Allied rescuers ) and being humane by rendering aid that would leave the u-boat vulnerable to being attacked or stalked by units that recieve radio reports of the news offered by the survivors? Regardless, even if this mod is only eye-candy, it is yet another triumph of the masters, Rubini, privateer, and company! :rock: I can hardly wait for this one! :D I wonder if the shipwake could be altered to spawn occasional debris, in the form of trash tossed overboard, that would aid a u-boat watch crew in knowing if shipping traffic has been in the area recently? "Debris, spotted! Bearing 37 degrees!" What I wouldn't give to be able to rewrite the game engine to make such features readily implemented! |
Quote:
About release some trash...in theory is possible but needs test to see how they will behaviours in all situations... |
Quote:
|
Just my 2 cents. The best thing would be to have the life boats spawn when the ship receives a critical hit or reaches the flooding limit. I would love to see the boats slowly moving away from the sinking ship. Oh, expect many cool pics in the Unofficial Screenshot thread after the release of this mod!
|
No word
Quote:
|
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.
In my opinion it can't be better then that... :up: |
Quote:
If we opt to use them attached to each ship then is possible to make then appears before the ships sink and with some time between then - i already made it this way since the first test version as you can see on the video (sometimes more, sometimes less time betwwen them). If we opt for this way to have LB, what is really more elegant and realistic i will need help for sure to adjust all the ships. Do you read my PM to you?:D Anyhow is clear for me now , unless news discoveries pop up, that the privateer idea is the best for permanent debris (and they use the same "permanent" solution that I made for LBoats), then this will be the way to go for debris. But for Lifeboats we have these two choices.:yep: I plan to release a complete "attached to debris version" soon (including the life boats) for tests (I just need to have some conversations with privateer first). This way we can really judge before the mod reachs its final stage. This version is very easy to do and works imediatelly for any mod or even stock game! (not only GWX);) |
Quote:
So after torpedoing a ship we would have life boats poping up with a random delay between them, and when the ship finally sinks, a lot of debris and some people floating in the water (with just their heads and arms out of the water, not floating like dead man, but if this is not possible, some dead man floating is good enough). I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way (debris) I would like to know what I have to change in the .dat files so I can do this mod for myself. I have the time to spend doing all the necessary modifications on those ship.dat files and I'm willing to help. Maybe I don't know everything I need to know to help, but I learn very fast and I have a lot of creativity. :up: |
All times are GMT -5. The time now is 03:51 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.