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

Targor Avelany 09-27-12 01:56 PM

Quote:

Originally Posted by antho438 (Post 1940508)
You said that right, before, I could sink one with one torp! Takes several to sink now! What I couldnt understand was the merchants would take more than the warships :/. Does this mod help with this issue?

Already feel part of it now lol.

somewhat. You can read the first post for more detailed information.

The flooding/sinking engine in sh5 is... not the best.
And some of the most talanted modders on this forum still breaking their heads to figure how to make it better.

antho438 09-27-12 02:04 PM

Quote:

Originally Posted by Targor Avelany (Post 1940526)
somewhat. You can read the first post for more detailed information.

The flooding/sinking engine in sh5 is... not the best.
And some of the most talanted modders on this forum still breaking their heads to figure how to make it better.

Ok, will have a look :).

Not had one sink yet, just have to keep hitting it until it "blows up". lol

Targor Avelany 09-27-12 02:06 PM

Quote:

Originally Posted by antho438 (Post 1940533)
Ok, will have a look :).

Not had one sink yet, just have to keep hitting it until it "blows up". lol


here is how, most likely, you can test it:

take a merchant/battleship... blow it's engine or screw off so it can't move... 1 torp to the side... wait for a very while (TC16 ftw!) and whatch.. If it repairs itself - hit it again. Or it will sink and before that will, most likely, fire off the flare.

GT182 09-27-12 02:15 PM

Hit a battleship in an ammo magazine and one torp should sink it. Ya gotta find the sweet spot. ;) There should be one under the 2 forward turrets, or there abouts.

I just ran across a task force with a Royal Sovereign battleship in it and it took me 4 torpedos to sink it. Tho I have sunk Queen Elizabeth battleships with only 1 torpedo... in Scapa Flow at anchor and at sea moving.

antho438 09-27-12 02:29 PM

Quote:

Originally Posted by Targor Avelany (Post 1940536)
here is how, most likely, you can test it:

take a merchant/battleship... blow it's engine or screw off so it can't move... 1 torp to the side... wait for a very while (TC16 ftw!) and whatch.. If it repairs itself - hit it again. Or it will sink and before that will, most likely, fire off the flare.

Just done it, that was awesome! :))))))

Targor Avelany 09-27-12 02:34 PM

Quote:

Originally Posted by antho438 (Post 1940567)
Just done it, that was awesome! :))))))

:rock:

antho438 09-27-12 04:49 PM

Quote:

Originally Posted by Targor Avelany (Post 1940574)
:rock:

Hey dude. Just a quick question. Im trying to sort out the sound thing (wistles/horns/pa) do I have to edit the file. Or is it already done? The equipment is writen there, but I cant hear the sound effects?

Please help
:) lol

Targor Avelany 09-27-12 04:51 PM

Quote:

Originally Posted by antho438 (Post 1940686)
Hey dude. Just a quick question. Im trying to sort out the sound thing (wistles/horns/pa) do I have to edit the file. Or is it already done? The equipment is writen there, but I cant hear the sound effects?

Please help
:) lol

depends on what exactly you are looking for. And which sounds you do not hear.

the game's main sound file Sh.sdl contains all the information. The problem starts when multiple mods overwrite it, effectively disabling the previous mod's changes, if they were not modified to fit each other.

TDW made a tool to edit and compair this file, which you can find on this forum, download and see from there.

antho438 09-27-12 04:58 PM

Quote:

Originally Posted by Targor Avelany (Post 1940689)
depends on what exactly you are looking for. And which sounds you do not hear.

the game's main sound file Sh.sdl contains all the information. The problem starts when multiple mods overwrite it, effectively disabling the previous mod's changes, if they were not modified to fit each other.

TDW made a tool to edit and compair this file, which you can find on this forum, download and see from there.

I can hear the main sounds, I just cant hear the sound of distress horns, and whistles. Mentioned in the "I want sound on a ship!.txt". :/

Sorry to be a pain.

Targor Avelany 09-27-12 05:04 PM

Quote:

Originally Posted by antho438 (Post 1940696)
I can hear the main sounds, I just cant hear the sound of distress horns, and whistles. Mentioned in the "I want sound on a ship!.txt". :/

Sorry to be a pain.

I'll have to get home to check what are you talking about, cause I can't help you w/ smth that I don't remember about, lol

antho438 09-27-12 05:06 PM

Quote:

Originally Posted by Targor Avelany (Post 1940701)
I'll have to get home to check what are you talking about, cause I can't help you w/ smth that I don't remember about, lol

cool no worries

gap 09-27-12 05:19 PM

Quote:

Originally Posted by antho438 (Post 1940707)
cool no worries

Hi antho438,

what Targor is saying is perfectly plausible. But why are you so sure that something is wrong with those sounds for you? They are not played so commonly... how long did you wait for them? What is your mod list?

antho438 09-27-12 05:29 PM

Quote:

Originally Posted by gap (Post 1940713)
Hi antho438,

what Targor is saying is perfectly plausible. But why are you so sure that something is wrong with those sounds for you? They are not played so commonly... how long did you wait for them? What is your mod list?

Hi Gap,

O I expected them to sound as soon as I made contact with them. Im not sure when to expect it to be honest. I currently just have this mod enabled. I will also have Dynamic Envornment.

gap 09-27-12 06:01 PM

Quote:

Originally Posted by antho438 (Post 1940716)
O I expected them to sound as soon as I made contact with them.

It can take a bit longer for them to be played, and they aren't necessarily played every time you engage a ship.
These considerations apart, in my opinion it is quite improbable that something is wrong with your installation of Fx Update, since this is the only mod you are using atm.

Anyway, if you just want to make sure that everything is okay with it, right click on its data subfolder and check that its size is 76.6 Mb and that its content is 258 files and 147 subfolders. Moreover, make sure that you unzipped the correct folder (should be called FX_Update_0_0_19_ByTheDarkWraith) into MODS folder, and that you enabled it correctly using JSGME. :)

antho438 09-28-12 11:28 AM

Quote:

Originally Posted by gap (Post 1940725)
It can take a bit longer for them to be played, and they aren't necessarily played every time you engage a ship.
These considerations apart, in my opinion it is quite improbable that something is wrong with your installation of Fx Update, since this is the only mod you are using atm.

Anyway, if you just want to make sure that everything is okay with it, right click on its data subfolder and check that its size is 76.6 Mb and that its content is 258 files and 147 subfolders. Moreover, make sure that you unzipped the correct folder (should be called FX_Update_0_0_19_ByTheDarkWraith) into MODS folder, and that you enabled it correctly using JSGME. :)

Hey buddy!

Thanks for getting back to me! :). Good news, just intercepted a massive merchant convoy and as soon as they spotted me surfacing the water. They started to horn and shoot their flares! lol


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