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

gap 01-21-13 02:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1996650)
The height at which no pilot and parachute are created is easy to change. It's one value in the .dat file. Change the Height value of the EffectsChoice controller from 15 to whatever number and that's it :)

Which one of the many dat files? :hmm2:

TheDarkWraith 01-21-13 02:13 PM

Quote:

Originally Posted by gap (Post 1996662)
Which one of the many dat files? :hmm2:

TDW_FXU_Debris_Particles.dat

gap 01-21-13 02:29 PM

Quote:

Originally Posted by TheDarkWraith (Post 1996673)
TDW_FXU_Debris_Particles.dat

Done, thank you :up:

volodya61 01-21-13 02:41 PM

Quote:

Originally Posted by gap (Post 1996506)
You did it :yeah:

..but I would adjust minimum drop altitude to not lesser than 200-250 ft asl (61-76 m). ;)

IIRC the minimum height of the ejection for MIG-35 and SU-35 is 25 meters :haha:

gap 01-21-13 03:33 PM

Quote:

Originally Posted by volodya61 (Post 1996702)
IIRC the minimum height of the ejection for MIG-35 and SU-35 is 25 meters :haha:

really?! :o

yet, the source I posted below reports much bigger figures for US low level drops, using the T-10 parachute. Moreover, it states that T-10's minimum drop altitude is unequated by modern day's T-10D model :hmmm:

volodya61 01-21-13 05:30 PM

Quote:

Originally Posted by gap (Post 1996727)
really?! :o

yet, the source I posted below reports much bigger figures for US low level drops, using the T-10 parachute. Moreover, it states that T-10's minimum drop altitude is unequated by modern day's T-10D model :hmmm:

I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..

gap 01-21-13 05:49 PM

Quote:

Originally Posted by volodya61 (Post 1996810)
I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..

Super freaking awesome Russian-made ejection seats explain it all :03:

vlad29 01-23-13 04:00 PM

Quote:

Originally Posted by volodya61 (Post 1996810)
I've read somewhere (don't remember exactly) the height of 25 meters is possible because during the ejection the pilot throws up by 70-80 meters..

Ejection from ground-level is possible also:up: Not safe for health enough - depending on situation. Eapecially usual thing for carrier's pilots:smug:

Dignan 02-10-13 10:58 PM

Real Sink
 
What's the verdict on enabling "Real Sink 1.0" over the FX mod? Is it compatible?

finchOU 02-11-13 03:56 AM

Quote:

Originally Posted by vlad29 (Post 1997902)
Ejection from ground-level is possible also:up: Not safe for health enough - depending on situation. Eapecially usual thing for carrier's pilots:smug:


All modern aircraft that have ejection seats which are rated at 0/0. Meaning 0 airspeed 0 altitude. Basically every Navy Carrier ac has had a 0/0 seat since the early 60's. These modern seats use what's called a ballistic spreader...which opens the canopy while the seat is still going up (if that makes sense). Ejection seats are designed to safe your life....not save your life with no broken bones (or appendages if they get snagged).....a ground ejection may only give you a swing in the chute before you hit the ground so you could still break your neck or be dragged to death if you are unconscious. But that's much better then an out of the envelope low altitude ejection....which is not survivable (aka no chute before impact). My seat on a trusty F-5 is 60/0 ...which means you need at least 60 knots to get a chute....tho i dont know if I'd trust that with no ballistic spreader. The F-5 was designed in the 50's tho.

test_m4a1 03-18-13 06:37 AM

Hey!

I have just downloaded this nice mod but unfortunatly i have some problem with it. After loading a mission, game or stops or crashes to desktop.

Before installing all this mods on left side were working properly, now i have disabled them to see it FX is a problem. And it is because before adding FX all this mods were ok, maybe it was loading for a while but ok :)

What am i doing wrong? How this list should look like to work properly?

Cheers!

Edit, i tryed now to run only Open Horisons and UI only and it crashes too so i dont have any idea what is the problem... :(

Coenraad 03-18-13 10:18 AM

Hey guys my game freezes for a couple of seconds when flares are shot up, and i get some werid huge smoke skreen on the horizon after loading a save.

Any tips? (game is 1.2)

gap 03-18-13 10:35 AM

Quote:

Originally Posted by Coenraad (Post 2027086)
Hey guys my game freezes for a couple of seconds when flares are shot up...

Any tips? (game is 1.2)

In case you want to remove them: :03:

http://www.subsim.com/radioroom/show...postcount=1004

volodya61 05-22-13 07:21 AM

Okay..
While we are waiting for TDW to merge our add-on to the main mod in the next version, we decided to post here a temporary link..

Here is our (gap & volodya61 team) work that lasted three weeks or so :) :woot:

All the effects are based on TheDarkWraith's files of FX Update, so you can use it only with the main mod..

What was done:

Completely reworked torpedoes explosion fx. Torpedo splashes are now much more detailed and realistic, and they are visible at a distance of more than 7 km.

New Torpedoes Explosion - FX Update add-on - http://www.mediafire.com/download/58...date_add-on.7z

gap 05-22-13 07:45 AM

:Kaleun_Cheers:


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