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-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

Kaleun 09-21-10 03:12 AM

hi,

I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??

DavyJonesFootlocker 09-21-10 04:16 AM

Was sailing in really rough weather and no water in the sub. So far I don't see anything wrong. The sensors are working also.

Kaleun 09-24-10 08:04 AM

@TDW:

Any news on my above Question

"I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??"

Thanks in advance

Kaleun

DavyJonesFootlocker 09-25-10 07:36 AM

Can I install this patch without the previous versions?

Ragtag 09-25-10 07:45 AM

Quote:

Originally Posted by Kaleun (Post 1501227)
@TDW:

Any news on my above Question

"I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??"

Thanks in advance

Kaleun

FX must be installed before multiple UI and IRAI.

Correct order would be:

FX Update
FX BARF fix ( If you use BARF)
Multiple UI
IRAI
IRAI no hydrophone and planes (if you use this option)

JSGM will tell you it conflicts but ignore and install in above order.

BowfinSS287 09-25-10 09:02 AM

i have been using your new version and if you look at the screen-shots
you posted in opening post, you'll see little black pieces falling off the
ship,my problem is those pieces don't sink when they hit the water
instead they dance on the surface of the water,anyone else seen this?

TheDarkWraith 09-25-10 09:05 AM

Quote:

Originally Posted by BowfinSS287 (Post 1502047)
i have been using your new version and if you look at the screen-shots
you posted in opening post, you'll see little black pieces falling off the
ship,my problem is those pieces don't sink when they hit the water
instead they dance on the surface of the water,anyone else seen this?

they have a debris controller attached to them so they will sink after some time. They are 'dancing' because the debris controller in SH5 doesn't work like the one in SH3 for some reason :hmmm:

Frantic8882 09-25-10 09:24 AM

I canīt download the BARF Fix. Filefront says there is an error. Does the new version of the FX mod include this fix maybe? PLZ, help. I am ready for a fresh installation.

TheDarkWraith 09-25-10 09:25 AM

Quote:

Originally Posted by Frantic8882 (Post 1502056)
I canīt download the BARF Fix. Filefront says there is an error. Does the new version of the FX mod include this fix maybe? PLZ, help. I am ready for a fresh installation.

the BARF fix is included in the latest version of the FX mod as an add-on mod

Kaleun 09-25-10 09:41 AM

@ Ragtag,

Thank you very much!

Kaleun

Frantic8882 09-25-10 10:02 AM

Thanks, TDW.

BowfinSS287 09-25-10 11:06 AM

thanks for the info TDW

rascal101 09-25-10 08:18 PM

Hi to you and thanks for this mod- a question or two

I have Old Style Explosions V1.1 instralled, does this work with this mod, do they clash or complement with one another -

Also - I have been using the latest version of your mod - have seen debris and splashes - but I have not seen some of the other items you claim for this mod, please refer to the list below - I wonder if other mods are negating the effect

Changelog:
v0.0.1 - first official release
- changed the torp explosion effect
- added debris to shell explosions (Seen and appreciated)
- debris makes splashes when contacting the water (plus sound) (Seen and appreciated)

- debris will float on water for a period of time then sink down into the abyss (Seen and appreciated)

- added additional explosions to fires (time based). Additional explosions have sound and debris - (Not seen, no secondary explosions seen)
- all sounds added also have an underwater sound for hydrophone pickup
- Distress flares were added to all ships. They will only fire one distress flare based on damage taken (Not seen, no flares seen during any encounter)

- all torpedoes were changed to use the new torp explosion effect
v0.0.2 - added spray and wakes to all periscopes, radio rod, DF Loop, and FuMB1Metox antenna - (doesnt seem to be working, certainly not seen)
- DF Loop will randomly rotate at different speeds and different directions simulating the radio operator searching for signals (NO DF Loop detected on any model sub)
- DF Loop is now visible underwater. It will hide when the sub's depth is > 13m and will reappear when sub's depth is <= 13m (NO DF Loop detected on any model sub)
- Radio rod starts rising at 6.5m and is fully deployed at 13m. At 21m the radio rod will start to be undeployed and at ~26m it will be fully undeployed (hidden). As the sub submerges the radio rod will always be slightly visible out of the water until the sub's depth is ~ > 13m
v0.0.3 - fixed bug of splashes being seen inside sub (No Radio Rod seen on any model sub)


Here is a list of my activated mods, perhaps something is clashing or the order needs to be changed, any advise?

Sh5EnvModGold
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
Royale_Adio's Turm Emblems Package
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
Lite Campaign LC 1.2
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
The Elite Campaign 1.1
U-boat Historical Specifications 1.4
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Loading Screens Mod 2.0
SV&Com Underwater Mod
HiDef Realistic Interface V2.0
HiDef Realism Patch V2.10
sobers base wave mechanics for SH5 V5
Wordeees' Actual Footage Menu V2
ImprovedWaves_Improved Pitch&Roll
R7 HiRes Alt English Panels
Cerberus62 Additional Merchant Ship
FX_Update_0_0_3_ByTheDarkWraith
IRAI_0_0_26_ByTheDarkWraith
Environment 3.7MOD
FX_Update_0_0_3_BARF_Fix
SteelViking's Interior Mod V1.2


Looking forward to your assistance

Rascal

TheDarkWraith 10-06-10 05:57 PM

I'm porting over my live AI ships from SH3 to SH5. I've got all the necessary nodes and everything in place and now have to edit all the ship's to add the necessary nodes needed. Here I've edited the NLL ship and added ship's horn and whistle and the starshell gun. As you can see it fired a starshell to light up the night (and the starshell 'flare' in the sky does add light to everything under it):
http://www.subsim.com/radioroom/pict...pictureid=3111

Lots more work to do as far as all the ships but it'll be worth it :D

My live AI ships gives ships the ability to:
- add a PA announcement or whistle (user customizable to 20 different ones - 10 for military and 10 for civilian)
- add a horn that will sound when enemy detected (can be heard for long distances - user customizable to 20 different horns - 10 for military and 10 for civilian)
- can have combination of both above
- add a starshell gun to the ships that when they detect a contact will fire starshells in the direction of the contact

DavyJonesFootlocker 10-06-10 06:18 PM

Man, that's fantastic.:salute:


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