SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [TEC] Possible? (https://www.subsim.com/radioroom/showthread.php?t=252117)

Bubblehead1980 03-14-22 01:41 PM

Possible?
 
Thought of this in another discussion. Sometimes skippers thought they had hits when torpedoes were actually duds because of the splash of water/air flask etc. Premature detonations that occurred when very close to ships looked like hits as well. This is true in the sim, would think some are hits if not for crew not reporting torpedo impact. Although, they can do damage when real close but not report as a hit.

For duds all we have is a the dud sound, would be great if got a splash, perhaps not a big one but something like what skippers would often see. So would it be possible to have a splash effect present for dud torpedoes ?

vickers03 03-14-22 02:40 PM

good idea! should be possible. if you check torpedoes_US.dat, there
is a dud effect assigned in the .sim which leads to the particles.dat,
i think you can add a splash to that effect there easily.:salute:

propbeanie 03-14-22 05:41 PM

I thought there already was... :salute:

Bubblehead1980 03-14-22 09:34 PM

Quote:

Originally Posted by propbeanie (Post 2798755)
I thought there already was... :salute:


Not my knowledge. When a dud hits, just the sound, no visible splash. Unless you guys have it in FOTRS?


I havent had a chance to really run the latest version yet.

propbeanie 03-15-22 01:21 AM

Look in yours for this link

https://i.imgur.com/YQjtNF5.jpg

vickers03 03-15-22 01:35 AM

Thats the one. But there is no particle effect attached to it.

propbeanie 03-15-22 06:16 AM

Ahhhh... lol - Needs a "splash" and torpedo pieces, eh?

Bubblehead1980 03-16-22 03:44 AM

Quote:

Originally Posted by vickers03 (Post 2798784)
Thats the one. But there is no particle effect attached to it.


One can be added though?

vickers03 03-16-22 05:08 AM

Quote:

One can be added though?
should be no problem. just copy for example the torpedo splash particle generator into the dud effects node,
then edit the particle generator for a smaller size splash.

Bubblehead1980 03-16-22 05:41 AM

Quote:

Originally Posted by vickers03 (Post 2798951)
should be no problem. just copy for example the torpedo splash particle generator into the dud effects node,
then edit the particle generator for a smaller size splash.


Great , will give it a try today.:Kaleun_Salute:

propbeanie 03-16-22 12:43 PM

I was just doing some testing on my attempt at activating that, and first shot "The torpedo is a dud, sir." Nothing... lol - no splash, so I either did something wrong (highly likely), or I'm missing something still (also highly likely), or the game needs something else (possible). Anyway, shots 2-6 did NOT DUD!!! what the? A 90 degree shot in FotRSU with duds enabled should render you a 99% chance of a dud in early 1942... sigh. :oops:

Bubblehead1980 03-16-22 01:14 PM

Quote:

Originally Posted by propbeanie (Post 2799056)
I was just doing some testing on my attempt at activating that, and first shot "The torpedo is a dud, sir." Nothing... lol - no splash, so I either did something wrong (highly likely), or I'm missing something still (also highly likely), or the game needs something else (possible). Anyway, shots 2-6 did NOT DUD!!! what the? A 90 degree shot in FotRSU with duds enabled should render you a 99% chance of a dud in early 1942... sigh. :oops:

Ahhh, well you tested it out first, thanks for the feedback.


When home later this evening I will send you the TMO torpedo files I have for V2.0 of TMO update great dud rate so can look them over and if want, try them out in FOTRS, see how it work. I found the key is just have to set the angle tolerances a bit different, but in the sim it will turn out like reality for most part. Overall, changes have solved issue with not getting duds as well as other features of torpedo such as depth control and magnetic exploder proving too reliable in early years. Based on what have read, have it about as close to being right as can get lol.

vickers03 03-16-22 03:18 PM

got it to work:up:
could be a little smaller.

https://i.imgur.com/VsxFReP.jpghttps://i.imgur.com/n21aZOa.jpg

Bubblehead1980 03-16-22 03:31 PM

Quote:

Originally Posted by vickers03 (Post 2799074)
got it to work:up:
could be a little smaller.

https://i.imgur.com/VsxFReP.jpghttps://i.imgur.com/n21aZOa.jpg


Nice! :Kaleun_Salute: Since it deals with particles.dat. Will it be compatible with the EAX sound mod you sen ? with merchant smoke, dc and gun splashes, the "clang" and the splashes and all?

vickers03 03-16-22 03:42 PM

Quote:

Nice! :Kaleun_Salute: Since it deals with particles.dat. Will it be compatible with the EAX sound mod you sen ? with merchant smoke, dc and gun splashes, the "clang" and the splashes and all?
i'll make a merged TMO and a FOTRSU version.


All times are GMT -5. The time now is 12:34 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.