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#1 |
Ocean Warrior
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I'd like to try to incorporate an AOD feature into SH3, that is when your sub has a fuel oil leak, the leak makes your detection easier.
I have an idea of how to do the detection part but my question is about the compartment damage notices you get in the game in the crew and damage mgmt. screen. I.e., a notice appears in the command room compartment when there is fuel tank damage. Currently it is meaningless. But how/where in the game files are these notices produced ? Probably an .act file or the .exe file in which case I'm sol. But does anyone know ? Also per AOD, it'd be nice to also have blowing tanks increase detection as it should, and damaged/destroyed batteries "produce" chlorine gas as they should (a simple O2 reduction maybe for SH3 ?) but so many of these things require hex editing. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#2 |
Grey Wolf
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#3 |
Ocean Warrior
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![]() Add a .dat file that includes a hydrophone and/or sonar node to the GWX oil spill data. Could even make something else up to do the same. Then thinking that those sensors would bring the escorts to investigate ala the function already in the game where if an escort, etc. detects you it "notifies" those in range. Another idea would be to make a visual clue for the escorts that they couldn't miss seeing if in range, but that would probably be much more involved. But it's all moot if a trigger with fuel tank damage requires hex editing which it probably would..............'cause I can't do that.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#4 |
Grey Wolf
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#5 | |
Ocean Warrior
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Right, but it wouldn't necessarily have to be a particle effect. Doesn't have to be any effect at all other than something to call the escorts to investigate, hence the idea of adding the nodes mentioned. But I only know the very basics of the particle effects so I may be incorrect.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#6 |
Grey Wolf
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A more suitable approach would be to add the sound effect of the bold device to the leak oil particule effect, but I'm not sure if it can work...
![]() But I'm thinking.... : oil leak could also be interpreted by the escort ships as the destruction of the submarine... ![]() |
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#7 | |
Ocean Warrior
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True. Of course there wouldn't even have to be a special effect; just some action making the escorts detection ability increased, get their attention, etc. I.e, along the lines of Stiebler's excellent FIDO mod. Purely functional, works great. Also, historically an oil leak in itself was usually not enough for a confirmed kill to be credited. It had to be accompanied by other proof, ie., crushing/explosion sounds picked up, visual explosion signs (underwater explosions were seen by escort crews), debris/remains at the surface, etc.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#8 | |
Admiral
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Could not that, spillage aspect or part of that mod, from that be repurposed... to work in conjunction along with the messaging, of fuel leakage from damaged tanks for the sub. As for a means or method of a Destroyer or an escort vessel, being alerted to that... & tracking the subsequent signs... have to admit to, drawing a blank on. Of course, I admit freely, am not well versed in all the ins & outs of things that make the game tick. Been lurking about, following the replies & seeing what's been said... brought that particular to mind... & got Me thinking on it. If it works & is doable, so much the better... if it's not... then... ehh... chalk it up to, a nice idea... ![]() ![]() M. M.
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Last edited by Mad Mardigan; 01-29-22 at 01:18 PM. |
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#9 |
Ocean Warrior
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Yes, GWX has an oil leak on the surface from sinking ships at times.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#10 | |
Admiral
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1 thing that, on commenting that came to mind. iirc, in das boot... before they set sail, there at the beginning. Didn't 1 of the crew, believe it may have been the chief engineer... state that a prop & shaft had to be replaced... which was what had been causing a bunch of noise while submerged... before they made it back to base. ![]() what of a sound bit... of something along those lines... being worked up... to say... give away a subs location... per say... coupled with My earlier query about the oil fuel spillage idea, John... Jeff... ![]() ![]() ![]()
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#11 | |
Ocean Warrior
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Exactly; using something already in the game to simulate something else. I've been trying to figure out a non-hex editing method but nothing yet. p.s. Another gem of AOD; it had prop/shaft damage that resulted in more noise/better chance of detenction, along with a message telling you of such. p.p.s. Suddenly for some reason I'm not receiving email notices of thread replies............only from Subsim. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#12 |
GLOBAL MODDING TERRORIST
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Maybe create a new zone file for a sub leaking fuel that calls a bold.
So Effect2=#Oil_trace, 20 would be Effect2=#Sub_Oil_trace, 20 That gets edited to have a bold effect in the particles.dat once you create the new #Sub_Oil_trace ![]() |
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#13 | |
Ocean Warrior
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Right, I was thinking of that ala H.sie's flare mod but then since the bold is meant to distract an escort(s) from where the sub is vs. an oil leak showing where a sub is, it may help evasion more than hurt it. But it may also be an only way to do anything. Or maybe instead of a bold mock up an invisible "sonar buoy".......... ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#14 |
GLOBAL MODDING TERRORIST
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There is a FollowParent command in the particles.
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#15 |
Ocean Warrior
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Jeff, any idea what triggers console messages ? Something in the .exe file ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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