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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 |
Gunner
![]() Join Date: May 2006
Location: Christchurch New Zealand
Posts: 99
Downloads: 28
Uploads: 0
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Thanks for the reply Ducimus......but i have no other mods but yours and RSRDC....this smokeless problem showed it self when i uninstalled your SP2 and SPb then installed your new and latest mod..........
Is there a folder i can add out of your mod to get this back....... I love your work and i know time is your worst enemy........but i will say this again great effort this is a top mod ![]() ![]() ![]()
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#347 | |
Stowaway
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Windspeed 2 m/s. Clear sky, Near Wake Island beginnen of 1942 on a GAR sub. Nvidia 8800 GTS, > 70-80 fps. So there is something funny going on between the SP1 & SP2 and the final version. Not a disaster, but now I know! I can live with this of course, but maybe it's a simple thing to repair. Edit: just checked it out again using the free cam and circling the boat. There is smoke. It's not so dark and only on the starboard side (maybe that is intended?) Reacts on the subs speed. So it is there, but it's not "brownish" like in the patched version. Edit 2: Did some 360 degrees turns in full speed, clear sky, sunny, windspeed zero and I can now state. It is there! on starboard and port. Difficult to see when the ships side is turned to the sun. But it is there. Maybe, just maybe, Ducimus is using now something like Shell V-Power diesel. Released last year in the Netherlands, better for the environment, saves your engine and all that.:rotfl: So, it is a colour thing? Last edited by Aniuk; 04-20-08 at 09:22 AM. |
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#348 |
Rear Admiral
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Well i recoloered it because of some clips i saw online that shows , in clolor, acutal exhaust.
http://www.realmilitaryflix.com/public/794.cfm Arguably, i scaled it a bit too small. The reason why you see it on one side, and not the other is because of the wind. Its blowing the particles generated inside the boat. Its there, but its leaning inward. Result is you only see it from one side. I think i need to try lowering the wind coeficent of the nodes for these at some point. maybe scale them a bit larger. What i was trying to avoid, was having this huge exaggerated exhaust plume. Said plume is acutally mostly steam and water according to some sub vets around these parts. This is another reason why i changed it the way i did. |
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#349 |
Stowaway
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Thanks Ducimus for your elaborate answer. It explains it all. There is never a smoke screen when you answer a question. It makes sense. Sometimes a problem is not a problem at all, it's the solution
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#350 | |
Canadian Wolf
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#351 |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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Duci, thanks for that really awsome link: http://www.realmilitaryflix.com/public/794.cfm
I immediately registered and, being a history buff, straight on spent some hours there. ![]() Those Fleetboat flicks also give some nice reference on the look of the water surface/waves at 0 wind, which is currently discussed over in this thread: http://www.subsim.com/radioroom/showthread.php?t=134599. ![]()
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Cheers Uffe |
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#352 |
Samurai Navy
![]() Join Date: Aug 2006
Location: Beneath the waves
Posts: 568
Downloads: 20
Uploads: 0
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I can't hear ships with the sonar. This is what I have installed.
![]() REL_TriggerMaru_Overhaul_15 RSRDC_TMOv15_V371 RSRDC_V371_Patch5 |
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#353 |
Rear Admiral
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So ive been working on some updates.
General list: Hydrophone upgrades: A picture says it best: ![]() I dont claim the numbers are tits on historically accurate, but its in the ballpark. Hydrophone upgrades are: WCA, range = 10K JP, range = 15K JT, range = 21K WCA sonar will detect surface contacts. This much is historically correct. Much to my amazement the game acutally DOES use two sonars. I dont know how, but it knows to switch to the better hydrophone while submerged, and seems to use the WCA only while surfaced. So you'll be able to detect surface sound contacts up to a range of about 9K. Since yoour watch crew can see 15K, i dont see this being overpowered, but VERY handy for fog conditions; EDIT: Note for clarification: You start with just the WCA sonar, and retain it throughout the war which is used in tandom with sonar upgrades. JP sonar becomes available in 6/43 and JT in 1/45. Enviormental upgrades: Ive taken the time to get Player and AI visual sensors to work as correctly as possible with W_Clears enviormental work. Ive made a few small, minor adjustments to fog, however, the really cool fog effects ARE there, and im sure the eyecandy maniacs will be happy. Fixed Tench torpedo loadout: I hope this is correct ![]() ![]() I am seriously considering dumping the torpedo graphics i did. They look very amateurish (umm.. cause im an amateur graphics guy at best ![]() Submarine crew configurations: A picture says it best: ![]() It will work correctly at all screen resolutions. Interior nodes: Added a couple character nodes to the conning tower of interiors. One is the firing key operator, another is a secondary sonarman. Both are active only during battle stations. Ive alsy set lighting conditions back to stock. Picture of CT during battle stations with no PPF: ![]() Pictuere of CT during battle stations with PPF, and glare enabled: ![]() Engine exhaust: Ive adjusted it again, by removing the global wind controller from the exhaust nodes. Now they should function correctly, without the particle effects being blown inside the sub where it cannot be seen. Theres some more i wanted to do, but after doing all of the above, burnout is setting in, and im getting tired of looking at things, so i might release what i have soon, and worry about the rest for later. Unfortunatly do to the extensive changes in crew configurations, you'll have to start a new career to gain the effects of these changes. OR, if your offered a new boat, take it, and it will come with these changes enabled. No ETA on release. |
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#354 |
Torpedoman
![]() Join Date: Mar 2007
Location: Virginia (USA)
Posts: 113
Downloads: 7
Uploads: 0
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Ducimus,
One day, you simply need to move to a sanitorium deep in the mountains where you can enjoy fresh air on a rocking chair with some sweet tea. Because you are absolutely terrible at taking a break from modding. ![]() Looks like awesome work and we're all the more lucky for it. Just please don't burn yourself out. You've more than earned the right to rest on your laurels. Cheers, -m |
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#355 |
Stowaway
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I thought it could not be better! But these screenshots show it can be done. I hope the ETA is ASAP (it's a holiday week in the Netherlands!). It would be nice to have a go with this. It looks great!
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#356 |
Ace of the Deep
![]() Join Date: Jul 2007
Location: The details of my life are quite inconsequential
Posts: 1,049
Downloads: 4
Uploads: 0
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OK. So the tide of life sweeps me away for a while and when I finally wash back up on the subsim shore what do I see? The return of Ducimus
![]() ![]() Good to see you drifted back!
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If your target has a 30 degree AOB, the range from his base course line equals the current range divided by 2. |
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#357 |
Rear Admiral
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Some more changes:
![]() - Improved/cleaned up ordersbar. Assigned icons to buttons that were missing them. - Made decoys an upgrade, avialable in 12/44. *note on decoys: Right now its just one Decoy upgrade. Ive created decoy files that are unique to US subs, where as normally it was using the BOLD3 german decay. Eventually my plan is to create more then 1 decoy, but have them do different things. For example, sending up an oilslick. I experimented with that, but all i got was squid like inkspot where the decoy was released instead of oil going to the surface, so that will require more experimentation then i have patience for right now. ![]() Ive changed the torpedo icons colors to that by castorp345. *note: currently i do not have the patience to recolor the actual torpedos themselves, so i will be reverting these back to stock coloration. All i think im going to do now, is tidy up some odds and ends in the camera file, write up the documentation for this update and call it good for awhile. |
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#358 | |
Rear Admiral
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Im not updating again, tell i get a chance to run a career game from early to late war.
anywho.. the usual terse changelog, i don't believe any changes ive made will effect RSRD compatiblity, i mainly focused on the subs themselves. Quote:
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#359 |
Gunner
![]() Join Date: May 2006
Location: Christchurch New Zealand
Posts: 99
Downloads: 28
Uploads: 0
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Fantastic work Duci cant wait till i finish my current patrol...................
forgive my New Zealand noobness but do i uninstall your last ver of TMO and reinstall your lastest work or put this over top. ![]() ![]() ![]()
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#360 |
Canadian Wolf
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Nicely done
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