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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#766 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() ![]() Ohka away !!! ![]() closing in !!! ![]() ![]() administering the "coup de grace" Ohka Kamikaze plane attack by Peabody ![]() keltos Last edited by keltos01; 07-20-10 at 01:06 AM. |
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#767 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() ![]() Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#768 |
Navy Seal
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That is just too freaking cool
![]() I think I asked this before but do not recall.Hows the AI for Allied DD's? tough I hope.Hedgehog later? |
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#769 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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I do need to do some work on the Somers DD, it is dumber than a post. I think way back someone mentioned there is actually a bug in the way it is set up. But the Clemson and Fletcher are not bad even as stock, if set to Elite. Yes, there will be hedgehogs, in fact I got a taste of them during some testing last week. Surprised me, I wasn't expecting it. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#770 |
Navy Seal
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cool, well doesnt have to be ducimus difficult to be fun but im sure you know (thus why you said youre going to work on the Somers) dumb DD's are aggravating.Attacking with no response is anti-climatic , boring, and takes away from the game esp for Allied DD's since esp in later war they were tough. Well I'm impressed by the work youve done so far, cant wait till its ready for release one day.
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#771 | |
Rear Admiral
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![]() That, is just too freaking cool! Great job guys! ![]() ![]() |
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#772 |
Stowaway
Posts: n/a
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Just a thought here.
And I haven't looked at the files to be sure I'm correct. But the Lifeboats and debris mod for SH3 used a controller to cause the creation of the effects. (LifeBoats, debris, etc.) WaterInterAction? Set that to a positive number to trigger the Particles? Or the controller that does the Subs wash effects may work? |
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#773 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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@ Ducimus, thanks for the encouragement. This won't be any TMO but we are doing the best we know how. Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#774 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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Is this campaign ready after two years?
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#775 |
Electrician's Mate
![]() Join Date: May 2010
Location: Russja
Posts: 132
Downloads: 139
Uploads: 0
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gorshkov if you read the comments u should know btw it will be done when keltos peabody add submarines rockets....
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#776 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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#777 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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PS. Doesn't something tickle your fancy, tater? |
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#778 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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No, I am sorry it is not. I have Real Life problems that take almost all of my free time. I work on it when I can. If you would like to take care of the RL stuff, I will work on the game....let me know when you are coming. But RL has to come first.
And I did not know anything about modding when I started, so I think we have come a long way. I had to learn by trying and testing and that takes time. As far as updates so you don't have to read the whole thing, the first post says [WIP]=Work in Progress, when it is done there will be a new thread and it will say [REL]= Released. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#779 | |
Stowaway
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with a bit of working around. What I did to test a way to do this follows. I added a Dummy Node to a 500 lb Bomb. I placed the node 50 meters below the main bomb. I added a waterinteraction controller to that set at 50 meters (5.0) I called an effect from particles.dat in the controller. As the Dummy node enters the water 50 meters before the bomb? The effect is started 50 meters above the water. The Bomb is still falling all this time. So you can trigger an effect this way. The next step is to get the effect to follow the main object. (the Bomb in this case) As the way I've done it so far leaves the effect locked in one place. I'll do somemore testing on ideas and let you know what happens. If that's OK with you all. |
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#780 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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