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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#301 | ||
Mr. Bad Wolf
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If you wish Racerboy, I could send you the TGAs so you can compare with your own included?
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![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
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#302 | |
Black Magic
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#303 |
Black Magic
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Well I got the liferaft to spawn, and spawn randomly at that! What happens is the ship sinks below the waterline and sometimes the liferaft pops up from under the water. This would simulate the liferafts that had automatic deployments when they reached a certain depth.
Now the bad part, it's not a 'solid' object....yet. It has no 'sphere' so it can't collide with anything. Objects will pass through it. I'm going to make it debris for know until I can get it working 100%. Being debris it will sink after sometime like the other debris does. Screenies to show: ![]() close up view: ![]() As you can see it can collide with other objects, like the boxes currently. I'm making progress ![]() |
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#304 |
Silent Hunter
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Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:
A few more questions: Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered? Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures. |
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#305 |
Sea Lord
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Hi RB!
I just want to say that we from WAC Team have a look on that great great work that you´re doing. We´re looking forward to the developement!! Well done! ![]() ![]() ![]() |
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#306 | |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
Downloads: 0
Uploads: 0
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coooooooool
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SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#307 | |
Black Magic
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#308 | ||
Silent Hunter
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Thanks |
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#309 | |
Black Magic
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![]() v2.03 is uploading currently. It will be available here soon. I need to stress the importance of reading the .txt files included!! Please read 'Racerboy's_SH4_Effects_for_SH3.txt' completely. It will tell you about the new features, what has been changed, what hasn't been changed/fixed, what's still being looked into, etc. After that if you want to use my Live_AI_Ships idea then you need to read 'I want sound on a ship!.txt'. It will tell you how to add the sound(s) to a ship. If you want to add the starshell gun then read 'I want the starshell gun on a ship!.txt'. It will tell you how to add this new gun. Reading those will help with lots of coming questions I see coming up. If you ask me something that's in the .txt files I will refer you to read the associated .txt file again ![]() RB ![]() |
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#310 |
Black Magic
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v2.03 of the SH4 effects (and more) for SH3 is ready and available. You can find it here: http://www.subsim.com/radioroom/show...49&postcount=1
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#311 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
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Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it
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#312 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Bravo Maestro! This week is gonna be full of cool stuff!
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#313 | |
Black Magic
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#314 |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 277
Uploads: 51
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Thank you very much for this, RB.
![]() I have been waiting for it the whole day... now to d/l it!!!! ![]() CapZap
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#315 | |
Black Magic
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