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#2491 | |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
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Problem is that canīt use the .dat files from OMEGU and/or RFB since Lurker and/or LukeFF tweaked something more in these files so that I get issues with TMO ( another effect I donīt like in their files is the burning oil after a sinking ship--->too much smoke and a strange fire-effect) So what I need is how and which parameters in the materials.dat and particles.dat are necessary to tweak to get that DG-effect.
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#2492 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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RSRDC...
I just found out about it. I'm pretty sure that I read in the TMO PDF that TMO does make changes the campaign. Ducimus said it doesn't do anything with the big battles (whereas RSRDC does, I gather) but IIRC general shipping (randomly generated shipping?) is changed by TMO to get some sort of nice middle ground between realism and fun. So, what happens if I add RSRDC to TMO? Ducimus' shipping changes get overwritten by lurker's? |
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#2493 | |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
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![]() But...did my first patrol this afternoon and I must say that itīs really fine. Getting 5k Renown (isnīt it a little bit too much?) in the Beginning allows me to buy the first radars. That allows me to get lots of contacts and convoys...too many maybe...but saved me from these nasty flying bastards om the other hand. ![]()
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#2494 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Find the Deck gun hit effect, then look at the particle generator for that. There's probably going to be a sprite generator and an object generator. The sprite generator will deal with the puff of smoke at the centre of the hit. The object generator will link to an effect that creates the individual debris items (the spider legs). That debris item will have another particle generator attached to it that produces the smoke trail and the objet itself will be a simple object with an invisible material, defined in materials.dat. I think I called the effect 'Nisgeis Bang', if you have a look for that - but it was so long ago, I'm not so sure. If you have a look at the Deck Gun Shell Hit effect, you'll be able to locate the particle generator it uses and from that the IDs of either the graphics (sprites) it uses, or the objects it uses and search in materials.dat for them.
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#2495 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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Okay, thanks McHibbins
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#2496 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
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Hell....
Nisgeis, Iīve found it....puhh...I think, itīs too much for me. Iīm afraid that Iīm not skilled enough to do that ![]() It looks like a little effect needs tons of work ![]() But many thanks, mate. Maybe iīll try it someday. Btw: not the blocky fire effect; the fire seems to be..hm..too transparent or too bright and big and the smoke is too dark and thick. @OLC Always a pleasure ![]()
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#2497 |
Swabbie
![]() Join Date: Jun 2009
Posts: 13
Downloads: 25
Uploads: 0
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Downloaded and installed 2.0 today - I have to say I'm impressed. I especially like the new nav map.
![]() However, I did notice something odd on a patrol out of Midway that's new to me. Got a radar contact on a small convoy heading WNW away from me just south of Hokkaido. As I turned to intercept, this radar contact disappeared and was replaced with a single contact about 1/3 the distance away as the original one. The contact seemed stationary. After I closed and submerged, I found this... (apologies for the darkness of the screens) Image 1 Image 2 A Zinbu Maru sitting on top of the water, its screw happily spinning away but going nowhere. Luckily, a couple shallow magnetic fish seemed to be enough to permanently disable its magic levitation powers. ![]() This is the area it occured (the date was June 22, 1943): Image 3 I'm currently running the following mods - TriggerMaru_Overhaul_2 TMO_Easier_AI TMO_Alt_engineSounds TMO_Aft_deckguns TMO Airstrikes (just a minor AirStrike.cfg change to tone down aircraft) Again, I've never seen this before in previous versions of TMO, so I don't know if it's a random fluke or something on my end, but just in case I thought I'd share it. |
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#2498 |
Navy Seal
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duci, making some changes to the japharbortraffic.mis file via the ME, want to add ships in places like Namkwan Harbor, Cam Rahn Bay etc.I know they dont have facilities in the game but want ships at anchor to show up in campaign .I opened the file and figured out how I need to set it.My question is should I open and save the file as random layer or scripted etc? Thanks in advance.
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#2499 |
Gunner
![]() Join Date: Aug 2005
Location: New York city
Posts: 98
Downloads: 211
Uploads: 0
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Using TM 2.0 and find that when in either F5 or F6 map modes, I have no bearing and range circles when zooming in . Is this because of 2.0 or a problem with my install.
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#2500 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Pleased with Ducimus traffic but Iīll try RSRDC next campaign. What aspects of TMO Iīm going to loose ? I Think I must again install Danurves extra messages but this is no prob since it is only a small txt.file.
How about these "gamey option flotillas" like Task Force Midway or TF Freemantle ? Are the airfields still marked on the NavMap ? Edit : Loosing performance and CTD near TRUK. Is it a known problem ?
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![]() ![]() Last edited by McHibbins; 07-06-10 at 08:49 AM. |
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#2501 | |
Seaman
![]() Join Date: Apr 2005
Location: Spain
Posts: 33
Downloads: 343
Uploads: 0
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Regards |
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#2502 |
Ace of the Deep
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![]() ![]() Just east of Marshall Islands, april 43, lots of water under the keel. Intercepted this small convoy: ![]() Managed to get three hits in troop transporter, the escorts ahead got two and one torp sent after them, but they both evaded... we went down to 150 meter and was well clear of the area before they were on the spot. Torps were launched at some 3200 meters... The closest any of the escorts came to us was some 6-800 meters and as they began their search, I started to receive damagereports... Hull damaged... bulkheads... death! ![]() Did they have secret weapons? Did we go too deep?? Never had troubles going to 150 meter before - and we had no damage before the incident. So... what happened? The final resting place... ![]() Edit: it was the USS Silversides btw., as in sig, but not so lucky. A Gato-class. |
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#2503 |
Lucky Jack
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I have run into this twice in stock and modded game. The men start yelling this and that is damaged. The boat is doomed. I'm not sure what causes this but it has been a known issue since the game was released.
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You're painfully alive in a drugged and dying culture. ― Richard Yates, Revolutionary Road |
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#2504 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
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Same happened to me few weeks ago with RFB and RSRDC ! First I thought I was hit by my own Torp ( "Kreisläufer" in german).
Some german boats were lost of this reason. Donīt know if some Fleetboats too.
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#2505 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Is that caused by hitting a mine?
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