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#421 |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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I'm getting this too regardless of the presence of other boats. However mine only happens in the Type IID
GWX 2.1 OLCE2 1.8 Rubini's exhaust
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#422 | ||
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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SKOOKUM: Thanks!!! I forgot about the Exhaust Mod and that was enabled after the Waterstream mod so the problem is probably there. Did a quick check of the shipwake values in the waterstream and exhaust mods and there is a difference. The exhaust mod has larger values. I'm going to make the exhaust mod match the waterstream mod and see what happens.
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 Last edited by Samwolf; 05-01-08 at 06:09 AM. |
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#423 |
Black Magic
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Rubini,
This mod is great! I have an idea about 'cleaning' up the files though and making them a little friendlier ![]() I've already made the changes to my own version of your mod for the TIIA and it looks pretty cool. My streams are off because you assigned two different locations for them to appear (once in the 'hole' node and again in the 'over_water' node - the one called by the waterinteraction controller). If the location of where the stream is to be shown is placed in the 'hole' node there's no need to give the 'over-water' node a location - 000000000000h will do. Only the pitch,yaw, and roll needs values (if any). Which then a 'universal' FPG for the stream can be used (which is placed in it's own .dat file)! You also gave the 'over-water' nodes a bogus parent ID...one that doesn't exist (i used a program I wrote to scour for this ID in all the SH3 files). I made the universal FPG have a parent ID of 0000000000000000h and it works like a champ. ![]() Last edited by TheDarkWraith; 07-01-08 at 10:40 AM. |
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#424 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hi Racerboy!
What a good surprise to see you again here in the forum! ![]() Now the absent guy is me. ![]() Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore. The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller. And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod! ![]() By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too. Nice to see you back! ![]() Rubini.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#425 | |
Black Magic
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#426 | ||
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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http://www.subsim.com/radioroom/showthread.php?t=119571 I don't know if your already know about it.:hmm: |
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#427 | |
Black Magic
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#428 |
Stowaway
Posts: n/a
Downloads:
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@Racerboy
By all means, Play with the Life Boat Mod. ![]() Anything that can make it better is cool. I stopped messing about because other things take priority. And, Welcome back. ![]() |
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#429 |
Black Magic
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deleted by RB. moved to new thread: http://www.subsim.com/radioroom/show...92&postcount=1
Last edited by TheDarkWraith; 07-01-08 at 10:41 AM. |
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#430 | |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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![]() Ok tried it. Your water particles are blocky. Look too cube like. ![]() Sometimes the water runoff isn't even on top of the boat deck and you get drainage. Other than that it looks good. Oh I caught a glimps under the U-boat when the waves are very low and the sub is very high. Some runoff off the hull goes through it in the front drains. Last edited by Wolfehunter; 07-01-08 at 01:02 AM. |
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#431 |
Black Magic
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deleted by RB. moved to new thread: http://www.subsim.com/radioroom/show...92&postcount=1
Last edited by TheDarkWraith; 07-01-08 at 10:41 AM. |
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#432 | |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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Updated: Its OLC's enhanced Particle effect mod that causes the issue. Your mod works now properly. |
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#433 |
Black Magic
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I'm not sure about OLC's mod.....it's my first day back!
I was afraid of possible problems with re-using some of his IDs.....I'll assign new IDs to everything in the files tomorrow and re-release my BETA. Thanks for giving it a whirl though - you found a problem right off the bat ![]() |
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#434 | |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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Fixes all graphical issues bigtime!!! http://www.subsim.com/radioroom/showthread.php?t=134186 Best enviromental mod out there for SH3. |
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#435 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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WB RB!
In the OLC Ubermod the particle effect modlets all incude Rubini's particle generator, so that people can combine the two mods if they wish. This generator does nothing for folks who use OLCE2 without the water stream mod. RB, if you could choose a different ID it'd solve the problem. ![]()
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