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#1 |
Black Magic
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Another mod I made for SH5 that I ported over to SH3. When an airplane is destroyed (explodes in air) the pilot(s) will now eject and parachute to the water. Due to ejecting in the explosion the pilots suffered severe injuries and thus died from the explosion. When they impact the water they will float face down.
Unzip straight to MODS folder and enable via JSGME. NOTE: I added entries to the \data\Zones.cfg file so it probably won't be compatible with most large mod compilations. You'll need to add the appropriate entries in the compilation mods's zones.cfg file if it has one. SH3's Flak gun training mission is a great mission to see this in action. The stock SH3 Zones.cfg file was used as base for this mod. To update other mod's Zones.cfg file you need to add the following entries to them (highlighted in yellow): [F_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=5 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=59.999996 CargoType=None [LB_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=5 Destructible=No Armor Level=11 Critic Flotation=0.3 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=60 CargoType=None Crash Depth=1.0 [MB_PlaneEngine] Category=Engines Room Multiplier=10.000000 Flotability=0 HitPoints=6 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=59.999996 CargoType=None Crash Depth=0.01 [HB_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=15 Destructible=No Armor Level=11 Critic Flotation=0.3 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=60 CargoType=None Crash Depth=1.0 Here you can see pilot ejected: And here he is floating down to the water: And here he is after impacting the water: Contributors: - Testpilot: new parachute and pilot for parachute v1.0: initial release v2.0: added new parachute and pilot for parachute by Testpilot. adjusted fall speed of parachute to allow more 'hang-time' adjusted how much pilot and parachute has to submerge before showing dead, floating pilot Current version available here: http://www.gamefront.com/files/20179...ts_v2_0_SH3_7z ![]() Last edited by TheDarkWraith; 04-01-11 at 01:11 PM. |
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#2 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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haha nice one mate. That pilot hit the drink pretty hard
![]() dont know if I could use your your cool mod as I have never shot down an aircraft, nor do I ever try, for me its always ALAAAAAARM! |
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#3 | |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
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#4 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#5 |
Silent Hunter
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Hi TDW !
WOW ![]() ![]() Wonderful new MOD for SH3 ! ![]() But one question please: What for a zones.cfg did you have taken as base for the MOD, from Stock-SH3 or GWX or another Super-MOD ? Best regards, Magic ![]() |
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#6 | |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
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![]() It was useful to provide the additional entries in a readme file... |
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#7 | |
Silent Hunter
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#8 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
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Just compared TDW's Zones.cfg to the stock file - only four entries:
[F_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=5 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=59.999996 CargoType=None ... [LB_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=5 Destructible=No Armor Level=11 Critic Flotation=0.3 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=60 CargoType=None Crash Depth=1.0 ... [MB_PlaneEngine] Category=Engines Room Multiplier=10.000000 Flotability=0 HitPoints=6 Destructible=No Armor Level=11 Critic Flotation=0.300000 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=59.999996 CargoType=None Crash Depth=0.01 ... [HB_PlaneEngine] Category=Engines Room Multiplier=10.0 Flotability=0 HitPoints=15 Destructible=No Armor Level=11 Critic Flotation=0.3 Critical=No Effect1=#plane_damaged, 20 Effect2=#plane_on_fire, 60 Effect3=Pilot_ejection, 100 FloodingTime=60 CargoType=None Crash Depth=1.0 |
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#9 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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#10 | |
Silent Hunter
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Quote:
![]() Best regards, Magic ![]() |
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#11 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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And another great mod...
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__________________
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#12 |
Torpedoman
![]() Join Date: Feb 2007
Location: North-Germany
Posts: 111
Downloads: 107
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![]() Last edited by Testpilot; 04-01-11 at 07:02 AM. |
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#13 |
Ace of the Deep
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S! Testpilot,
Hope you are well. Best Regards Aces
__________________
Gamefront: http://tinyurl.com/bpbaeyl Mediafire: http://tinyurl.com/bn2aoqt YouTube: http://tinyurl.com/clvy94f RSS Feed: http://tinyurl.com/cpbbqv9 Blog: http://tinyurl.com/cv44x82 ![]() |
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#14 |
Black Magic
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You can use Pack3D version 3 to extract the pilot (Extract All) out of the .dat file (TheDarkWraith_Pilot_Ejection_Materials.dat) in the mod to .obj format for import into Wings3D (the .obj file will be called AirplanePilot_01.obj). There you can see how the parachute's size is in relation to the pilot. It will also allow you to place the parachute in correct place in relation to pilot. Once set and scaled correctly then you can send me the .obj for the parachute and I'll update the mod
![]() Last edited by TheDarkWraith; 04-01-11 at 07:29 AM. |
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#15 |
Black Magic
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yes, that's correct. I added new effect entries to all the plane's engines. I used the stock SH3 zones.cfg file as base. I've updated post #1 with the required entries to be made in other mod's Zones.cfg files to add this effect to them.
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