![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |
Black Magic
![]() |
![]() Quote:
![]() ![]() |
|
![]() |
![]() |
![]() |
#17 | ||
Navy Seal
![]() |
![]() Quote:
Quote:
![]() ![]() |
||
![]() |
![]() |
![]() |
#18 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Let's wait for reports by other forum members now, just for making sure that the changes made don't have any undesired side effect. I will look for other equipments/armaments that may need the same fix in the meanwhile. Needless to say that you should feel free to merge this little mod with possible new releases of IRAI/ FX Updates. I think there is no point in having a multitude of little mods that have to be done compatible with your ones, every time you make a change to one of the shared files. ![]() Thank you Trev ![]() |
|
![]() |
![]() |
![]() |
#19 | |
Black Magic
![]() |
![]() Quote:
Let me tell you why you need the spheres as you were questioning that some posts ago. The game uses the spheres for broad collision test. If a collision test passes the broad test then it checks for collision against bounding boxes (a much more computational endeavor). If it passes that test then it checks every item's DMG_col node for collision (except if it has a weapon controller on it - then it uses the bounding box computed from the object). It's a 3 tiered approach for testing collisions. Testing for intersection with a sphere is a not so computationally intensive endeavor (it's cheap). I see you like dabbling in the files and trying/testing things...I can give you something to keep you busy for awhile if you're interested. It involves testing some ideas dealing with the flooding model and zones (boxes) ![]() |
|
![]() |
![]() |
![]() |
#20 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Quote:
Quote:
![]() P.S: has anyone tested the searchlight patch other than me? I am curious to know if it is working also for you guys as it did with me ![]() |
|||
![]() |
![]() |
![]() |
#21 | |
Ocean Warrior
![]() |
![]() Quote:
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#22 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#23 |
Ocean Warrior
![]() |
![]()
I wanted to try at once but I had problems with the new version of the TDW patcher.
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#24 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Quote:
I am just back fro an in game testing session. I was able to tear up a single barrel Oerlikon 20 mm cannon, with no need to give it a collision sphere. ![]() In relation to your detailed description on how the game is calculating impacts, the question is: by adding the missing shperes, are we going to alleviate our CPU from having to calculate impacts directly from gun's boxes? ![]() On a side note: as they are currently set in zones.cfg, light guns and searchlights can be currently destroyed with a single shell. Hitting them from long or even from medium distance is quite a challenging task anyway. If you think that getting rid of them is still too easy, their armor level/hit points can be slightly increased. For you to know, these ones are the settings used for both heavy and light guns: Code:
[WeaponsHeavy] Category=Heavy Weapons Multiplier=1.000000 Flotability=0.000000 HitPoints=40 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [WeaponsLight] Category=Light Weapons Multiplier=1.000000 Flotability=0.000000 HitPoints=9 Destructible=Yes Effect1=BAZA_FX_Explozie_mica, 100 Effect2=BAZA_FX_Splinter_fire, 100 Effect3=BAZA_FX_scantei_explozie,100 Armor Level=5 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None |
||
![]() |
![]() |
![]() |
#25 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
I did a quick test, and I think once I managed to blast it off! I have all sorts of deckgun modifications so it wasn't easy to hit, i was maybe 500 m from the ship and got lucky. So I aimed at the lights, boom, lights went off, but the ship was still alive and kicking. Looks like it works ![]() |
|
![]() |
![]() |
![]() |
#26 |
Black Magic
![]() |
![]()
You don't have to use the pre-defined entries in the zones.cfg file. You can define your own! I made new ones for FX_Update and you can too. It's very easy to do. Simply add the new name to the top of the zones.cfg file in numerical order (the next number in the list). Then define your zone entry (AP, HPs, crash depth, etc.). Then reference your new zone in the .zon file
![]() |
![]() |
![]() |
![]() |
#27 |
Black Magic
![]() |
![]()
Now if you want to get really fancy play with the ObjectRemains controller
![]() ![]() |
![]() |
![]() |
![]() |
#28 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() So if I am interpreting correctly your post, it wasn't that easy to tear up those reflectors, isn't it? Besides this, have you noticed the changes in beam range, and the new UV neon glow effect? ![]() Quote:
![]() In theory we could have as many zones as we want. One for each gun, or even one for each part of each gun and for each compartment of every ship. The hard part though is collecting detailed information on armour, strenght of materials used, etc, and icreasing the number of possible zones for giving them random numbers is a pointless exercise... ![]() Quote:
![]() I will put myself at work, but I would need for some "wrecked gun models" that we are currently missing in game. I guess that these models don't need to be in GR2 format. Linking a dat object would be okay, isn't it? Anyway being able to export the "unbroken" meshes from the GR2 file would help a lot... can we expect you GR2 Reader/Editor to be able doing it anytime soon? ![]() |
|||
![]() |
![]() |
![]() |
#29 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
|
![]()
Just got back... been off launching a Mig-21 and L-39. Our usual Sunday morning "Church of the Holy Jet" routine.
![]() I didn't see the download last night Gap but I do have it now. I'm still out on Patrol so I hope this will be able to be enabled and work properly while I'm still at sea. I'm going to try it anyway, but if it doean't as soon as I RTB and redeploy I'll let you know how it goes. Off to see how it goes. Thanks for this mod. ![]()
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
![]() |
![]() |
![]() |
#30 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
There is asingle mission included in the patch anyway, so you don't need to test it in campaign ![]() |
|
![]() |
![]() |
![]() |
|
|