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Black Magic
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AI sub crew v1.0.2.
From the readme file: This mod will add crew to the AI subs. The AI crew will be visible at all times on the AI subs, even when they submerge. I haven't found a way to make them 'hide' yet (I've tried using a dial controller, making them be defined as cfg# entries, and using VisibleUnderWater controller - nothing works). I think the reason they are always visible is because of the Sapiens and/or SapiensManager controller(s) used to generate the AI crew. For the 2A I fixed the bone positions of the scopes and DF antenna with my GR2 Editor/Viewer app How made: Made using my GR2 Editor/Viewer app. Took me about 1.0hr to make all the new crew for the subs via adding new bones. I had to make 4 new characters (AICrewMember1,2,3, and 4) via hex editor as the app cannot do this yet for the crew members of the AI subs. All the AI subs have crew now (2A, 7A, 7B, 7C, 7C41, and Undine) Note: There are no generic caps for officers. All have german emblems on them and thus you'll see crew member #1 (the officer) wearing a cap with german emblems on it Note2: the game is not letting me do what I want with the animations currently. Once I figure out why I'll include more animations for each crew member Known bugs: - AI crew visible when submerged To install: Place in MODS folder and enable via JSGME TheDarkWraith The crew members are animated and will turn very slightly from side to side as they stand there (you'll see their hands move slightly from side to side holding the binoculars). Type IIA AI crew: NSS_Undine AI crew: 7B AI crew: v1.0.2: http://www.gamefront.com/files/21416...eDarkWraith.7z v1.0.1 via Subsim downloads: http://www.subsim.com/radioroom/down...o=file&id=3516 This was a good test of me using my own app to see how it's doing. It's doing fabulous ![]() Last edited by TheDarkWraith; 03-10-12 at 08:10 PM. |
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