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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Canadian Wolf
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![]() ![]() Eventually I'll get around to MO. |
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#2 |
Black Magic
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#3 |
Officer
![]() Join Date: May 2010
Location: Germany
Posts: 237
Downloads: 167
Uploads: 0
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Hi!
I am having loads of wrong oil spots like in this picture: http://www.subsim.com/radioroom/show...&postcount=312 Using latest version. Any fix coming up for that? Or is going back to an older version a valid solution? Meldric Last edited by Meldric; 01-19-11 at 09:14 AM. |
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#4 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#5 |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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About oil spots and slicks and smoke balls
Hello
![]() I had this problem too, I have a ati card. I changed particles\ funnelsmoke\ waterReflection Frustrumtest, was False to True, and so far I have not seen oil spots or standing slicks and smoke balls any more.( I was wrong)!! Maybe this Frustrumtest thing should be true? ![]() Hope this helps ![]() P.S I played tutorial mission were you sink tree ship as a test, and I had tree oil slicks from tree sunked ships following my u-boat. ![]() did another tutorial mission and it was 3 oil slick following my uboat. P.S2 I finally rid my game of these evil oil spots. ![]() I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen? ![]() ![]()
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SH ![]() Last edited by Captain von Keldunk; 02-09-11 at 02:04 PM. |
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#6 |
Ace of the deep .
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There were also smoke floats . A barrel filled with chemical and when lowered into the water it reacted and caused a white smoke . Could we have a new kind of depth charge , one that stays floating for X amount of time and emits smoke . ie: smoking while floating and stops when sunk , same as a ship i suppose . So i guess the scenario would be that the dd has an extra type of depth charge . This depth charge stays floating for X amount of time and then sinks . I am on the surface amongst a convoy and smoke barrels/depth charges are letting off smoke on the surface stopping me from seeing all the ships thru the periscope . I would nt want too many though , i guess the depth charges have a controller that adjusts time between throwing . Maybe only in medium or large size convoys and randomly , not every encounter . Just a thought , no idea if it is possible . I think this would work well with wolf pack attacks as well . I could imagine seeing a convoy in the distance covered in smoke .
http://www.lonesentry.com/articles/t...oke-float.html Last edited by THE_MASK; 02-23-11 at 04:50 PM. |
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#7 | |
Silent Hunter
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http://uboat.net/allies/merchants/ships/1146.html If SH5 is like SH3 and merchants can't use depth charge nodes, then maybe create a new type of gun shell with 0 damage value, and attach the smoke to its splash effect...? ![]() |
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#8 | |
Watch
![]() Join Date: Feb 2011
Location: Indonesia
Posts: 19
Downloads: 209
Uploads: 0
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Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong. |
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#9 | |
Black Magic
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#10 | |
Black Magic
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![]() ![]() Good catch Kapten Nemo ![]() I'll be releasing v0_0_12 here soon with the change. EDIT: testing the change revealed a whole new set of problems....now the slicks aren't appearing where they are supposed to be, they are pretty far away from where they need to be. Playing around with it now... Last edited by TheDarkWraith; 03-02-11 at 01:09 PM. |
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