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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Loader
![]() Join Date: Apr 2010
Location: Italy
Posts: 85
Downloads: 17
Uploads: 0
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#92 |
Ace of the deep .
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Indicator loops .
Anti-submarine ‘indicator loops’ are long lengths of cable laid on the seabed in shipping channels of strategically important ports. They rely on the production of an induced current in a stationery loop of wire when a magnet (in this case, a submarine) moves overhead. If TDW could make a mine with asdic then this would serve the purpose i would think . This hopefully would trigger nearby ships to respond . (Harbor defense asdic is what i wanted in sh5 by using a mine that has asdic) http://indicatorloops.com/loops.htm Last edited by THE_MASK; 02-17-13 at 05:05 PM. |
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#93 |
Black Magic
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Figured out how to make mines at depth. I've currently made a chained mine at 16m depth for Zedi for his campaign mod. I should have this in his hands here soon
![]() Damage model for the mines has been changed so that one mine strike will not take you out but rather severely damage you and cause heavy flooding ![]() @Zedi: what depth(s) are you looking for mines to be set at? |
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#94 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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A depth where a capital ship and the generic traffic can pass without hitting it, ie Gibraltar. Or for using in ports where I cannot put mines on the central area where the convoys spawn. And no need for plane or anything to refresh the mine fields, was a nice surprise to see that I can spawn mines same as ships.. so I can spawn minefields from small to large ones.
The subnets are a bit weird.. they kinda move, even if the have speed set to 0. Not sure why.. maybe because the currents? Is the SH physics that good? Oo About the mine damage.... this is the result of an explosion occured at 4km outside the bunker where the test crew failed to handle with care the mines. Was like a nuke blast, pretty similar to what we had in FX a while ago. ![]() ![]() ![]() ![]() Is what makes me think that the huge damage is actually caused by the ammo. And those ships in FX had ammo on board and that caused the huge blast all around, no matter how close or far you were. |
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#95 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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i have a little problem...
the texture of the floating mine isnt showing (model compl. white), chain texture is visible (also after restarting a fresh game). (other mines not tested) both textures are present in the texture folder... tryed also disableing DXT3/5 texture compression option in the dat file, no luck. ...using OHII, but can renember having the same problem by testing the stand alone mod some time ago.
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Stormy...... |
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#96 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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update...
while looking over the dat files, i found that "Floating_Mine_Chain.dat" use a "Mine_Steel_Chained.dds" as explicit texture. This texture isnt delivered via the mod, nor is it present on my hd but the id of it (0x9b2363548ebbd1ef) is shared with "Mine_Chain.dds" of another dat file called "Floating_Mine.dat". corious is that the texture of the chain is showing but the texture of the mine not, so my question is if this is some kind of trick handeling special things or is it just a bug which is more or less effective on some systems. ...would be nice if you could look over it because i feel that something is creating a memory leak here especially when it comes to textures which are not rendering correctly or ctd`s after some time. plz understand that the above behavior creates some kind of suspicion for someone who did not create the mod ![]() ...at least they are still very dangerous ![]()
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Stormy...... |
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#97 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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The texture is embedded in the dat file.
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#98 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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...i see no sign of a internal texture, normaly you can export those internal textures, this isnt possible here.
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Stormy...... |
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#99 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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also, "embedded image nodes" use "type 3" nodes, i only see "type 2" nodes here, which are for external textures.
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Stormy...... |
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#100 | |
Captain
![]() Join Date: Jun 2009
Location: Bergen, Norway
Posts: 262
Downloads: 40
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#101 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Im a bit confused about what are you talking about. If is about the floating mine, the texture is indeed linked to an outer texture: Mine_Steel.dds. This texture is in the game by default, a leftover from previous SH versions and is found in the tex folder.
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#102 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
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that is correct, but look over "Floating_Mine_Chain.dat"...
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Stormy...... |
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#103 |
Engineer
![]() Join Date: Apr 2005
Posts: 212
Downloads: 58
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How do you add mines to a mission in the MissionEditor? I added this mod but don't see mines in the mission editor. I looked in the Ordinance tab and it is empty, and I also looked in the Sea tab for Britain. No Joy..
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#104 |
Black Magic
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The 'country' for the mines is Elemental. They are found under the Sea tab.
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#105 |
Engineer
![]() Join Date: Apr 2005
Posts: 212
Downloads: 58
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Found it!! Thanks..
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