![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
![]()
Will be awsome if we can add animation... the uboat is shaking a lot and they do not move.. to unrealistic...and of cource to toon down... is a little to much even is awsome
|
![]() |
![]() |
![]() |
#2 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
![]() what i want to see are crew repair, fall, strumbeling animations enebaled, together with short shock vibrations / fitting shakes and light flicker.
__________________
Stormy...... |
|
![]() |
![]() |
![]() |
#3 | |
The Old Man
![]() |
![]() Quote:
I.E. When DC explodes. It makes a flash. We need to link Sounds and Animation to same Parent as Flash so they are triggered at same time. Currently in GR2 finding these common links is something I have failed to see so far. Maybe merging Depth Charge GR2/SIM with Sub Model where you edit Crew Waypoints and Animations can expose this information. Maybe add Crew Breathing/Warning Sounds in Depth Charge DSD located at same point as Water Slpash. Many things to investigate. |
|
![]() |
![]() |
![]() |
#4 |
The Old Man
![]() |
![]()
I was just looking for Depth Charge Sounds.
Using Goblin Editor, I loaded these files: DC_Barrels.GR2 - DC_Barrels.sim - DC_Barrels.zon - Baza_FX.dat - Baza_FX_Sounds.dsd Baza files are the Particles FX. This is where to link Sound and Maybe Animations for triggers. Bombs and other Explosions are here as well. I know the DC_Barrels depends on Baza files because DC Sounds are Unkown if Baza is not merged. Last edited by TheBeast; 04-18-11 at 07:27 PM. |
![]() |
![]() |
![]() |
#5 |
Rear Admiral
![]() |
![]()
The excessive roll, might be from the CG_Height in the sim file.
This is one of those variables that is a double edged sword. Too little and things are flat and the boat wont roll with the waves very much when surfaced. Too much and their over the top, and you end up, upside down. As i recall, a good way to test this to see the varying effects of the number entered for CG_height, is to setup a single test mission where your surfaced, with a 20 or 30 knot destroyer bearing down on your broadsides, 500 meters away. They will ram, what your looking for, is how the boat rolls with the ramming per setting. Enter a large enough number for CG_height and the boat might do a 360. A small enough number, it might just roll over 90 degrees. edit: Another thing to check is the depth charges themselves. There is a variable there that dictates the force of the explosion. (was it Impulse?). Basically this dictates how much of the depth charge you can feel, or how much it shakes you. Enter a large enougn number here, and you can actually propel the boat in speed or send it down in depth via the depth charge explosion. Back in SH3, i entered a ridiculously large number (200000 or something like that) for this varaiable, and a depth charge propelled my boat like 20 or 30 knots underwater, just from the exposion. People like to jack this number up for the depth charge shake, but there is such a thing as too much of a good thing. |
![]() |
![]() |
![]() |
#6 | |
The Old Man
![]() |
![]() Quote:
If DC explodes behind boat it does propel boat to about 5 knots if it was close. Backward if explodes in front of boat. If DC is above you it will push you down. if DC is below you it will push you up. if off to side towards bow or stern it will turn your boat with little rocking. if off to side centered, the Roll is a bit over the top. Almost capsizing boat. If time permit I will look at the CG_Height controller and attempt to reduce the DC roll effect by about 25% from where it is now. Is this controller in DC_Barrels.sim or in the Submarine SIM? IMO the boats need to have more roll/pitch/bounce action when surfaced. they are far to stable under storm confitions right now. As I recall, Sober was trying to fix the Roll/Pitch/Bounce effect last year... I like your testing method to verify roll effect. ![]() |
|
![]() |
![]() |
![]() |
#7 |
Sea Lord
![]() Join Date: Jun 2006
Location: Somewhere else now
Posts: 1,739
Downloads: 825
Uploads: 4
|
![]() |
![]() |
![]() |
![]() |
#8 | |
Rear Admiral
![]() |
![]() Quote:
Given that, id say, Go into the depth charge sim files first. The variable your looking for is explosion_range. The default value, if Ubi holds true to its usual vanilla pattern is 40. In my own work, ive used a value of 55. Whatever value works for you will probably vary greatly as the roll is probably influenced by the CG_height in the boats sim file. edit: And yeah, how's that for file dependencies and why mod soup is bad! lol |
|
![]() |
![]() |
![]() |
#9 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
|
![]() Quote:
First thing that comes to my mind is to tone it down via the drag variable. Leave the GC rather high, for a nice roll&pitch while surfaced, but set the drag very low surfaced and high while submerged, to act like some sort of inertia. Haven't tested it, though. |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|