SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 11-07-05, 09:36 AM   #7
oRGy
Crusty
 
Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
Default

Sure! Kriller2, even with the default beam they light up planes up to I dunno, 1500 feet? So if you can get an extended 3d beam looking correct it would be great - just post up a fix.

I tried myself with wings3d but I didn't do it properly - I think. It's quite easy but that tool is rather unintuitive for me and I haven't got max to import properly yet.

I think you can extend their actual range in searchlights.dat (using timetravellers great file analyser tool)

Someone should take care regarding the AA settings I included though - I noticed in the flak artillery mission the AI crew member was only able to shoot down 2 planes before he ran out of ammo!

Rubini - naturally use the mod if you can. If we can get the beam of REF_big to be about 3x though, it would be great...
__________________

oRGy is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:33 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.