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Old 05-13-11, 06:18 PM   #691
gap
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time to hang this up:

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Old 05-13-11, 07:20 PM   #692
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Originally Posted by TheDarkWraith View Post
It's an effect that is called when % damage to sub is greater than value specified. Not sure what kind of sound you would place on this. All it does is emit smoke at certain places around the sub. I have total control of when certain smokes emit and when they cease emitting. It's basically scripted based on % damage to sub.
ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer

...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
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Old 05-13-11, 07:34 PM   #693
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ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer

...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
Yeah, you just reminded me that I need to add fire to the inside also
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Old 05-13-11, 07:44 PM   #694
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...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water (maybe different color).

later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simulating exhaust gas depressure into the boats interrior, again with caughts of course
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Old 05-13-11, 07:47 PM   #695
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...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water.

later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simualating exhaust gas depressure into the boats interrior, again with caughts of course
Right now it's pretty limited what can be scripted. As always the devs included no list of commands for the scripting of events So it's up to use to try and figure out what they are I know 3 or 4 of them but there is probably a whole lot more commands

The good thing is that each compartment of the sub has it's own 'damage model' and thus the scripting of effects is controlled per compartment based on damage.
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Old 05-13-11, 07:54 PM   #696
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thats good to hear, maybe you could use compartments then which have batterys for acid smoke triggered by 30% damage or something, but all compartments triggerred for normal smoke by 50% and catch additional fire by having 70% of damage... but with a lenght limitation.

this effects could maybe restart if a smoke/fire effected compartment got an additional damage of 10% (or higher) over first trigger initiation value.
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Old 05-13-11, 08:20 PM   #697
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...say do you have a direct control on the boats CO2 level ?
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Old 05-13-11, 08:22 PM   #698
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...say do you have a direct control on the boats CO2 level ?
No, haven't dug around in the exe file for it yet.
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Old 05-13-11, 08:27 PM   #699
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but there must be a command for controling its rising speed, because "No Magic Skills mod" ithink was the mods name... or was it "MCCD" ???

it change it like sending the crew to rest slow it down, emergency repairs speeds it up...
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Old 05-13-11, 08:39 PM   #700
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also a good thing would be adding a good portion of random for those effects (limiting)

...this could also be connected with special abilitys:

- Fire fighter (fires on board are estingished faster, saves more equipment and breathing air / co2 level)
- Battery Specialist (Battery-Acid is faster under control, saves more breathing air / co2 level)

...or/and interacting with "Tauchretter und Kalipatronen" -> "german Momsen Lung" using a "potassium superoxide (KO2) filter"
you just use them reducing the CO2 level, but with limited ammount of filters, so we need a counter for it and a trigger, maybe a crew interaction with LI for commanding using them.
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Old 05-14-11, 12:00 AM   #701
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Hi all,everything seems to be happening at once,so great stuff.
Does this mean it might also be possible one day to add more flooding to the various compartments?
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Old 05-14-11, 12:01 AM   #702
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Hi all,everything seems to be happening at once,so great stuff.
Does this mean it might also be possible one day to add more flooding to the various compartments?
Probably a very good probability of that
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Old 05-14-11, 01:01 AM   #703
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Quote:
Originally Posted by TheDarkWraith View Post
It always irked me that when the sub was heavily damaged and sparks were flying everywhere there was no smoke........until now
TheDarkWraith, you realised my old SH5 wishes!!!


This is copy of my old old post at this forum. Maybe it help you to develop this amazing smoke-addition...

-------------------------------------------------------------

I wonder whether this option will ship pollution by chlorine (defective batteries, and leaks), moisture (long time submerged), the smell of urine (blocked toilet on high depths). It could be done by the colors of the air:
green - chlorine
yellow - the smell of urine
white - moisture
If submarine longer stays in the deep then the color of the air is stronger and stronger...

Moisture:


Urine:


Chloride:


Do you feel the need to emergency surface your ship now?


-------------------------------------------------------------

BTW: Salute to your fantastic work!
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Old 05-14-11, 09:21 AM   #704
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TheDarkWraith,

At SH5 (I think) we have wave controler which add new effects for waves when ship is at movement like on this screen:


I have a question: is possible to add this wave (?) controller to torpedo or depth charge explosion to generate effect like PT-boats?

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Old 05-15-11, 03:59 PM   #705
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UBoot_Sensors.sim

Just a thought:
Is it possible to have multiple controls for the same device?
I ask this thinking of Hydrophone. Some Hydraphones are supposed to work while surface but I would think thier effectiveness would be impacted by ambient surface conditions and U-Boat speed.

Eample:
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 65000
- Surface -30
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 35000
- Surface -11
SensorData @ BalkonGerat
- Hydraphone
- MaxRange 20000
- Surface 0

(This may require controls be in a specific order to function correctly if it works at all)

This would limit detection range when surfaced and detection range would increase the deeper you dive.

What do you think?
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