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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Thats funny, only few of us are testing the campaign and it should be no other test version available on the market.
Anyway, I was very busy lately but now I try to warm up the engines again. So far the testings had good result, no major bugs or problems. Except the compatibility issues. And there will be big problems with the mods made by TDW. And the conflicting files are critical for the campaign. TDW, I sent you a test version for you to see what files are in conflicts, maybe your PM is not working because there is already more than a week since I wait for an answer regarding this issue. Also, if you finished those floating guns can you sedn it over pls, so I can start placing them into the campaign? Rongel, SteelViking, Gap, Obelix.. if you guys have any update for me, please send it. The release date is closing and I wanna gather the latest updates from anybody who contributed to this project. Sober.. you promised some work on the terrain, but I got no word from you for a very long time now. Are you still planning to do something about the shallow waters, block ships &stuff in Scapa or this is a lost cause? No way that I start learning the terrain editor too... |
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#2 | |
Black Magic
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Might even write some software for viewing/editing/merging/comparing zones files when done with this one. Still working on floating guns. |
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#3 | |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
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#4 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Thanks Obelix, much appreciated!
TDW, that software will not solve the compatibility problem. Lets take the names.cfg. The one used for this campaign its critical important, but I cannot merge it with yours, maybe only partially and then will have conflicts with other mods. And I just cannot work out several different names.cfg for every mod here that use this file. So your file should be compatible with the campaign one and best person to do this is only you, not a software. Zones.cfg.. I still dont have an answer if this file is compatible with yours used in FX or whatever other mod use this file. My goal is to have this mod available for anybody and not force people to have a particular mod installed to make it work. TDW, I have to ask you to have a look again on the mines. Not me, not any testers hit a mine so far. The only prove that a mine contact was made is a major drop in fps and a game crash on actually hitting a mine. Mostly when this is done with high TC. So what Im asking is this.. can you please make the crew report the surface floating mines? A simply "mine spotted" and a drop to TC1. We dont need to have them shown on map, but the crew should be able to spot and report them. SteelViking did an excelent job with the zombie ships, those unit are not using any resources at all, no matter how much I use in one spot. Is not possible to remove the mines brains too and let only the explosion effect on? Is no need to have a "thinking" mine that will try to avoid or attack an enemy unit.. they just need to stay still and explode when hit. @LordNeuro Weird as it sounds.. I dont play this campaign. My SH5 is a mess now and its crashing randomly. I dont have time to reinstall it, is why I asked few people to test it and report back the bugs. I know the campaign only through the editor. But there is not much to see, the biggest changes are not on visual but on detail and structure level. |
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#5 |
Chief
![]() Join Date: Jan 2008
Posts: 328
Downloads: 45
Uploads: 0
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Thanks Zedi for ansvering. No problem i totaly undertud in what mess u r. Didnt wont too waste ur time. Just keep up the good work and Thanks for all involved in thise project for making thise game gr8 for as. Sorry for lecking skills for i would shore love too help in creation of thise fine mod.
Cheers for all of u ![]() Just whan qvestion i have for TDW or anybody alls how nows about moding and editing sh5. Is it posibole too add animation for deck gun crew of reloading gun and droping shels. I know sombady was working on somthing like theat for sh3 but theat was never finished.
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#6 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Zedi taking a look at the mines has shown me this:
1. They have to AI, there is no brain. So, there is nothing we can do there. 2. They do have rudders and propellers, they are just hidden. Can we remove them, they should be stationary should they not? 3. Their caustics are setup in a way that does not work in SH5, I could try to fix that.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#7 |
The Old Man
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Spreaking of Rudder/Propeller - Are the mines missing StaticObject controller to keep them from drifting around?
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#8 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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If I set them as undocked elite units, when you get close to them .. they start moving in your direction on a collision course. Its very cool but also scary to see them behave like a magnetic mine. Problem with this is a major fps drop when closing or entering in a minefield because they act like some escort units. And when 20 escort unit are trying to "ram" you the game can even crash. So I dont know what to say.. its a cool feature to have them moving and act like a magnetic mine, but on high TC the game can crash and you will dont even know why. So do what you think its bets, remove any unnecessary stuff like propelers, caustics etc. But again.. the major problem is that the crew dont report them and you can run into a minefiled while sailing with high TC and that can cause problems. I dont know how can this problem be fixed. TDW managed to have the icebergs being reported and TC drop to 0, hope he can do the same with the mines. |
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