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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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@Rosomaha,
Some feedback: - I like the damage model, it may just use native zones but the ship behaves very believably when hit: listing, breaking up and sinking in a way one would expect from a ship this size. Amazing job! - Since you gave it the same class name as existing dat version in TWoS, it works right out of the box in TWoS after just substituting your Sea/NKC3 folder for TWoS one. In stock game, you would probably also need to add modified Names.txt as this file is not in your download and stock Names.txt don't contain this ship. - If you'd like your ship to support SH5 randomly generated deck cargo, I suggest to rename deck cargo bones from cfg#Y01,cfg#Y02... to cfg#K01,cfg#K02... and so on. If you do that, SH5 will recognize them as places for deck cargo and randomly assign various items (tanks, trains, cars, crates etc) without need to define them in cfg file: ![]() |
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#2 |
GLOBAL MODDING TERRORIST
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Nice work!
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#3 | ||
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
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Hi, kapuhy. Thank you for the good feedback!
FX-model: To be honest, half of the FX_XX_DummyXX positions are not finished, there were too many of Them in the source file and I was tired of coordinating them according to the places where the new model matches. Perhaps later I will finish and update _FX. GR2. Quote:
Names: Yes. I intentionally did not add Names.txt, in other mods my Names.txt - anyway there change / add. I practically do not play the game. I'm in the process of creating units / mod. But I try to do this process in a pure (vanil) game environment - it’s like “experiments in a sterile environment” in order to exclude the influence of possible extra acquired errors. - just It tells why I work on the pure (vanil) version.) By the way, I see a lot of TWoS-threads, and I don’t know which of them people mostly play. Which version of TWoS is the most current right now? Quote:
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#4 |
Fastest Gun Around
Join Date: Aug 2019
Location: Agua Fira, New Mexico
Posts: 2,368
Downloads: 528
Uploads: 5
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Thank you for the mod! Works well with The Wolves of Steel mega mod!
Sank my first C3-Cargo yesterday, enough for me to complete the "South Western Approaches" mission ![]() I really appreciate your hard work, Rosomaha.
__________________
There are no secrets to success. It is the result of preparation, hard work, and learning from failure. — Colin Powell I'm not very active on the forums anymore. If you have a question, please DM me and I'll respond ASAP! Last edited by Texas Red; 05-19-20 at 01:10 PM. |
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#5 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
https://www.subsim.com/radioroom/sho...ostcount=13129 As far as I understand it, in campaign they are generated in the process of generating convoy groups. In single missions, they need to be defined in Mission Editor during mission creation. If you want to test them, make a single mission with just player's U-boat and your cargo ship and select "external cargo" type in cargo ship's properties. If you then play this mission, ship will carry the cargo type you defined (that's exactly how I took screenshots above). |
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#6 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well done Rosomaha!
Thank you for sharing your great work with the community ![]() |
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#7 |
Silent Hunter
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Nice job. The textures are much better than the standard C3 from SHIII.
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I agree, rosomaha made a great job with those textures, though I think that the pre-rendered shadows could be a bit better.
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#9 |
GLOBAL MODDING TERRORIST
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I go with what the Dev's told me about how to do the AO.
Pretty sure I've disclosed that info in the past but can do so again if needed. |
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