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#1 | |
Black Magic
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#2 |
Black Magic
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upped the realism a notch by having the shell come to a stop when it hits the water. Then it bobs and tumbles for a second or two (simulating filling with water) until it overcomes it's own bouyancy and then it starts sinking to the bottom, tumbling end-over-end on it's way down. This underwater view shows you can see the shells falling through the air waiting to contact the water. It also shows shells that are bobbing on the surface and some that have started to fall to the bottom. I noticed here that the AA gun is not shown in the reflections.....we'll have to look into this! I'm basing this on GWX 2.1 files also
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#3 |
Lucky Jack
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How big of an FPS hit it has for example with 3-4 ships firing of their MGs or is this only for the uboat?
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#4 | |
Black Magic
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#5 |
Stowaway
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I would think that a range of 10 meters is better?
Haveing seen stated weapons in real life? 30 feet before you really notice the extractions. But you also have the option of LOD. ![]() |
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#6 | |
Black Magic
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#7 |
Black Magic
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I was bored tonight and didn't feel like hanging out with the woman so I decided to keep tailoring the GWX 2.1 version of the VIIb and VIIb Turm to how I want it. Having made the Turm and sub body reflections looking the way I wanted I also added a reflection to the rotating antenna. I then added the flags & pennants to it (controllable with the 'x' key). Remembering FlakMonkey's TwistyPeriscopeThingy mod, I also added those to the 7b Turm. Tomorrow I'll add the water drains and exhaust smoke. Shells have been added to the aft AA gun already. What else is there to add besides shells to the deckgun also??
It's funny, I haven't even played a single mission or patrol with 2.1 yet....just been modding it and testing with single missions. Looks pretty good with the flags & pennants and the twistyperiscopethingies: ![]() |
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#8 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
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#9 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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its different with 7,62mm casings, they stay a little while on the surface...but also just a second or so.
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#10 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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#11 |
Stowaway
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The reflections in the Guns-Sub.dat are all messed up.
That file dates to November 2006 fixing the reflections data should be all that's needed. Not sure if Stock 1.4 was this way or someone made a mistake in the past. Anyone have the stock 1.4 Guns_sub.dat handy? |
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#13 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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#14 |
Stowaway
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No, I mean the GUNS_sub.dat that is in the Library folder.
It's messed up on reflections. I just got the stock 1.4 file to compare with. And yes, it's messed up from the get go!! So no one messed it up, it came that way!! LOL Fastest way to correct is by hex do a search and replace reflection should be set to 1. So, searh for 52 65 66 6C 65 63 74 69 6F 6E 00 00 and replace with 52 65 66 6C 65 63 74 69 6F 6E 00 01 All reflections are then activated. However. Some guns do not have the waterreflection controller at all. So it would need to be added to each gun missing it. S3D will do it for those that use that. Pasteing blocks with Hex is faster for those inclined towards hex work. Just remember to change ID's where needed. Last edited by Madox58; 07-12-08 at 05:55 PM. |
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#15 | |
Stowaway
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You never know who may work them in. ![]() |
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