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Old 09-25-10, 09:25 AM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by Frantic8882 View Post
I can´t download the BARF Fix. Filefront says there is an error. Does the new version of the FX mod include this fix maybe? PLZ, help. I am ready for a fresh installation.
the BARF fix is included in the latest version of the FX mod as an add-on mod
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Old 09-25-10, 09:41 AM   #2
Kaleun
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@ Ragtag,

Thank you very much!

Kaleun
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Old 09-25-10, 10:02 AM   #3
Frantic8882
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Thanks, TDW.
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Old 09-25-10, 11:06 AM   #4
BowfinSS287
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thanks for the info TDW
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Old 09-25-10, 08:18 PM   #5
rascal101
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Hi to you and thanks for this mod- a question or two

I have Old Style Explosions V1.1 instralled, does this work with this mod, do they clash or complement with one another -

Also - I have been using the latest version of your mod - have seen debris and splashes - but I have not seen some of the other items you claim for this mod, please refer to the list below - I wonder if other mods are negating the effect

Changelog:
v0.0.1 - first official release
- changed the torp explosion effect
- added debris to shell explosions (Seen and appreciated)
- debris makes splashes when contacting the water (plus sound) (Seen and appreciated)

- debris will float on water for a period of time then sink down into the abyss (Seen and appreciated)

- added additional explosions to fires (time based). Additional explosions have sound and debris - (Not seen, no secondary explosions seen)
- all sounds added also have an underwater sound for hydrophone pickup
- Distress flares were added to all ships. They will only fire one distress flare based on damage taken (Not seen, no flares seen during any encounter)

- all torpedoes were changed to use the new torp explosion effect
v0.0.2 - added spray and wakes to all periscopes, radio rod, DF Loop, and FuMB1Metox antenna - (doesnt seem to be working, certainly not seen)
- DF Loop will randomly rotate at different speeds and different directions simulating the radio operator searching for signals (NO DF Loop detected on any model sub)
- DF Loop is now visible underwater. It will hide when the sub's depth is > 13m and will reappear when sub's depth is <= 13m (NO DF Loop detected on any model sub)
- Radio rod starts rising at 6.5m and is fully deployed at 13m. At 21m the radio rod will start to be undeployed and at ~26m it will be fully undeployed (hidden). As the sub submerges the radio rod will always be slightly visible out of the water until the sub's depth is ~ > 13m
v0.0.3 - fixed bug of splashes being seen inside sub (No Radio Rod seen on any model sub)


Here is a list of my activated mods, perhaps something is clashing or the order needs to be changed, any advise?

Sh5EnvModGold
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
Royale_Adio's Turm Emblems Package
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
Lite Campaign LC 1.2
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
The Elite Campaign 1.1
U-boat Historical Specifications 1.4
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Loading Screens Mod 2.0
SV&Com Underwater Mod
HiDef Realistic Interface V2.0
HiDef Realism Patch V2.10
sobers base wave mechanics for SH5 V5
Wordeees' Actual Footage Menu V2
ImprovedWaves_Improved Pitch&Roll
R7 HiRes Alt English Panels
Cerberus62 Additional Merchant Ship
FX_Update_0_0_3_ByTheDarkWraith
IRAI_0_0_26_ByTheDarkWraith
Environment 3.7MOD
FX_Update_0_0_3_BARF_Fix
SteelViking's Interior Mod V1.2


Looking forward to your assistance

Rascal
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Old 10-06-10, 05:57 PM   #6
TheDarkWraith
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I'm porting over my live AI ships from SH3 to SH5. I've got all the necessary nodes and everything in place and now have to edit all the ship's to add the necessary nodes needed. Here I've edited the NLL ship and added ship's horn and whistle and the starshell gun. As you can see it fired a starshell to light up the night (and the starshell 'flare' in the sky does add light to everything under it):


Lots more work to do as far as all the ships but it'll be worth it

My live AI ships gives ships the ability to:
- add a PA announcement or whistle (user customizable to 20 different ones - 10 for military and 10 for civilian)
- add a horn that will sound when enemy detected (can be heard for long distances - user customizable to 20 different horns - 10 for military and 10 for civilian)
- can have combination of both above
- add a starshell gun to the ships that when they detect a contact will fire starshells in the direction of the contact

Last edited by TheDarkWraith; 10-06-10 at 06:27 PM.
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Old 10-06-10, 06:18 PM   #7
DavyJonesFootlocker
The Old Man
 
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Man, that's fantastic.
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My Silent Hunter 5 mantra is this......"Torpedo missed, sir!"
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Old 10-07-10, 11:48 PM   #8
Venatore
Admiral
 
Join Date: Apr 2005
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Quote:
Originally Posted by TheDarkWraith View Post
I'm porting over my live AI ships from SH3 to SH5. I've got all the necessary nodes and everything in place and now have to edit all the ship's to add the necessary nodes needed. Here I've edited the NLL ship and added ship's horn and whistle and the starshell gun. As you can see it fired a starshell to light up the night (and the starshell 'flare' in the sky does add light to everything under it):

Lots more work to do as far as all the ships but it'll be worth it
TheDarkWraith,

I thank you for your endeavors in modding SHV. I consider you to be one of the top three leading Hardcore Modders developing mods in the realm of SHV.

Your subject knowledge is far superior than most modders lurking within the SHV shadowy depths.....including me.......keep up the good work, you are very much needed in the long term survivability of the SHV franchise.

Kind Regards

Venatore
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