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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Black Magic
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#2 |
Chief
![]() Join Date: Jul 2003
Posts: 329
Downloads: 266
Uploads: 0
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@ Ragtag,
Thank you very much! Kaleun |
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#3 |
Mate
![]() Join Date: May 2010
Location: South of Heaven
Posts: 60
Downloads: 72
Uploads: 0
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Thanks, TDW.
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Frantic8882, das muss das Boot abkönnen |
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#4 |
Planesman
![]() Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
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thanks for the info TDW
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#5 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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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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#6 |
Black Magic
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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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#7 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
Posts: 1,572
Downloads: 138
Uploads: 0
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Man, that's fantastic.
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#8 | |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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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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