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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 |
Canadian Wolf
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![]() ![]() Eventually I'll get around to MO. |
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#3 |
Black Magic
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#4 |
Officer
![]() Join Date: May 2010
Location: Germany
Posts: 237
Downloads: 167
Uploads: 0
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Hi!
I am having loads of wrong oil spots like in this picture: http://www.subsim.com/radioroom/show...&postcount=312 Using latest version. Any fix coming up for that? Or is going back to an older version a valid solution? Meldric Last edited by Meldric; 01-19-11 at 09:14 AM. |
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#5 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#6 |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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About oil spots and slicks and smoke balls
Hello
![]() I had this problem too, I have a ati card. I changed particles\ funnelsmoke\ waterReflection Frustrumtest, was False to True, and so far I have not seen oil spots or standing slicks and smoke balls any more.( I was wrong)!! Maybe this Frustrumtest thing should be true? ![]() Hope this helps ![]() P.S I played tutorial mission were you sink tree ship as a test, and I had tree oil slicks from tree sunked ships following my u-boat. ![]() did another tutorial mission and it was 3 oil slick following my uboat. P.S2 I finally rid my game of these evil oil spots. ![]() I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen? ![]() ![]()
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SH ![]() Last edited by Captain von Keldunk; 02-09-11 at 02:04 PM. |
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#7 |
Ace of the deep .
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There were also smoke floats . A barrel filled with chemical and when lowered into the water it reacted and caused a white smoke . Could we have a new kind of depth charge , one that stays floating for X amount of time and emits smoke . ie: smoking while floating and stops when sunk , same as a ship i suppose . So i guess the scenario would be that the dd has an extra type of depth charge . This depth charge stays floating for X amount of time and then sinks . I am on the surface amongst a convoy and smoke barrels/depth charges are letting off smoke on the surface stopping me from seeing all the ships thru the periscope . I would nt want too many though , i guess the depth charges have a controller that adjusts time between throwing . Maybe only in medium or large size convoys and randomly , not every encounter . Just a thought , no idea if it is possible . I think this would work well with wolf pack attacks as well . I could imagine seeing a convoy in the distance covered in smoke .
http://www.lonesentry.com/articles/t...oke-float.html Last edited by THE_MASK; 02-23-11 at 04:50 PM. |
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#8 | |
Watch
![]() Join Date: Feb 2011
Location: Indonesia
Posts: 19
Downloads: 209
Uploads: 0
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![]() Quote:
Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong. |
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