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Old 01-09-11, 09:22 PM   #1
TheDarkWraith
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Quote:
Originally Posted by reallydedpoet View Post
I see there is support for BARF Full DW, any for Lite, or does it matter for that version?
doesn't matter what version.
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Old 01-09-11, 09:34 PM   #2
ReallyDedPoet
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Originally Posted by TheDarkWraith View Post
doesn't matter what version.


Eventually I'll get around to MO.
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Old 01-09-11, 10:44 PM   #3
TheDarkWraith
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Originally Posted by reallydedpoet View Post


Eventually I'll get around to MO.
I wouldn't be in any rush. It's a BETA version just for feedback and testing currently. Call it the shaking out of the bugs and figuring out what everyone wants in a final release version
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Old 01-19-11, 06:13 AM   #4
Meldric
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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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Old 02-06-11, 03:01 AM   #5
Stormfly
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Quote:
Originally Posted by Meldric View Post
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
same here
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Old 02-06-11, 10:19 AM   #6
Captain von Keldunk
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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? Needs more testing I think.
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?) do rise up from the sea but they die soon. You hardly notice them any more.
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Last edited by Captain von Keldunk; 02-09-11 at 02:04 PM.
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Old 02-20-11, 07:48 PM   #7
THE_MASK
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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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Old 02-27-11, 12:43 AM   #8
Kapten Nemo
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Quote:
Originally Posted by Captain von Keldunk View Post
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?) do rise up from the sea but they die soon. You hardly notice them any more.
Hi TDW, may I ask u something about this file TDW_FXU_Slicks_and_Spots_Particles.dat in FX update 11 mod. If I open that file with Silent3Ditor, there is a misplaced child chunk no.15 (Follow Parent) with Parent Id 0x0500ff520400f1fb, is it supposed to be at that position?
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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