![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
![]()
__________________
Stormy...... |
|
![]() |
![]() |
#2 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]()
Have to say that I don't know... You know, I think that they aren't working currently, have to look in to that too, I hope that the .dsd-file holds the secrets. I agree that these ships should be made as good as we possibly can, no point adding half working things to the game, I hope we can fix this issue (it's quite small issue but still).
|
![]() |
![]() |
#3 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]()
Thank you Rongel for doing that, getting the other ships shaped up and too me. I wouldn't be importing ships as well without your advice and guidance on the subject. If you don't mind Rongel, I would like to send all future ships to you before releasing them so that you can cross check my work.
About the sound for fires, explosions, etc. I think they are working. I know that the explosions are working, and I want to say I have heard flames as well......will test shortly. I was lucky enough to get some time today to work ![]() Cheers everyone ![]()
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
![]() |
![]() |
#4 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]()
hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
__________________
Stormy...... |
![]() |
![]() |
#5 | |
Black Magic
![]() |
![]() Quote:
![]() |
|
![]() |
![]() |
#6 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
![]() Also noticed one thing, SteelViking added sound to the bow wave (which was a nice little detail ![]() EDIT: Quote:
![]() |
||
![]() |
![]() |
#7 |
Black Magic
![]() |
![]()
Select the root node of the ship in Goblin Editor. Right click on it and select 'Show Damage'. You'll see it draw boxes on the screen on the ship. Each box has an associated zone number in \data\Zones.cfg. That zone number determines that zone's hitpoints, armor level, effects to be played based on damage taken, and flooding model. My FX_Update mod changed many of the ships (almost all if not all the merchants) zones to point to some new zones for a different flooding/damage model.
|
![]() |
![]() |
#8 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]()
Okay, just got around to looking into this zone verifying/no sound business in depth. So, TDW what you are saying is that we should change the values of the damage zones(boxes) themselves to point to a value in the zone.cfg that SH5 is supposed to use. I am asking for confirmation because the values in right now for the SHIV ships is a valid entry in the zone.cfg, I am guessing it is just wrong for SH5.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
![]() |
![]() |
#9 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
|
![]()
Does this Mod have the effect the pitch and roll when under a Depth Charge attack like in your video? Or do I still need to load Stoianm Pitch and roll?
Also Im getting some CTDs. I can play for an hour or two but then CTD. One was near Keil, and another just after I left the Western mouth of Keil out to my first patrol to England. I hope my Mod order was correct...here is what I have installed, and the order I installed them in: New UIs_TDC_6_7_0_ByTheDarkWraith New UIs_TDC_6_7_0_alt_officer_wounded TDW_DC_Water_Disturbances_v2_0 TDW__Mines_Subnets_Spotable (OH II v1.2) Open Horizons II Full v1.2 OHII and Light Campaign Radio Messages v3 Critical Hits 1.1 Torpedos Stoianm pitch&roll for SH5 V1 Grossdeutscher Rundfunk Oh and one other question.... does OHII work with BARF? (Better and More Realistic Floating?) I really liked what he did with ship HPs and adding variables for ship sinking vs. damage. Reminded me a lot of what the guys did in TGW for SH3. Last edited by Faamecanic; 09-05-11 at 02:13 PM. |
![]() |
![]() |
#10 | |
Silent Hunter
![]() |
![]() Quote:
Best regards, Magic |
|
![]() |
![]() |
#11 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
|
![]() Quote:
![]() ![]() REALLY starting to enjoy SH5 for the first time since I bought it (back when it first came out) due to your efforts! Last edited by Faamecanic; 09-05-11 at 08:53 PM. |
|
![]() |
![]() |
#12 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
|
![]()
Oh and not complaining..but just wondering:
It seems the NAV map (access by the Helm wheel) does not match the terrain in Kiel and other areas. I set my course out of Keil and thru the Canal...and good thing I didnt hit a TC higher than 32x. I popped up on the bridge and WHOA!!! I was heading right toward and island ![]() Same thing with some of the channels were in the city at the end of Keil canal. And it also appears the lack of some noise from boats while manning the Hydro station is a known issue and being worked? |
![]() |
![]() |
#13 | |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
#14 | |
中国水兵
![]() Join Date: May 2010
Location: BY
Posts: 271
Downloads: 80
Uploads: 1
|
![]() Quote:
![]() (If I have correctly understood your question ![]() |
|
![]() |
![]() |
|
|