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#271 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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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 ![]()
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#272 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
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Stormy...... |
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#273 | |
Black Magic
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#274 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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![]() Also noticed one thing, SteelViking added sound to the bow wave (which was a nice little detail ![]() EDIT: Quote:
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#275 |
Black Magic
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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.
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#276 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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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.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#277 |
Navy Seal
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Here are some of the buoys added to the campaign.
This is looking back at Bergen harbour. ![]() And further out. ![]() Out through Bergens deep water sound. ![]() |
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#278 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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very nice trevally
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#279 |
Navy Seal
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#280 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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ohh this lights look very nice, thank you trevally
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Stormy...... |
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#281 |
Lieutenant
![]() Join Date: Jun 2007
Location: Abbotsford BC Canada
Posts: 258
Downloads: 141
Uploads: 0
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So... will I need to remove all the mods I have installed to try this out in a new campaign?
I read most of the pages of this thread but I may have missed it. ![]() |
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#282 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Is still under development, only a small test version is released with the mare nostrum campaign. You dont need to remove anything, but some conflicts with other mods may occur... for example with FX update.
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#283 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Just thought of another way that we might be able to lower the computer resource usage of "docked" ships. We could either NULL out, or just delete everything in the .sns files for the ships. I would imagine a ships sensors takes up a little computing power.
Just a thought fellas ![]()
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#284 |
The Old Man
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I just removed FX Update because of Lag Spikes when Distress flare is launched.
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#285 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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