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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#796 |
Watch
![]() Join Date: Jan 2002
Location: Bonnie Scotland
Posts: 28
Downloads: 222
Uploads: 0
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Thanks TheDarkWraith and Mia389, hopefully I can sort it now and get rid of the flares
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#797 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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#798 |
Mate
![]() Join Date: Mar 2011
Location: Boston, MA
Posts: 52
Downloads: 90
Uploads: 0
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just updated from 0.0.16 and having a small problem...ships won't fire a star shell unless I inflict double the damage needed to sink them...ships are splitting in half and I still need to do more damage to get them to fire off the flare
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#799 |
Old Gang
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Using MO+OH2+FX+TDW UI
I figure this is FX problem. Although I saw the same issue with standard SH5. The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys. From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more. I don't know if this was discussed before, I didn't find anything in my search. Hope it's something worth looking for the next update.
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#800 | |
Black Magic
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#801 |
Old Gang
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THIS SAYS KABOOOM!
![]() THIS SAYS KABOOM! ![]() THIS SAYS.... PUFF? ![]()
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#802 |
Old Gang
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My point is, doesn't look realistic.
Doesn't look cool. Looks boring. A quick puff, like 1995 games. It's strange cos everything else in the game looks absolutely fantastic. Just my 2 cents.
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#803 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Other than texture detail (is that an option in game?), I'm not really seeing much of a different in shots 1 and 3. Well, 1 has the reflection too. Also remember that shot 3 includes a lot of little secondary explosions out the portholes and along the deck that add to the size of the explosion.
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#804 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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There are 'Torpedo Splash' and 'Old Style explosions' mods for SH5 existing already. Try to use them, guys, and may be the issue should not be seem so unpromising
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#805 |
Old Gang
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I have to correct what I said. I found the problem.
I recorded a catastrophic explosion and watched in slow motion. The quality of the explosion, the fire, the smoke, the cloud, it's all very realistic, well done. Looked awesome in 25% speed (in the video), which means the explosion effect needs to be slowed down. It feels like a puff instead of a kaboom exactly cos it's too fast. I needed to watch in slow motion to be impressed. That amount of details shouldn't be presented in half a second. TDW, if you manage to slow down the explosion effects to 25% of it's actual speed, you will achieve a jaw-dropping FX. Think about it... ships are 200 meters long, some of those balls of flame are almost that size. A 200 meter diameter ball of fire down disappear in half a second.
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#806 |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Seeing this on the front page reminded me of something I've been meaning to report for ages.
http://cloud.steampowered.com/ugc/55...37F10F003B94E/ See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game. ![]() ![]() |
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#807 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Philipp, i think you exactly got the point of the current explosion appearence problem, i couldnt describe it... now i see the problem !
![]() ...just hope that TDW can fix it.
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#808 |
Ace of the deep .
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The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen . Out.ProjPos=In.Pos;//mul(matProj,In.Pos); |
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#809 | |
Black Magic
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#810 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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what about using a modified smoke generator ?
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