SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-25-19, 01:12 PM   #1
Hebe Vollmaus
Lieutenant
 
Join Date: Jun 2010
Location: Germany
Posts: 269
Downloads: 3
Uploads: 1
Default

Quote:
Originally Posted by John Pancoast View Post
Ah ! The ship sinking method may have been making a difference in why I didn't see them.

So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?
Yes.
Hebe Vollmaus is offline   Reply With Quote
Old 09-25-19, 01:56 PM   #2
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,211
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by Hebe Vollmaus View Post
Yes.
Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 09-26-19, 12:09 PM   #3
Hebe Vollmaus
Lieutenant
 
Join Date: Jun 2010
Location: Germany
Posts: 269
Downloads: 3
Uploads: 1
Default

Quote:
Originally Posted by John Pancoast View Post
Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.
Hebe Vollmaus is offline   Reply With Quote
Old 09-26-19, 02:35 PM   #4
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,211
Downloads: 501
Uploads: 4


Default

Quote:
Originally Posted by Hebe Vollmaus View Post
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.

Understood, thanks. I'm surprised there isn't any texture/graphic file in the patch.
I looked in the .dat files, maybe I missed something in there.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Old 09-26-19, 08:34 PM   #5
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,650
Downloads: 137
Uploads: 0


Default

Quote:
Originally Posted by Hebe Vollmaus View Post
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.
Jeff-Groves is offline   Reply With Quote
Old 09-28-19, 03:43 AM   #6
Hebe Vollmaus
Lieutenant
 
Join Date: Jun 2010
Location: Germany
Posts: 269
Downloads: 3
Uploads: 1
Default

Quote:
Originally Posted by Jeff-Groves View Post
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.
Wow. Thats why i come here, to learn new things!
But this object is beyond my knowledge today and willingness to invest more time.
What we get here is an additional Material to an existing mechanism already integrated in the game-mechanics. I am not shure on which place a pendulum object can be injected.

But on two tests, which naturaly results into Game-crash, i learned with the Help of the ID-Finder from S3D, that i do not need the "flare.dat", these items are already integrated in my Materials.dat. This saves a little Loadtime, Diskspace and Memory.
So thank you for animate me looking into this deeper.

Some other working Pendulum objects can be found in AC4.dat and the two Submarine-Turms IIA-IID.

Greetings.
Hebe Vollmaus is offline   Reply With Quote
Old 09-29-19, 03:10 PM   #7
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,650
Downloads: 137
Uploads: 0


Default

Quote:
Originally Posted by Hebe Vollmaus View Post

Some other working Pendulum objects can be found in AC4.dat
Yeah. I put those in for effects on the USS Cyclops Ghost Ship.
Jeff-Groves is offline   Reply With Quote
Old 10-10-19, 08:58 AM   #8
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,211
Downloads: 501
Uploads: 4


Default

Never could get this to work. No big deal.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:50 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.