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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |||
Soundman
![]() Join Date: Feb 2007
Location: Sweden
Posts: 141
Downloads: 9
Uploads: 0
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I plan to release a minor revision here soon that has the smoke tgas packed into the .dat file for each sub (3 tgas make up the smoke for each port for each sub so 6 total in each sub's .dat file). This way I'm not overriding your smoke TGAs you currently use! And these 6 for each sub are completely overrideable by inserting whatever you want for them in \data\Textures\Tnormal\Tex. ![]() ![]() A version that include longer wakes and have some possibilitys for adjustments by the end user would be great. ![]() The problem now seems to be getting in contact with nvdrifter to get his permission, since he has not been around for a while.:hmm: But if there is someone who knows other ways to reach out to him than through this forum, it would be much appreciated if you could just drop him a note about this? |
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#77 |
Loader
![]() Join Date: Jun 2006
Posts: 84
Downloads: 28
Uploads: 0
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Dual Exhausts With Longer Wakes
Thanks, Racerboy, for understanding the problem. The original NVdrifter Longer Wake Mod had very long wakes, perhaps about 1.5+ nautical mile lengths as supported by actual photo analysis and examples on this site; however, the length was speed related only and could not be connected to ship's mass (or, more correctly, mass and velocity) but it was better than nothing. In fact, the primary reason for this mod is so that the merchants can be found/tracked/stalked in foul weather or dark nights by finding/following their wakes as in RL which some of us still use regularly on our patrols.
I do not know how to contact NVdrifter, but if you vary the .val files on your own without using or copying exactly his work, then you should not need his permission and we could have dual exhausts and longer wakes. ![]() Thanks for your ideas and options to let the user vary your mod settings; then, each skipper could choose the density of exhaust and the length of wake to suit. Please continue your most excellent mod efforts; you are doing fine stuff! ![]() |
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#78 |
Sea Lord
![]() Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
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Racerboy,perhaps you could do your own version of longer wakes to combine with your excellent exhaust mod:hmm:I for one would love the idea since I can't use nvdrifters version cause it conflicts and disable's the Torp_damage_final mod I downloaded(by a modder who's name escapes me
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'It is not surely known when the grey wolf shall come upon the seat of the gods' Ericksmal. |
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#79 |
Black Magic
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I did my own version of it. It's included in v2.03 of this mod along with other features and enhancements. Uploading currently and will post again when I have the link for it for you all.
Rubini, I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can. EDIT: v2.03 for VIIb is available. Information and download available here: http://www.subsim.com/radioroom/show...84&postcount=1 Last edited by TheDarkWraith; 07-31-07 at 11:35 PM. |
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#80 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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![]() And sorry, I can't download from filefront ![]() Thanks!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#81 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
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Here you go Rubini. I hope it works for you.
http://www.yousendit.com/transfer.ph...1DD02B0386E174 Hmm, I guess this mod is too late for GWX 1.04... ![]() |
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#82 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Downloaded and installation ok! I´m not following GWX 1.04 daily but this Racerboy's mod only mess with the uboat .dat and .val. So, perhaps it will be automatically GWX 1.04 compatible? Let´s wait and see!:hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#83 |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
Uploads: 0
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Upcoming ideas/development for this mod:
- adding smoke to snorkel Hi Racerboy, I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period ![]() Kind regards |
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#84 | |
Black Magic
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#85 | ||
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
Downloads: 22
Uploads: 0
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Quote:
Hi Racerboy, you are right. I have googled this an the snorkel did both. ![]() ![]() ![]() ![]() |
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#86 |
Black Magic
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Here is a tweak file for the VIIb speed dependant dual exhaust mod with ADM. It works for versions >=2.03
![]() Before anyone asks v2.03 is the latest. I'm working on 2.04 and the changes are only to the ADM. It's a VERY complicated beast as you'll see if you read the tweak file. After I made the tweak file I was able to 'see' SO many things I have not used/taken advantage of and a way to better model the physics of the air. I have inserted comments into the tweak file telling you what the items do/are. Items that affected the ADM have been removed so you're safe 'playing' with all the settings given. Have fun, enjoy, and most of all experiment and give me feedback!! http://rapidshare.com/files/46462643...duser.txt.html Rubini, I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!! ![]() Racerboy ![]() |
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#87 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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The important is that now we have a very good and solid mod...and with options! I will play a bit with the tweak and if i find something useful I will post here! Thanks again for this great mod! Just waiting it for the others uboats! ![]() Rubini.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 08-02-07 at 11:26 AM. |
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#88 | ||
Black Magic
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If he won't release his code then I'm forced to writing a new tool with the additional features needed. Don't get me wrong his tool is good but it could be awesome! What I think needs to be added: - change history kept for the file tweaking - last settings button for each item - ability to enter hex address from and to and have it export with a press of a button - ability to define new items within mini-tweaker and have them added real time - a notes section for each item so you can add notes. I.E. this does this, changed this and this happened, etc. - Larger label boxes for the Version and File. You're currently limited to a certain # of characters to display and then it gets clipped - The textboxes for the items needs to be larger and user adjustable - The tool window itself needs to be user adjustable - ability to press a button and have all the items and their values for that drop down menu's items exported to a text file - Ability to add a 'Not User changeable' or something to that effect to the tweak file so that the item can be listed and it's value shown but not able to be tweaked - Ability to do searches real time within the tool and not having to edit the tweak file for this and then reloading the tweak file that's all that pops to mind currently. I'm sure I'll think of more. |
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#89 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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#90 | |
Black Magic
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![]() One question: How do you enter notes for each item? Can you release the settings that tell it how to look for and decipher the hex? One setting that comes to mind is the life settings in the particle generators. It's not just 8 bytes that define this - there are two 4 byte parts. The first 4 bytes control the life (probably in some plane) and the other 4 bytes seem to be a scale factor or control life in another plane. It's the second 4 bytes I'm not sure about. Using your tool I've found a different TGA that I may use for the smoke in my mod in the next release. ![]() |
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