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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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Okay. Just checking to make sure I didn't waste my time. I've a proof of concept that tested out successfully last night but needs more work.
BTW, it's not just the zon file that needs work, it's also the sim, zones.cfg and DAT. |
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#2 |
Rear Admiral
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What did you have to do to the Dat file? A file incompatiblity here might be painful. Dat files have been built up on a little. 4 bladed props, prop rotation correction, and an some engine exhaust effects. I have an earlier version of this posted, but the latest version ive yet to release. I may kick it out the door late tonight or tommrrow, im kinda anxious to be done. Just have to write up the docs that few bother to read and upload it.
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#3 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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Think extra nodes. It's really a simple cloning exercise for the props.
Although, you've just given me an idea that may work and solve one of the problems I had with the original proof of concept, and that may mean no change to the DAT file. I'll have to test that out and see if it works. I did the proof of concept on a modded version. I'm going to do it on a clean version just to be sure there are no mod conflicts at play. This will take a bit of time, so I'll post up the necessary files when finished for those interested. |
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#4 |
Rear Admiral
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Ill try and post sometime tongiht what i had intended to be the last updates to the TM mod.
In one of these you'll find the updated dat files if your interested in them. I was intending to pull these dats and upload them seperatly for the RFB folks to use, so i could PM you the link if you want. My hope is to help reduce or eliminate file incompatiblties so nobody's forced to reinvent the wheel. Said dats in question have already been touched by two other modders not including myself. One did the props, another fixed their rotation, i added 4 nodes in each one to simulate exhaust effects. (http://www.ducimus.net/sh4/preview/new_exhaust.jpg ). They're not perfect, but their reasonable. Last edited by Ducimus; 04-07-08 at 10:10 PM. |
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#5 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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nice....that will make the boat much more survivable!
now when engine 1 and two are down i might have 3 and 4 ready. how bout having all four kick on virtually in game at flank speed??
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Member of the Subsim Zombie Army |
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#6 |
Navy Seal
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the most significant change in sub modeling in the game. Suddenly the advantages of four diesels over two would be obvious, where it is totally hidden within the vestigal framework of SH3. Observer, go for it! This is big.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I messed with this a little and decided that the easy fix was to make the engines in the fleet boats impossible to destroy short of sinking the sub.
This is entirely realistic. To be dead in the water from engine damage, a US sub would have to have 5 diesels totally inoperable. This is simply not plausible (except HOR boats, lol, and they'd have the problem with no damage at all, lol). Easy fix, make diesels impossible to destroy. tater |
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