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12-19-10, 01:07 PM | #166 |
Stowaway
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hi all
if anyone is interested "refit 1" sorry bout that you know how it is,
http://www.filefront.com/17671374/WD...n-refit-1.rar/ sid "maker of fine slots" |
12-19-10, 03:17 PM | #167 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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some issues
I am not going to read through 11 pages of posts to see if these are answered, so here are the issues.
I have activated the mod and a basic dazzle paint scheme. I assume the dazzle paint scheme is not mucking things up. 1. How does the button on the HUD work to compute solution? What must I do in order it to compute a solution? And what solution does it compute? (I assume it must be firing solution?) 2. I set up for manual targeting and input all the required items. The PK is activated. The torpedoes ran straight as an arrow, even though they were supposed to run at an angle to hit the target. My set up was proper. Is this a bug? Last night, the same thing happened, but when the target was close, it corrected itself, so my third and fourth shots were accurate. Is the issue related to inputing the mast height on the stadimeter? Or the dazzle paint scheme? 3. I can see the torpedoes run on the Attack Map, but there is no tracking line or way to determine if the torpedoes track is accurate, although the sonar line seems to work okay. Nor is their a bearing tool on the Attack Map? Otherwise, the game mod seems fine, although my attempts to sink a freighter with a deck gun failed after a ton of hits. It simply would not go down, but I consider this either bad luck or a problem not worth fixing. |
12-19-10, 04:03 PM | #168 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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torpedoes have a turn angle of 15° only
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12-20-10, 11:17 AM | #169 |
Stowaway
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skins
Hi Keltos,
I'm wondering if this picture explains the strange shade effect of shadow in the dds image files when SH4 is running. There seem to be two complete skins within obj file when exported into max, the file used here is direct from the WDAD mod. I have pulled the skin way out to high light the issue, of coarse this may be correct and that 2 skins are needed. The strange shadows are seen here. sid |
12-20-10, 11:59 AM | #170 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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maybe a left over from when I didn't know you could set the skin to be 2 sided ?
it's been so long I don't remember why, is it the whole hull that's cloned ? regards keltos |
12-20-10, 12:05 PM | #171 | |
The Old Man
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Quote:
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12-20-10, 01:31 PM | #172 |
Stowaway
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Code:
Are these shadows from the NSS_<blah>_O01.DDS? NSS_Triton_O01 NSS_Triton_O01_Ir original pair NSS_Triton_T01 NSS_Triton_T01_Ir 4 new ones NSS_Triton_T02 NSS_Triton_T02_Ir I have tried variations and combinations of the dds together, mainly the compressed types. I was wondering if it had anything to with the two skins used for the model, in max. an obj import glitch. sid |
12-20-10, 02:13 PM | #173 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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if it's on the O01 file (ambiant occlusion map) then a simple paint job of that file using photoshop should suffice.
the AO map was done with 3d studio and is never perfect, and I'm no professionnal either.. keltos |
12-20-10, 05:39 PM | #174 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
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what skins are compatible
keltos' post led me to download various skins, which crashed my game, and I could not uninstall the mods, so I started over. Are any skins guaranteed to work with this mod? Lurker says the mod is not compatible with other mods.
How does the compute solution button on the HUD work? |
12-21-10, 05:38 AM | #175 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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Quote:
http://www.mediafire.com/file/3sc8na.../triton_O01.7z slip into submarine directory of mod keltos |
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12-21-10, 05:42 AM | #176 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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Dazzle 1 :
hull only Dazzle 2.1 : Quote:
they replace : in dazzzle v 1.0 : only dds files (textures) in dazzle 2.1 : the tower.dat the hull.dat all the texture dds and ao dds files for the hull, tower and DG turret. they do not change the files of WDAD at all so I don't know why it crashed your game regards keltos |
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12-21-10, 08:22 AM | #177 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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sinking of a submerged Uboot by hms VENTURER:
sinking of a submerged Uboot by hms VENTURER:
Quote:
sketch of attack http://www.klambauer.net/html/u864-8_3_1.html keltos |
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12-23-10, 04:49 AM | #178 |
Stowaway
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bow planes
Hi Keltos,
bow planes removed and refitted, and reset to correct specs. http://www.filefront.com/managefiles.php paint shadows still causing trouble, suppliers are letting me down, but I will work on it. happy Christmas all, sid |
12-23-10, 09:35 AM | #179 |
Pacific Aces Dev Team
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I have found the problem with the dials, apparently (Must confirme with deeper testing) WDAD when selecting "Authentic" measurement assigns metric to the british boats
Now the correct, reworked dials are showing:
__________________
One day I will return to sea ... |
12-23-10, 11:57 AM | #180 | |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
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Quote:
a true beauty !!! |
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