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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#166 |
A-ganger
![]() Join Date: May 2010
Location: 52° 31' N, 13° 24' E
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Met the same problems with the debris animation: The fragments emitted after an explosion are jumping back in the air when they hit the water, then endlessly bouncing up and down. Occurs with v0.0.3 and v0.0.4 as well.
The alarm whistling seems to be much to loud, almost causing a hearing loss if your closer to the ship than a mile or so - even if your inside the sub. The damage displayed at the subs hull is huge. I'm pretty shure a type VII boat wouldn't stay afloat with four holes punched in it, each 3 meters in diameter. IMHO this problem has been discussed before: http://174.123.69.202/~subsimc/radio...=167713&page=3 For now I'm using v0.0.3, which works fine for me, after deleting TDW_FXU_Debris_Materials.dat and TDW_FXU_Debris_Particles.dat. |
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#167 |
Mate
![]() Join Date: Mar 2010
Location: Vingt mille lieues sous les mers
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I have problem with FX_Update_0.0.4_UHS_Fix. When submerged at periscope depth antenna sticking out of the water.
![]() ![]() ![]() Last edited by vitovt13; 10-19-10 at 01:08 AM. |
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#168 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
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When will visual damage for the sub and conning tower please? I´m looking forward!
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U-552 Tiger IDF |
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#169 |
Black Magic
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#170 |
Black Magic
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does this problem appear to happen when in heavy seas? Does it appear in calm seas?
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#171 | |
Black Magic
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#172 |
Mate
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#173 | |
Machinist's Mate
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#174 | |
A-ganger
![]() Join Date: May 2010
Location: 52° 31' N, 13° 24' E
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#175 | |
Black Magic
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#176 |
Black Magic
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v0.0.5 released. See post #1 for details
![]() Debris problem should be fixed now. Secondary explosions are more exciting now also ![]() |
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#177 |
Admiral
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Many thanks for this
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What we do in life echoes in Eternity |
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#178 |
Sea Lord
![]() Join Date: Dec 2009
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Your support is perfect. Thank you TDW!
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U-552 Tiger IDF |
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#179 |
A-ganger
![]() Join Date: May 2010
Location: 52° 31' N, 13° 24' E
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Incredible fast update service, DarkWraith...
![]() Well, the debris don't jump back sky-high any longer when they hit the water. But they are often spinning and tumbling at high speed while they seem to hover a metre or so above the water. Explosions are nice, splash effect looks realistic, too. But watching the hovering debris... for me, it breaks the bubble. The movements of the particles simply don't look right. Would enjoy it more if the swimming debris effect would be deleted without substitution, just my 2 cents. Anyway, thank you very much for all your incredible mods and every effort contributing to a more realistic impression. ![]() |
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#180 | |
Black Magic
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