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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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#226 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Ivan - understand about the visual damage. I need to learn how to do the visual damage stuff .... all I've worked on thus far is functional damage stuff.
Am currently focussing on getting gun turrets to stop working when the damage system says they are destroyed (I mean the main armament .... from what I can figure, any AI controlled turrets are fine ... but you can't see them in damage screen because they are AI only items). |
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#227 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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In my newest ships I've made all main guns into upgradepacks so that you can see them all in the dmg screen.
The only problem is that they all use the same damage zone id so they probably can't be damaged apart from each other. |
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#228 | |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
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#229 | |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Also see my earlier comment - we need to agree how many engine of "batches" of engines we will configure for all ships .... the way engine damage is translated to loss of speed means we only have one level of configuration - i.e. if we want all ships to have four levels of redundancy e.g. 4 engines, then all ships will have to have 4 engines configured. Bit of pain, I know, but there is no way round this. |
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#230 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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On a completely different tack, does anyone know whether sim.cfg or sensors.cfg control whether or not your deck watch pick up contacts i.e. warship spotted ? Reason I ask is one of my damage testing missions has windspeed set to 15ms and with the waves, the crew don't detect a bunch of cruisers at 6000 m.
Anyone know which file to mod (I think it's sensors.cfg) but anything I've tried does not make the crew spot the ships. I can manually target, but this really bugs me. Oh and the mission also has zero fog, medium clouds. I guess we should also have a generic discussion about how far away we should be able to spot a target from a BB's spotting towers ? Ivan - have you played with any of this stuff yet for the campaign ? |
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#231 | |
Watch Officer
![]() Join Date: Apr 2007
Posts: 333
Downloads: 225
Uploads: 0
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What Mods you installed? What Subs or Ship you played? Maybe I know this problem but imust know your information. I have had the same bug since the sensors.dat .sim, .zon, .dsd, from SH3 integrated in OpsMonsun. I.E. I`ve deleted the Visual_Nodes from the sensors.dat and the problem is gone. All new SH3 Uboats in OpsMonsun used some sensors from the SH3_sensors.dat. regards nautilus42 |
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#232 | |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
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On other hand, I am currently patrol with the Fiji class CL off the southern tip of Australia, and I noticed that when damaged, I only get small, camp fire type, fires. I was even attacked by a Maya Class CA and was hit about 5 times. I received massive damage but only 2 small campfire size fires started. No smoke, and only small fires. In RL the fires on ships was much larger. I will post pictures of the fires I experienced and the fires that should be occuring. Does anyone know, if we can make the fires larger, and the smoke bigger, and darker? |
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#233 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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But I'm not good in editing effects, I only say it can be done, not that I can do it. |
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#234 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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A quicker fix to small fires for damage would be to look at the fire sizes allocated in zones.cfg for the ship being used - Ivan - mail be the package for the ship you are testing, inlcuding the zones.cfg and I'll take a quick look.
As for mods I'm running - only parts of EE5, plus my ships mod (which does include changes to sensors.cfg and sim.cfg) and a custom mission with 15 M/s wind but now other bad condiations (no fog, cloud rain etc). |
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#235 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
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It would be quicker yeah. But then you'd have one fire effect less to choose from (if I understand you correctly and the small fire effect will not be used in the ships anymore), so I'd go for the slower but better solution of enlarging the effects itself.
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#236 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
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Erm - not sure what you mean by removing an effect - following is the damage zone for a deck gun;
[BBForeDG] Multiplier=1.0 Flotability=0 HitPoints=200 Destructible=No Armor Level=25 Critic Flotation=0.01 Critical=No Effect1=#Splinter_explosion, 75 Effect2=#Fire_small, 90 Effect3=#Fire_big, 20 FloodingTime=60 CargoType=None As you can see - different effects applied, including both small fires, large fire & explosion. If we're looking for something more spectacular, then a new effect would need to be generated (and I don't know how to do that). |
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#237 | |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
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#238 |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
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If those values are the probability for that effect to appear it'd work yes. But then the small fire effect would hardly appear anymore, all fires would be big fires. For some variation it'd be better to upscale the small fire effect.
But then again, it would be much easier and quicker to do something like you suggest. |
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#239 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I seem to recall from the old days that the damage templates are scaled to the damage value of the weapon, not the type. So if you make a big damage make a small hole, this will alter torpedo damage decals as well.
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#240 | |
Gunner
![]() Join Date: Dec 2008
Location: Australia
Posts: 92
Downloads: 85
Uploads: 0
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yamato
Quote:
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__________________
SH3 WARSHIP MOD WITH GWX 3.0 > http://www.bts-mods.com/?page=sh3user=mickey117 PART OF SUPER SURFACE WARFARE MOD > http://www.subsim.com/radioroom/showthread.php?t=144946 {FIGHT TO THE LAST SHELL} ![]() |
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