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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Mate
![]() Join Date: Apr 2007
Location: Hertfordshire UK
Posts: 56
Downloads: 19
Uploads: 0
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#17 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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I guess we can ignore the multiple conflicts with the UI mod?
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#18 |
Black Magic
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Install the FX Update first then the UIs mod. Sorry, should've documented that
![]() I left some of the xx_sil.dds pics in as 'placeholders' for those ships that are clones to remind me to update them when masters are available for them. I have to add an entry to their .zon file for the distress flare. |
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#19 | |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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#20 |
The Old Man
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This also conflicts with B.A.R.F.
Do you also allow the ship to sink from flooding over time or is it strickly HP based? |
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#21 | |
Black Magic
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Curious to know what you all think about the secondary explosions.......there are two versions of secondary explosions...small and large. The small one has a very loud crack sound and throws out little pieces of debris. The large one has a lower pitched rumble that expels small debris and 4 pieces of large debris that are smoking. Both secondary explosions can be heard on the hydrophone if you're close enough....... The distress flare also has sound and can be heard if you are close enough (hydrophone also) Last edited by TheDarkWraith; 09-05-10 at 07:34 PM. |
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#22 | |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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#23 | |
Black Magic
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#24 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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Cool, do you also get the secondary explosions when using the deck gun?
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#25 |
Black Magic
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the additional explosions (there can be a total of 3 depending on total time the effect has played) are tied to certain effects (currently 2 of the BAZA fires). So anytime one of these fire effects 'play' the timer starts for the additional explosions. First additional explosion happens after 60 seconds.
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#26 |
Samurai Navy
![]() Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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Ah I see, so you'll likely see more then with the deck gun since it usually starts fires early on in the attack.
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#27 |
The Old Man
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Now we need a EAX Sound MOD for Aircraft and Explosions. Has there been any work done on a Shake MOD. Would be cool if the boat rattled and shaked for any explosion within 1000 meters and add rolling for any explosion within 500 meters. Also possible damage if explosion is within 250 meters.
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#28 |
Watch Officer
![]() Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
Uploads: 0
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Looking forward to trying this out! Hopefully there will be a way to make it compatible with BARF. Thanks for all your work!!
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#29 | |
Black Magic
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EDIT: For users using BARF, install this after the FX_Update mod: http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/ Last edited by TheDarkWraith; 09-05-10 at 11:06 PM. |
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#30 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,679
Downloads: 171
Uploads: 0
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2 files, sh.sdl and particles.dat clash with the ENV 3.5MOD, which ones should I use?
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Sub captains go down with their ship! |
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