SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-28-10, 03:10 PM   #316
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Gunfighter View Post
3 or 4 of the guys have said they are getting this.If it is only a few dont messup your mod just for me, I dont mind going back to Ver 8 and thank you for quick reply
going back to 8 you will lose many new features (lighthouses were in v11)
TheDarkWraith is offline   Reply With Quote
Old 12-29-10, 03:22 AM   #317
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Actually would be interesting to have something like a Bermuda triangle filled with weird effects like this.. ghost ships, smoke hovering the water and once you enter one.. ur ship will be teleported at some random locations etc. First time I saw the screenshot thought that is a special effect made by TDW .. pretty scarry
Zedi is offline   Reply With Quote
Old 12-29-10, 12:04 PM   #318
Sepp von Ch.
Sea Lord
 
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
v0.0.11 released. See post #1 for details

Enjoy the improved lighthouses
Thank you very much TDW!
I have the same problem as Gunfighter, but I can not uninstall this superb version!
__________________
U-552
Tiger
IDF
Sepp von Ch. is offline   Reply With Quote
Old 12-29-10, 01:17 PM   #319
Gunfighter
Seasoned Skipper
 
Join Date: Mar 2007
Location: Newcastle Upon Tyne UK
Posts: 720
Downloads: 133
Uploads: 0
Default FX Mod

Quote:
Originally Posted by Josef von Posorschitz View Post
Thank you very much TDW!
I have the same problem as Gunfighter, but I can not uninstall this superb version!
Yes I'm going to stick with Ver 11 its to good a mod not to have I am sure TDW will come up with something later.
__________________
Gunfighter is offline   Reply With Quote
Old 01-01-11, 05:52 PM   #320
Sepp von Ch.
Sea Lord
 
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
Default

Post Nr. 42 (http://www.subsim.com/radioroom/show...2&postcount=42) in this thread " [REL] External Torp Reload Time ": http://www.subsim.com/radioroom/show...ht=Posorschitz


Quote:
Originally Posted by TheDarkWraith View Post
I released v0.0.6 of the FX Update mod with the external torp reload time changed to that recommended by wamphyri
TDW, I use your FW mod in version 0_0_11, but the external torp reload time is too fast. In older version of your mod it was perfect. Is this problem with changed external torp reload time by me or is no longer part of your FX mod?

And U-Boat visual damage is no longer part of your FX mod?
__________________
U-552
Tiger
IDF

Last edited by Sepp von Ch.; 01-01-11 at 06:43 PM.
Sepp von Ch. is offline   Reply With Quote
Old 01-09-11, 12:43 PM   #321
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,884
Downloads: 946
Uploads: 5


Default

I see there is support for BARF Full DW, any for Lite, or does it matter for that version?
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 01-09-11, 09:22 PM   #322
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by reallydedpoet View Post
I see there is support for BARF Full DW, any for Lite, or does it matter for that version?
doesn't matter what version.
TheDarkWraith is offline   Reply With Quote
Old 01-09-11, 09:34 PM   #323
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,884
Downloads: 946
Uploads: 5


Default

Quote:
Originally Posted by TheDarkWraith View Post
doesn't matter what version.


Eventually I'll get around to MO.
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 01-09-11, 10:44 PM   #324
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by reallydedpoet View Post


Eventually I'll get around to MO.
I wouldn't be in any rush. It's a BETA version just for feedback and testing currently. Call it the shaking out of the bugs and figuring out what everyone wants in a final release version
TheDarkWraith is offline   Reply With Quote
Old 01-19-11, 06:13 AM   #325
Meldric
Officer
 
Join Date: May 2010
Location: Germany
Posts: 237
Downloads: 167
Uploads: 0
Default

Hi!

I am having loads of wrong oil spots like in this picture:
http://www.subsim.com/radioroom/show...&postcount=312

Using latest version.
Any fix coming up for that?
Or is going back to an older version a valid solution?

Meldric

Last edited by Meldric; 01-19-11 at 09:14 AM.
Meldric is offline   Reply With Quote
Old 02-06-11, 03:01 AM   #326
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by Meldric View Post
Hi!

I am having loads of wrong oil spots like in this picture:
http://www.subsim.com/radioroom/show...&postcount=312

Using latest version.
Any fix coming up for that?
Or is going back to an older version a valid solution?

Meldric
same here
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 02-06-11, 10:19 AM   #327
Captain von Keldunk
Sonar Guy
 
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
About oil spots and slicks and smoke balls

Hello
I had this problem too, I have a ati card.
I changed particles\ funnelsmoke\ waterReflection Frustrumtest, was False
to True, and so far I have not seen oil spots or standing slicks and smoke balls any more.( I was wrong)!! Maybe this Frustrumtest thing should be true? Needs more testing I think.
Hope this helps
P.S I played tutorial mission were you sink tree ship as a test, and I had tree oil slicks from tree sunked ships following my u-boat.
did another tutorial mission and it was 3 oil slick following my uboat.
P.S2 I finally rid my game of these evil oil spots.
I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen?) do rise up from the sea but they die soon. You hardly notice them any more.
__________________
SH

Last edited by Captain von Keldunk; 02-09-11 at 02:04 PM.
Captain von Keldunk is offline   Reply With Quote
Old 02-20-11, 07:48 PM   #328
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

There were also smoke floats . A barrel filled with chemical and when lowered into the water it reacted and caused a white smoke . Could we have a new kind of depth charge , one that stays floating for X amount of time and emits smoke . ie: smoking while floating and stops when sunk , same as a ship i suppose . So i guess the scenario would be that the dd has an extra type of depth charge . This depth charge stays floating for X amount of time and then sinks . I am on the surface amongst a convoy and smoke barrels/depth charges are letting off smoke on the surface stopping me from seeing all the ships thru the periscope . I would nt want too many though , i guess the depth charges have a controller that adjusts time between throwing . Maybe only in medium or large size convoys and randomly , not every encounter . Just a thought , no idea if it is possible . I think this would work well with wolf pack attacks as well . I could imagine seeing a convoy in the distance covered in smoke .
http://www.lonesentry.com/articles/t...oke-float.html

Last edited by THE_MASK; 02-23-11 at 04:50 PM.
THE_MASK is offline   Reply With Quote
Old 02-25-11, 03:47 AM   #329
charognard
Navy Dude
 
Join Date: Feb 2009
Posts: 171
Downloads: 201
Uploads: 0
Default

Is there any interaction between flare and other ship ? Do a ship launching a flare, make a DD coming or any another ship for look for survivors ? If not, it ll be great
charognard is offline   Reply With Quote
Old 02-27-11, 12:43 AM   #330
Kapten Nemo
Watch
 
Join Date: Feb 2011
Location: Indonesia
Posts: 19
Downloads: 209
Uploads: 0
Default

Quote:
Originally Posted by Captain von Keldunk View Post
P.S2 I finally rid my game of these evil oil spots.
I deleted 19particlegenerator-byte 6591 in TDW_FXU_Slicks_and_Spots_Particles, and made a copy of 560 particle generator in particles.dat and changed life time to 600, and used it in stead of "19particlegenerator-byte 6591". With these changes. evil oil spots (souls of the dead seamen?) do rise up from the sea but they die soon. You hardly notice them any more.
Hi TDW, may I ask u something about this file TDW_FXU_Slicks_and_Spots_Particles.dat in FX update 11 mod. If I open that file with Silent3Ditor, there is a misplaced child chunk no.15 (Follow Parent) with Parent Id 0x0500ff520400f1fb, is it supposed to be at that position?
Then if I moved that child chunk to his parent with changed the parent id to 0x0500ff5204f1f0fb (no.14 parent chunk FollowParent), I think I never saw anymore these evil oil spots, without changed the particlegenerator as Captain von Keldunk suggested. Hope I am not wrong.
Kapten Nemo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:30 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.