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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#421 |
Canadian Wolf
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#422 |
Watch
![]() Join Date: Dec 2009
Location: Strait of Gibraltar
Posts: 23
Downloads: 146
Uploads: 0
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Thanks for the answer, because i was using the BRF mod too.
Now i have other dubt, is this mod compatible with sober base wave mechanics? i mean should i enable it after sobers base wave mechanics? Btw nice work, this community is making a new whole game ![]() |
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#423 |
Stowaway
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Link dont work
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#424 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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#425 | |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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[NavDeck] Multiplier=1.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Effect1=BAZA_FX_Explozie_mica, 100 Effect2=BAZA_FX_Splinter_fire, 100 Effect3=BAZA_FX_scantei_explozie,100 Armor Level=2 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None What to do with yellow txt? comment it out? delete it? I just put stormys DBSM after everything, along with his (updated to newest UI 6_4_0 test version 8) useroptions.py, last, in it's own modfolder. Last edited by mobucks; 03-04-11 at 01:16 PM. |
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#426 | |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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#427 | |
Black Magic
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#428 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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which line is used for the awesome debris you include in this mod? keeping this!
edit: also, can I change the numbers 100 to smaller for a smaller 3d effect or is it just damage>? |
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#429 |
Black Magic
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The debris is hooked to events (effects) so you can't disable them (well you could but it would take some digging). The 100 number is the % damage needed in that zone to play that effect. So in this example at 100% damage play all those effects. You can change that number to anything you want (0-100).
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#430 |
Watch
![]() Join Date: Dec 2009
Location: Strait of Gibraltar
Posts: 23
Downloads: 146
Uploads: 0
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Ok was reading the documentation again and seems easy to add starshells and sounds to the ships, but have some doubts.
Do i have to add the SH5 FX Update' entries to the eqp files? if yes, when i want to add all i mean whistle, horns and starshells i have to use diferent SH5 FX Update' entries from 90 to 92 (let me know if im wrong). Other thing i can´t find the eqp file in all the ships folders in the mod folder,(sounds a bit redundant ![]() can i modify then the originally eqp files in the sea folder of the game? (previous back up ![]() ![]() |
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#431 | |
Black Magic
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Once all the ship's are complete you won't need to add .eqp file entries. They will already be there. You'll just need to edit them to add the starshell or whistles/horns. Yes you can modify the original eqp files |
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#432 |
Watch
![]() Join Date: Dec 2009
Location: Strait of Gibraltar
Posts: 23
Downloads: 146
Uploads: 0
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Well i have a unescorted convoy of 12 ships 90kms NNW of Freetown there are a few diferent ships in it, i will modify cimarron, ranger and hogisland to see how the thing works in the middle of the night
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#433 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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Years ago, AOTD_MadMAx put to his mod missing funnel smoke controllers and missing sound. This last update put the missing items?
Link to original AOTD_MadMax'es mod: http://www.subsim.com/radioroom/showthread.php?t=164210 or direct download from location http://www.aotd-flottille.de/Maddy/R...anes_Sound.rar
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#434 | |
Silent Hunter
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#435 |
Ace of the deep .
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I put 3 torps into a large tanker at night and it started 7 fires . I followed it and i observed some small explosions about 15 minutes apart . After about 90 minutes from the initial torp impacts i observed a catastrophic explosion and the tanker sunk . I did not engage the tanker after the initial torp impacts .
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