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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Nub
![]() Join Date: Feb 2010
Posts: 2
Downloads: 0
Uploads: 0
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Those waves are much better, any chance you could share what you did to mod that?
Also a little request: would be nice if you could add/replace some other ships in the multiplayer mode. |
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#32 |
Pacific Aces Dev Team
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In every mission file in MISSIONS\EpisodeX folders a line can be found like
environment.set("Episode3mission1.xml") which means that the mission environment is specified in the "Episode3mission1.xml" file. These environment files are located in ENVIRONMENTS folder. If you open one of those files (say, Episode3mission1.xml) in the text editor, two section for DirectX 10 and DirectX9 can be found which start after <dx10> and <dx9c>, respectively. Subsections <Sea> in those sections set the sea state. Parameters: <water_mode val="4" /> should be set to 4 for DirectX10 and 3 for DirectX9. <amplitude val="0.4" /> specifies the wave amplitude. <height_quad_scale val="8" /> is tile size. It is multiple of 2, i.e. can have values 2,4,8,16. Value 2 corresponds to the largest tile and to the longest wave. One can also play with the value of the <height_period val="4" /> parameter. You can try such sets of parameters (tested for DirectX10) as <amplitude val="2.4" /> <height_quad_scale val="2" /> <height_period val="5" /> or <amplitude val="1.4" /> <height_quad_scale val="4" /> <height_period val="4" /> and see if you like that. But in these cases, the waves are too big for PT-boats. |
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#33 | |
Pacific Aces Dev Team
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Even if the boat is modded for that and you are standing on the bridge, you realize it is not the prettiest ship in the game in terms of the quality of 3D model. The devs did not use too many polys for some details of the boat. In addition, there are no high -poly versions of the Russian guns for MO-IV. The gunner viewport for the guns is not defined so the player ends up on the deck level when switching to gun stations. Anyway, here are some screenies ![]() ![]() ![]() ![]() ![]() I like American lend-lease subchasers better. It is possible to make them even with US crew. |
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#34 |
Mate
![]() Join Date: Jul 2008
Location: Atlantic Ocean
Posts: 60
Downloads: 17
Uploads: 0
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Hi men,
All I have here now are the missions. - Is there a way to play this game in "freeride"? - Where to download the submarine mod to this game? - Does the submarine MOD change the system requirements of the basic game?
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#35 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
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Hi TitaniumRR,
- Is there a way to play this game in "freeride"? Not without a lot of modification of core scripts and/or mission scripts. You can, however, play in God mode. See this post. - Where to download the submarine mod to this game? To my knowledge, sergbuto has never posted his mod. He was only testing to see if the game could be modded. - Does the submarine MOD change the system requirements of the basic game? I doubt it. Probably not much, in any event. ==================================== To my knowledge, no one is actively modding this game. I had done quite a bit of modding myself to allow playable ships and weapons, but have not completed everything. I am quite busy this summer with other projects. I hope to get back to it at some time. timetraveller |
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#36 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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this sub mod looks really great but when it will be ready for download friend?
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#37 |
Swabbie
![]() Join Date: Jul 2011
Posts: 10
Downloads: 3
Uploads: 0
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hi timetraveller i hope you find the time to mod this sim its to good not to but like i have said before you can not go below decks in the boat/subs but its a great sim. why dont people mod it more [i dont have the time myself]
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#38 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
Downloads: 505
Uploads: 0
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i dont see yet any selectable playble subs or destroyers
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