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#46 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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No, I was just guessing Yes it is. By the way, the B-25 mod that I am still working on will add several new zones ![]() |
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#47 | |
Black Magic
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We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file ![]() |
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#48 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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If I add the new zones to FXUpdate's version of the file, creating a BARF compatible version from it won't be that difficult ![]() P.S: can you answer this question? ![]() http://www.subsim.com/radioroom/show...6&postcount=45 |
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#49 | |
Black Magic
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#50 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature? |
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#51 |
Black Magic
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#52 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#53 | ||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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Quote:
Per Trevally's update log: Update 22/04/2013 OHII V2.1 Updated the zones.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith" - has the same date time stamp Update 12/05/2013 OHII V2.2 Nothing newer concerning zones.cfg Does anyone else use mods that I don't and has a newer zones.cfg? Code:
Accurate German Flags RemoveLogoIntroTheDarkWraith sobers game loading tips V5 SH5 DBM Background Video sobers green spinning thing SH5 SMission - D-Day Landings Grossdeutscher Rundfunk U-Boat Watch Crew Routine SFX WolfPack Wotan Messervy_s_gramophone_pack1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Depth Charge Range Fix Capthelms Audio+SV Touch Ups DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 12. Sounds sobers smoke screen V1 SH5 (DynEnv compatible) DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - No Underwater Impurity Patch sobers best ever fog V22 SH5 sobers waves mod V12 27032013 Window_Lights_Redone_V1 Torpedo_Door_Sound_Mix Speech fixes and additions (english version) Pascal-sh5-Crew-Uniforms SH5_7A_Conning_Fix Fuel Gauge WoGaDi_SteelViking's Interior SteelViking's Bunker Fixes V1.0 German U-Boat Hydrophone SFX Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast FX_Update_0_0_21_ByTheDarkWraith FX Update torpedoes (modified for torpedoes failure patches) FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches) AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_4_2_ByTheDarkWraith NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_4_2_jimimadrids_map_tools Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith gap - armaments & equipments patch v 0.2 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraith_Patch_1 IRAI_0_0_39_Inertia_Damage R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible Cerberus62 Corrected Depth Charge Projector 1.0 NDD_Soldati Fix NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 Expanded Navies by Cybermat47 v.1.0.01 OPEN HORIZONS II_full v2.2 OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch OHII v2.2 Sobers Terrain fix OH II Minefield map for TDWs Ui SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 SH5Lifeboat_Wooden ver. 0.2 SkyBaron's Bold SFX for SH5 1.0 SkyBaron's Leigh Light for SH5 1.0 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Crew scripting by TheDarkWraith sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke Trevally TDC Help v2 Trevally Tutorial - All v0.2(for OHIIv1.3) Krauters Automated Scripts (v5_0_0 compatible) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Sonar Sound Collection v 1.0 for SH5 - Distorted sobers hud sounds V1 SH5 AMMO_v1.0_SH5_by_Raven_2012 sobers Depth of Field V6 SH5 sobers bad weather deck gun V5 SH5 Voice, Sounds & Help TDW_GenericPatcher_v_1_0_112_0 |
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#54 |
Black Magic
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I found this type entry in the carriers:
[Equipment 38] NodeName=X07 LinkName=Lowres_Buffalo_GB,data\Air\Lowres_Buffalo \Lowres_Buffalo_GB.GR2 StartDate=19450101 EndDate=19451231 never seen X nodes before. These are specifying the aircraft on the carriers deck. |
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#55 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() So... I have set several new zones for use with external cargo models. They are: Code:
225=ExtCargoExplA 226=ExtCargoExplB 227=ExtCargoFlamA 228=ExtCargoFlamB 229=ExtCargoFuelA 230=ExtCargoFuelB 231=ExtCargoGenA 232=ExtCargoGenB 233=ExtCargoVehicA 234=ExtCargoVehicB ExtCargoExplA: explosive cargo; ExtCargoExplB: as above, but with lower HP (for models composed by many small elements, like the barrels I have been working on in the last days); ExtCargoFlamA: flammable cargo (oil not included); ExtCargoFlamB: as above, but with lower HP; ExtCargoFuelA: oil cargo; ExtCargoFuelB: as above, but with lower HP; ExtCargoGenA: general cargo; ExtCargoGenB: as above, but with lower HP; ExtCargoVehicA: regular vehicles; ExtCargoVehicB: armored vehicles; Settings: Code:
[ExtCargoExplA] Multiplier=5.000000 Flotability=0.000000 HitPoints=150 Destructible=Yes Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=Ammo [ExtCargoExplB] Multiplier=5.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=Ammo [ExtCargoFlamA] Multiplier=3.000000 Flotability=0.000000 HitPoints=150 Destructible=Yes Effect1=BAZA_FX_FocFum_mic, 10 Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None [ExtCargoFlamB] Multiplier=3.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Effect1=BAZA_FX_FocFum_mic, 10 Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None [ExtCargoFuelA] Multiplier=3.000000 Flotability=0.000000 HitPoints=150 Destructible=Yes Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=Fuel [ExtCargoFuelB] Multiplier=3.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=Fuel [ExtCargoGenA] Multiplier=1.000000 Flotability=0.000000 HitPoints=150 Destructible=Yes Effect1=BAZA_FX_Foc, 20 Effect2=BAZA_FX_FocFum_mic, 40 Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None [ExtCargoGenB] Multiplier=1.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Effect1=BAZA_FX_Foc, 20 Effect2=BAZA_FX_FocFum_mic, 40 Armor Level=1 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None [ExtCargoVehicA] Multiplier=1.000000 Flotability=0.000000 HitPoints=25 Destructible=Yes Effect1=BAZA_FX_FocFum_mic, 40 Effect2=BAZA_FX_Explozie_mica, 100 Effect3=BAZA_FX_Splinter_fire, 100 Effect4=BAZA_FX_scantei_explozie,100 Armor Level=5 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None [ExtCargoVehicB] Multiplier=1.000000 Flotability=0.000000 HitPoints=50 Destructible=Yes Effect1=BAZA_FX_FocFum_mic, 70 Effect2=BAZA_FX_Explozie_mica, 100 Effect3=BAZA_FX_Splinter_fire, 100 Effect4=BAZA_FX_scantei_explozie,100 Armor Level=20 Critic Flotation=0.3 Critical=No FloodingTime=59.999996 CargoType=None @ Volodya If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg: ![]() http://www.mediafire.com/?r25c8fcolhwj6iy |
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#56 | ||
Ocean Warrior
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And I forgot to post these message yesterday (at first power outages, and then forgot ![]() Quote:
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#57 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Yes, if we want to simulate the effect on ship integrity of hitting different cargo types.
Moreover, I am trying to create new cargo models which will include many smaller elements (i.e. single crates, sacks or barrels) instead of merging them together as per stock cargo models. Each element will get its own damage box. It means that they will blow up singularly, and that damaging a single element will trigger a chain reaction, with fires/explosions spreading from one element to the nearby ones. In order to do it, I need for new zones anyway ![]() Quote:
FX Updates version FX Updates + Crew Damage Control version FX Updates + Crew Damage Control (Increased Flooding) version FX Updates + BARF version FX Updates + AST version Merging new zones with the above mods will be really easy, as we won't need to tweak their settings, but just to append our new zones at the end of their respective Zones.cfg files. I could do it right now, but it would be a pointless excercise as we will need to adjust the new settings anyway ![]() |
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#58 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#59 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#60 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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@ Rongel
Re. the problem of equipments looking poor when rendered on top of dat units, while digging into SHIII cargo models, I have discovered that they include a DynamicShadowCast controller which is absent from the SH4 cargo files that you sent me yesterday. Probably this controller won't work on SH5, but who knows, it could be worth a quick test. ![]() In addition, SHIII cargo use WaterReflection controllers as well, but IIRC it sure that they are ignored by SH5's engine. |
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