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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods? | |||
release the new PE in small mods now, f.ex. clouds, special effects etc. |
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86 | 23.56% |
release PE 2.1 as one big mod and let me wait for it! |
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279 | 76.44% |
Voters: 365. You may not vote on this poll |
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#766 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya AlmightyTallest,
I am assuming (bad i know) he has still to sort some ships He did say there's lots of nodes to be altered Darn nice work K2 and Crew ![]() And as said, The PDF is a Very Nice touch ![]() Have Fun Ciao Def |
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#767 |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
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Hey Defiance, thanks for the response. That's pretty much what I was guessing at too, that kriller just hasn't gotten to the American ships yet. Just wanted to be sure I had PE 3.3 installed properly.
One final question, when using NSM 4 with the new RFB 1.5, should we use the Special Effects for NSM 4? |
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#768 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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#769 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya,
Well DB beat me to it lol edited my reply ![]() Have Fun Ciao Def |
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#770 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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__________________
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#771 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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He he,
Yeah i'm not too fast on the old keyboard while drinking a coffee (was making sure some wise-guy hadn't replied with a funny post !! As i've found out best to drink coffee afk lmao) Like cell texts, Takes me forever to create one, Then usually i drop or close the cell and lose all i'd punched in ![]() Ahh well Off to reboot for a trip into the pacific ![]() Have Fun Ciao Def |
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#772 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() Quote:
http://files.filefront.com/6+PE3+pat.../fileinfo.html If people can confirm that works with TM and nothing strange happens, like your crew turning inside out, Kriller can put it up as part of his main distro. |
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#773 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya Nisgeis,
The camera.dats exactly the same as the other patch So i've just copied over the materials.dat Will try in a few after food ![]() Many Thanks Ciao Def |
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#774 |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
Uploads: 0
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Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."
![]() (artillery training mission, outcome easily repeatable) This seems to happen everytime I hit a merchant with a few deck gun shells in the area of the hull towards the center of the ship. Now, it's a bit hollywood for my taste, but that's not the real issue. My concern is, first, its consistency: the effect happens every time with a number of merchants tested. Such a dramatic effect that is so predictable is kind of a shame. Second, despite the enormous explosion, the ship carries on as if nothing happened. You would think at a minimum, there would serious secondary fires. Also, the location suggests that the ship's machinery should be wiped out. Anyone have any idea what I am seeing here? I'd really like explosions like this to be a surprise when they happen, like a lucky hit on the ship carrying ammo or av-gas in a convoy.
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#775 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() And since we're talking about effects: ![]() I love the sight of burning Yamatos in the morning! ![]()
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#776 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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Edit: What does zones.cfg control? Is it the mapping of which effects to play on certain events? |
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#777 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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Among other things, yes. With regards to effects, it controls which effects will occur, when a certain amount of hitpoints has been deduced, or when the crush depth (also defined in that file) has been reached. ETA: Just checked Special Effects for TMO. Under the Funnels section, I have this: Code:
Effect1=#Splinter_explosion, 100
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#778 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() Quote:
http://files.filefront.com/6+PE3+pat.../fileinfo.html If someone tests this to see if it works OK, that's good for go. |
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#779 | ||
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() OK, I looked through the zones.cfg file(s), and I think I'll have to do some number-crunching. Most big-badaboom-type explosions happen way too early (10% of the hitpoints gone? Hm, that ain't good!). What concerns me, however, is that under NSM you might not see any explosions at all, since Werner has completely gotten rid of Hitpoints. I guess I'll try and see. Woo! More Yamatos to sink! ![]()
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#780 | |||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Yamatos 0 - Dr. Beast / The special effects team 32
"Dr. Beast and his special effects team wins with Dr. Beast's launch of 6 torpedoes in the 33'th round !" :rotfl: Seriously keep up the good work guys, I hope we can find a solution for both SH 1.5 and TM ![]() Quote:
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