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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. 86 23.56%
release PE 2.1 as one big mod and let me wait for it! 279 76.44%
Voters: 365. You may not vote on this poll

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Old 05-13-08, 06:49 AM   #781
DrBeast
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Quote:
Originally Posted by kriller2
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:


Yup...love the sight of burning Yamatos in the morning! :rotfl:
Though the score is more like 32-1:



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Old 05-13-08, 08:30 AM   #782
akdavis
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by akdavis
Trying to understand something I think is related to PE3 (but might not be). I call it the "mystery fireball."

*snip*

(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.
I take it you're using some version of the Special Effects, yes? Effects are triggered when the hitpoints of a particular area have reached a certain threshold. To be honest, I didn't have time to check each and every effect's "trigger point", I just carried them over from the previous version of ROW Special Effects. I might reconsider assigning a threshold of "completely destroyed" for explosion effects to happen in areas such as the engine room and/or fuel bunkers, whereas fire effects happen a bit earlier. Oh, by the way, if you ever see such an explosion happen on your boat, consider reaching for that "Load" button
I believe I see this with all 3 versions of the PE3 special effects files (stock, NSM and TM). Definitely sounds like a threshold needs to be adjusted.
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Old 05-13-08, 08:49 AM   #783
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Quote:
Originally Posted by akdavis
Definitely sounds like a threshold needs to be adjusted.
Try a dozen I'll work on it as soon as I have time Thanks for bringing it up
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Old 05-13-08, 05:52 PM   #784
Fish40
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Everything looks great! So far, all I tried was a couple of single battles, but from what I could tell my FR seems about the same as befor. One little glitch I did notice. While playing the Growler single mission, I noticed that the smoke comeing from the merchant was flowing from the bridge superstructure just forward of the funnel. The smoke from the destroyers was fine. Also, the merchant's reflection (large composite if I'm not mistaken) seemed alittle white.


In case it matters, I'm also useing RFB, RSRD, NSM, OM, and various skins. All mods were installed in the reccomended order, useing the appropriate PE options. Once again, looking real good!
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Old 05-14-08, 03:10 AM   #785
LukeFF
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Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:





Per standard procedure, RFB was installed on top of PE.
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Old 05-14-08, 04:43 AM   #786
DrBeast
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Quote:
Originally Posted by LukeFF
Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:

*snip!*

Per standard procedure, RFB was installed on top of PE.
Yep. Known glitch, also evident on some Carriers, but not so prominent because the mast stays attached to the ship all the time. Thanks for bringing that up, and thus reminding me to ditch that effect when I revise the Special Effects.
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Old 05-14-08, 09:23 AM   #787
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by LukeFF
Hi Kriller,

While testing out something last night for RFB I noticed this oddity with a couple of the sampans and fishing boats:

*snip!*

Per standard procedure, RFB was installed on top of PE.
Yep. Known glitch, also evident on some Carriers, but not so prominent because the mast stays attached to the ship all the time. Thanks for bringing that up, and thus reminding me to ditch that effect when I revise the Special Effects.
I just thought they were UFO's!

Your a hard working man there Dr.!
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Old 05-14-08, 09:26 AM   #788
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Quote:
Originally Posted by Wilcke
Your a hard working man there Dr.!
Why? Cause I left the lab at midnight yesterday and also during weekend? :rotfl:
Ok, I'm headed home now, I'll start working on a revised version of the Special Effects with more logical trigger values.
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Old 05-14-08, 10:12 AM   #789
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Just wanted to let you know that shell effect is working properly for me again. Thanks for sorting it out!
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Old 05-14-08, 10:19 AM   #790
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Quote:
Originally Posted by NoiR
Just wanted to let you know that shell effect is working properly for me again. Thanks for sorting it out!
This is with the TM patch? Thanks for letting me know
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Old 05-14-08, 12:07 PM   #791
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For the Special Effects, when using it with RFB Without NSM, should we install the Stock Special Effects patch?

Just wondering which would be best to use RFB.
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Old 05-14-08, 12:24 PM   #792
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Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by Wilcke
Your a hard working man there Dr.!
Why? Cause I left the lab at midnight yesterday and also during weekend? :rotfl:
Ok, I'm headed home now, I'll start working on a revised version of the Special Effects with more logical trigger values.
Take a break, whats the hurry. Tomorrow, tomorrow, its only a day away.
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Old 05-14-08, 04:56 PM   #793
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Quote:
Originally Posted by kriller2
@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?
The problem seems to happen with and without the one included. Thanks Kriller.
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Old 05-15-08, 04:45 AM   #794
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Quote:
Originally Posted by AlmightyTallest
For the Special Effects, when using it with RFB Without NSM, should we install the Stock Special Effects patch?

Just wondering which would be best to use RFB.
That is correct.

New versions of SFX are being sent to kriller2 for testing
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Old 05-15-08, 09:43 AM   #795
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That is awsome!! Thanks for the great work DrBeast and Kriller, really looking forward to this weekend now!
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