SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-16-11, 03:32 PM | #76 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
Great work, TDW. Thanks a lot for the new version!
@Rubini: Quote:
Cheers, LGN1 |
|
03-16-11, 04:11 PM | #77 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Quote:
(excuse me for hijack the thread again TDW...well, at least the below exposed have something in common with your mod idea) The addition of bolds just replacing the virtual DC as they are on the TDW mod didn't work in the end. At first I thougth that it worked (is difficult to test, the fake bold "noise" effect is a bit subjective issue). I added a bold object/effect to a real DC under water explosion effect (the same idea on the TDW fire damage mod - he added a virtual DC to a know effect - the fire) but it gives CTD. Later I understood why/the sutil difference: Sh3 manage differentely objects that are made for player use (torpedos and bolds are good example) in contrast with others objects like bombs, DC, etc. In others words, a full working virtual torpedo or a full working virtual bold are both yet impossible to we handle without SDK. So, no dice with DC making noise/disturbance until now! (Hopes that you understand me, my english is worst than ever)
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
|
03-16-11, 04:51 PM | #78 |
Black Magic
|
What are you trying to do with the DC? Have it make noise? I don't understand Nothing is impossible, you just have to be more creative about how to implement it.
It appears you all are wanting the DCs to make noise as they are falling. This should be really easy to do. The DC needs to have a sound source attached to it with the hydro effect (I believe in SH3 it was hyd). You could probably even attach a sonar target to it so the sonarman could detect it in water. Ok, now I'll have to try this and see if it works since it's easy enough to make in a few minutes. EDIT: ok successfully added sound to the DCs. Now, what sound do you want the DCs to have? I need a sound file (wav) for it. Currently I'm using the torpedo sound but I need a real sound for the DCs. Works in game (you can hear the sound from the DCs in external cam and also from the hydrophone station) Think we should add sound to the decoys also fired by the sub. Need a sound file (wav) for it also. I'm going to go ahead and add the necessary controllers to the bolds so they can have sound also. Last edited by TheDarkWraith; 03-16-11 at 07:18 PM. |
03-16-11, 08:06 PM | #79 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Quote:
Thanks to think about this but isnīt about sound that we are talking. Just a minute, I will look at a link to post here then you will understand better the matter.
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 03-16-11 at 08:20 PM. |
|
03-16-11, 08:15 PM | #80 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Ok, here:
http://www.subsim.com/radioroom/show...ighlight=depth Itīs about to make the DDs a bit blind after a DC explode. A disturbance for the ASDIC and hidrophones, as in real life, to add to the game uncertanty and real tatics. Itīs an old mod idea, an old wish by the players, that never was achieved by any mod or modder. A lot of approachs already was tried, neither had success. The better idea was to add a "Bold disturbance effect" to the DC explosion, this way blinding a bit the DDs. When I saw your mod implementation idea (damage by fire) I pick up again some hope but as i said above seems that the problem is that bold (and also torpedos), wich are fired by the player, are handle in a different way by the game engine and donīt full work when we try to use them on mods. Any idea?
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-16-11, 09:26 PM | #81 | |
Black Magic
|
Quote:
- a new type 4/100 node that has a bold effect tied to it that lasts for say 2-3 seconds or - straight to a bold effect with a lifetime of 2-3 seconds That's what I would try first |
|
03-16-11, 10:26 PM | #82 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Quote:
Well, after hours and hours trying it i give up. But as we already saw here a lot of times, perhaps someone will finally find a way to do it in some moment in near future. Edit: So, i guess that the problem is the player "ignition" routine. IIRC when we tried virtual torpedos, they had a fixed direction, making modded virtual torpedos unuseful, showing to us that something more is needed that is hardcoded (until now); seems now that the bold also needs some hidden routine to ignite it correctly...the game donīt find it and CTD. Just a guess...
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
|
03-17-11, 04:19 AM | #83 | |
Chief
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
|
Quote:
Damn...I thought to use a tricky tactics to excape: when a DC explodes I increase speed to 3, then I stop engines when explosions cease |
|
03-17-11, 07:44 AM | #84 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Yes, exactly they are not being deaf by exploding DC in Sh3...but DD's rear is deaf (ASDIC geometry). Perhaps one day we will also achieve to add DC disturbance for ASDIC. Then we will have new tatics to explore.
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-17-11, 03:26 PM | #85 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
Thanks for the explanation, Rubini! It's a pity that it doesn't work
Probably the best solution would be to deactivate the ships' ASDIC/Hydrophones for a short period of time. But how Cheers, LGN1 |
03-18-11, 08:17 PM | #86 | |
Black Magic
|
Quote:
|
|
03-18-11, 10:37 PM | #87 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
|
03-18-11, 11:40 PM | #88 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
Awesome mate! Many thanks! I will test it asap and post feedbacks on the correct thread.
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-30-11, 12:35 PM | #89 | |
Sea Lord
Join Date: Apr 2007
Posts: 1,639
Downloads: 75
Uploads: 0
|
Wow, this is an awesome mod, can't wait to get home and try it! It's a shame that fire never caused damage all along!
Quote:
Is there a mod for this, now, too? Steve |
|
03-30-11, 12:42 PM | #90 | |
Rear Admiral
|
Quote:
Depth Charge Water Disturbances http://www.subsim.com/radioroom/showthread.php?t=181513 |
|
|
|