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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3406 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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![]() Indeed I could learn climbing in game, if only we had a rope and grapnel mod... ![]() |
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#3407 | |
Navy Seal
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Nope, it's the same. Guns dont work...
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3408 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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That's good news too: I would have hated having to choose between one of the cool patches by TDW, and my nice feature of collisionable platforms.
![]() Now to understand why my new platform blocks coastal guns on your installation of the game but not on the one of mine. Have you done your tests over TWoS or stock game? Besides our bunker mod, I have only NewUIs and IRAI enabled. Are you using the usual single mission for the tests? On my rig, platform collision mesh + StaticObject controller blocked the gun when the collision mesh was too close to the visible model. I had to find a balance between gun fucntionality and collision realism (if the mesh doesn't main model's shape closely, you basically hit an invisible wall). I can prepare a new GR2 file with collision mesh moved further away from the model, but as I said before the current configuration works like a charm for me... except for serchlights, which on turn work for you but not for me ![]() ![]() |
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#3409 |
Watch
![]() Join Date: Jun 2015
Posts: 25
Downloads: 11
Uploads: 0
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Hey guys, for everyone who has the same problem like me before. Just wait to 1 july 1940 and everything is fine so it's my fault
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#3410 |
Grey Wolf
![]() Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 832
Downloads: 73
Uploads: 5
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Is it able to remove map "click" sounds?
I tried to replace wavs in data/sounds/menu which are very similar by void wavs, but it not did it. I want to replace only that zoom/click sounds on map, its pretty annoying to change the volume between map and hydrophone.. |
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#3411 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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Ness Battery update
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#3412 | |
Navy Seal
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Your search lights issue could be the incication of some deeper problem or corrupted installation maybe? Light should work even with stock game IIRC... EDIT There's another problem though, If sub is close enough to the bunker and guns need to be trained down slightly, the shell will always hit some kind of invisible wall... Yes, invisible collision wall is rising slightly above platform level, just checked in goblin...
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 12-12-15 at 05:27 PM. |
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#3413 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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![]() I had told you that moving the bunker too mutch to the edge was not advisable. Not to detract from your newly acquired GR2 editing skills, but please replace your bunker with the version I am using in order to avoid future problems: ![]() http://www.mediafire.com/download/zc...nker_Large.GR2 Quote:
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#3414 | ||
Navy Seal
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3415 |
Count Dracula
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u can remove that click / zoom sound need to edit the sound cfg from TWoS i am not sure which line give a bit of time to take a look there and will reply u back
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#3416 |
Grey Wolf
![]() Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 832
Downloads: 73
Uploads: 5
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#3417 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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![]() Forgive me if I insist, but have you checked that nothing negative happens (at this point I am mostly concerned about CTD's, not about the bunker taking damage or not) when the bunker unit is destroyed? This is something you can't achieve with your deckgun though, you need the help of some aircraft equipped with heavy bombs or maybe a couple of of battleships/heavy cruisers. I just want to make sure that the new units wont destabilize your megamod. And as you are at it, please fire two or three torpedoes against the bunker. Ideally they should explode against its platform with no consequences for bunker's integrity. ![]() |
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#3418 |
Navy Seal
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#3419 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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Thank you John, still working on it but I think you can already get an idea of what the final model will look like
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#3420 | |
Navy Seal
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![]() What about "guns hitting platform when trained down" problem? Could you lower invisible collision wall a bit?
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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