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Old 09-24-19, 01:46 PM   #16
Hebe Vollmaus
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With the h.sie method i get normaly two red lightballs when a Ship sinks intact. None when it breaks into pieces. I use some more entries in Zones.cfg as it states in the small docu:
[NSFuelBunker]
[NEFuelBunker]
[NFuelBunker]
[NFloodF]
[BBFuelBunkers]
[FuelBunkers]
[Floodf]

Greetings.
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Old 09-24-19, 02:55 PM   #17
John Pancoast
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Quote:
Originally Posted by Hebe Vollmaus View Post
With the h.sie method i get normaly two red lightballs when a Ship sinks intact. None when it breaks into pieces. I use some more entries in Zones.cfg as it states in the small docu:
[NSFuelBunker]
[NEFuelBunker]
[NFuelBunker]
[NFloodF]
[BBFuelBunkers]
[FuelBunkers]
[Floodf]

Greetings.
Ah ! The ship sinking method may have been making a difference in why I didn't see them.

So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?
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Old 09-25-19, 01:12 PM   #18
Hebe Vollmaus
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Originally Posted by John Pancoast View Post
Ah ! The ship sinking method may have been making a difference in why I didn't see them.

So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?
Yes.
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Old 09-25-19, 01:56 PM   #19
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Quote:
Originally Posted by Hebe Vollmaus View Post
Yes.
Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.
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Old 09-26-19, 12:09 PM   #20
Hebe Vollmaus
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Originally Posted by John Pancoast View Post
Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.
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Old 09-26-19, 02:35 PM   #21
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Quote:
Originally Posted by Hebe Vollmaus View Post
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.

Understood, thanks. I'm surprised there isn't any texture/graphic file in the patch.
I looked in the .dat files, maybe I missed something in there.
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Old 09-26-19, 08:34 PM   #22
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Quote:
Originally Posted by Hebe Vollmaus View Post
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.
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Old 09-27-19, 12:11 AM   #23
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Quote:
Originally Posted by fitzcarraldo View Post
You need to download LSH3 v5.1. Between the optional mods, there is this mod you search.
What is the name of this mod for LSH?
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Old 09-28-19, 03:43 AM   #24
Hebe Vollmaus
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Originally Posted by Jeff-Groves View Post
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.
Wow. Thats why i come here, to learn new things!
But this object is beyond my knowledge today and willingness to invest more time.
What we get here is an additional Material to an existing mechanism already integrated in the game-mechanics. I am not shure on which place a pendulum object can be injected.

But on two tests, which naturaly results into Game-crash, i learned with the Help of the ID-Finder from S3D, that i do not need the "flare.dat", these items are already integrated in my Materials.dat. This saves a little Loadtime, Diskspace and Memory.
So thank you for animate me looking into this deeper.

Some other working Pendulum objects can be found in AC4.dat and the two Submarine-Turms IIA-IID.

Greetings.
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Old 09-29-19, 03:10 PM   #25
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Quote:
Originally Posted by Hebe Vollmaus View Post

Some other working Pendulum objects can be found in AC4.dat
Yeah. I put those in for effects on the USS Cyclops Ghost Ship.
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Old 10-10-19, 08:58 AM   #26
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Never could get this to work. No big deal.
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Old 09-22-21, 01:02 PM   #27
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Decided to again try H.sie's patch via post #10 of this thread. I inserted the "Effect1=#distress_Flare, 100" line via the instructions and also tried via Hebe's idea in post #16 of this thread.
Still no workee. Patch files added via JSGME, fyi. Does the Effect1=#distress_Flare, 100 line need to be edited somehow, i.e. the "#" symbol changed ?
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Old 09-22-21, 01:39 PM   #28
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Quote:
Originally Posted by John Pancoast View Post
Decided to again try H.sie's patch via post #10 of this thread. I inserted the "Effect1=#distress_Flare, 100" line via the instructions and also tried via Hebe's idea in post #16 of this thread.
Still no workee. Patch files added via JSGME, fyi. Does the Effect1=#distress_Flare, 100 line need to be edited somehow, i.e. the "#" symbol changed ?
It looks like the name of a particle effect called from the Zones.cfg file. If yes, the name must be exactly the same as the name of the effect contained in particles.dat (Library).

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Old 09-22-21, 01:45 PM   #29
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Quote:
Originally Posted by Hebe Vollmaus View Post
When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline.
I think this can be corrected without the use of any pendulum object, just by editing the particle effect.
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Old 09-22-21, 02:13 PM   #30
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Thanks for the reply. The mod includes two .dat files; distressflare.dat and flare.dat that both go in the library folder.
No particles.dat file.

The distressflare.dat file does have a node with the same name as the Effect line above.
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