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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
XO
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ive just taken down the original
Epic mod ver 2.23 Tweaked files Ver 3 & replaced it with the improved newer version any body using the old one swap to the new Version Cheers Steel Shark
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"History is Written by the Victors." |
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#2 |
XO
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since it was brought to my attention my 20 to 50 kyd code impacted surface ships
ive removed it so its now 25 kyd max as was till i get time to re implement it the version up atm is the fixed version. Steel Shark
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"History is Written by the Victors." |
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#3 |
Swabbie
![]() Join Date: Apr 2005
Location: Manchester UK
Posts: 6
Downloads: 97
Uploads: 0
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Thankyou for all the great work so far, on improving the game
![]() I was playing today, and sunk a Victor II in the deep ocean. I noticed that when sunk it sinks so far, and then despawns. In shallower waters sunk ships and subs sit on the bottom, could this be changed to do the same in deep water? I did try and fiddle around with DNSpy, but alas i didnt have much look finding anything. |
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#4 |
XO
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yes i noticed this a while back
basically if a submarine or ship goes below crush depth it gets the default implosion DEspawn effect which is total rubbish as it EXPLODES & should implode this is different for surface ships they cap at 3000 feet as game was limited to that originally to this end i have made a Implode model that spawns after the default explosion effect this model is a generic for all vessels tho really i should make like size based ones maybe go off radar size so : small medium large ect this Imploded model dose track to the sea floor like in real life HOWEVER theirs a problem if you on a mission were its UseTerrain=FALSE their is no sea floor its infinite so no matter how much you dive the sea floor will fall away with you so you will never catch up to it as the mission is not using the pre made ocean tiles terrain hence use terrain=FALSE : if how ever : UseTerrain=TRUE is used then real life sea floor mapping is used & if my mods on you can see 11000 feet and not be capped by 3000 feet like in Default cold waters or the 5000 feet like in Epic mod i made 11000 feet as the max depth because : the Pacific ocean is the most deepest ocean in the world. It has maximum recorded depth of 10,924 meters i.e. 35,837 ft. This ocean is also the largest ocean in the world. hence i made it 11000 feet to cover that even tho its (meters) being in feet scale would be too WAY to much !!! tho this would be a easy fix to implement if i decided to change it to total realistic depth scale ? my replaced Implosion model works but its beta and only exists in my Epic W@ters ongoing Project tho its far more realistic then the Explosion we have at the moment Good Comment by the way i was wondering when some one might notice this Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 09-12-20 at 09:32 PM. |
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#5 |
XO
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k ive made the depth display numbers like real life not that you ever get that deep :
so meters can now show 10,800 Meters MAX real world depth number is 10,924 Meters MAX See Pic 1 so feet can now show 36,000 Feet MAX real world depth number is 35,837 Feet MAX See Pic 2 so its close as i can get it with number limit in game with out changing stuff adversely -------------------------------------------------------------------- ive had a idea for making sinking models make it to the bottom ill keep the implosion (explosion) effect but make the model not disintegrate that way they can sail all the way to the sea floor & impact ill mess with this to day later On Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 09-24-20 at 07:48 AM. |
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