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-   -   [TEC]Adding Upgrade Packs (https://www.subsim.com/radioroom/showthread.php?t=171815)

SteelViking 07-21-10 10:37 AM

Quote:

Originally Posted by TheBeast (Post 1449768)
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is S2D is not translating the Parent ID correctly so it ends up as a lost controller.

Yeah, I can't figure out how to attach controllers as children in Goblin at all.

Madox58 07-21-10 10:43 AM

Goblin it seems, does not like to allow some things.
Once the S3D controllers are updated you'll be able to work
with the controllers in question.

And then make the Child-Parent settings you want.

TheBeast 07-21-10 11:16 AM

There are some existing controllers that already have this, hence the reference to "Special". I don't think it is attached as a child, it is more like it is merged.

TheBeast 07-24-10 12:46 PM

[WIP]
 
Here is what I have done so far in regards to Upgrade Packs.

This is a [WIP] so don't be to harsh on me.:sunny:

- Fixes Flak Gun Upgrade Pack
- Fixes FuMo61 Radar Antenna Upgrade Pack
- Adds FuMo65 Radar Antenna Upgrade Pack
- Adds Raised Rotating Round DF Radio Antenna surfaced.
- Adds Raised Rod Radio Antenna submerged.
- Adds Improved Alberich Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Improved Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC
- Snorkel (In Work):damn:
- Added two Tower Emblems

-=[Alpha Download links removed]=-

Madox58 07-24-10 01:11 PM

FileFrfont is screwing up again.
:nope:
Could you upload to Mediafire.com?

TheBeast 07-24-10 01:15 PM

Quote:

Originally Posted by privateer (Post 1452355)
FileFrfont is screwing up again.
:nope:
Could you upload to Mediafire.com?

Don't have account at MediaFire.

I am supprised I broke down and created account at FileFront. I really hate both of those places with a passion because of POP-UPS and Ads. Just to much BS to deal with.

Madox58 07-24-10 01:18 PM

You don't need an account.
:yeah:

Just do an upload.
In one week they will delete the file.

Capt Jack Harkness 07-24-10 01:18 PM

How much of the snorkel actually works? :hmmm:

Madox58 07-24-10 01:29 PM

That worked!
:yeah:

TheBeast 07-24-10 01:30 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1452363)
How much of the snorkel actually works? :hmmm:

Only the Type-VIIC and Type-VIIC/41 can get a snorkel.
The Type-VIIC gets a hinged Snorkel that rotate up out of horizontal to Veriticle.
The Type-VIIC/41 gets a Telescoping Snorkle that extends straight up.

We have not been able to get either type snorkel to work on any boat as yet.:damn:

Madox58 07-24-10 01:53 PM

I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
:hmmm:

Madox58 07-24-10 01:56 PM

Since you have not modified the GR2 files?
They do not need to be included in the download.

TheBeast 07-24-10 02:15 PM

Quote:

Originally Posted by privateer (Post 1452408)
Since you have not modified the GR2 files?
They do not need to be included in the download.

Yeah, I know. I forgot to remove them...:doh: They are there just to make it easier when making changes so I didnt have to browse all over the place.

All changes for the SNorkel are mid change for things I was attempting. That also made a mess of things but does not break anything.

I was also looking into adjusting the Tower Emblem to support Normalised Image. I made a _N.DDS for one Emblem.

Capt Jack Harkness 07-24-10 02:34 PM

Quote:

Originally Posted by privateer (Post 1452403)
I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
:hmmm:

Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.

Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...

TheBeast 07-24-10 03:09 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1452444)
Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.

Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...

I think all they did was get the snorkel installed for use as Extending Radar Warning Receiver.
You still have to link the snorkel to all the other effected equipement, Deisel Engine(s) air intake, Interior Air Ventilation, etc. Not sure how to do this but it may be as simple as adding i.e. ", snorkel" to these equipments in the *.upcge files if we are able to get the snorkel to install.


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