Instead of screenshots I'll upload a combined mod with a test mission so you can see what is going on easily ...:yep:
Everything look OK IMO although I'll probably have re-test bunker placement once again. http://www.mediafire.com/download/70...illery_GR2.rar I'll also need this platform too, because some bunkers are very picky about coast proximity. http://s6.postimg.org/8tve2g5f1/SH5_...4_20_59_21.jpg Here's dat version too, so you can compare functionality, stability or whatever... http://www.mediafire.com/download/a5...illery_DAT.rar |
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Just a quick question... how can you prevent the new bunker(s) from spawning randomly within campaign traffic where a generic British elite patrol craft is called for?
In my opinion we should set two generic nations (one for each side), and put the coast defences in their roster. I have other uses in mind for them besides the one I just said, like for instance having some coastal boats to sail without ensigns... |
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I chose "Elite Escorts" because this category is nonexistent in SH5 campaign :yep: |
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One day we might need to use that type for proper patrol boat models than a bunker. The same goes for OH's "Z ships". If memory serves me well, they currently replace the "rare tanker" type 107. When Trevally set them this way, we had so few tanker classes in game that this looked like a good option, but again, it is my hope that someday soon we can have a wider range of targets, requiring the "borrowed" types. As a matter of fact you have already added two new tankers to the game, not to mention the big Japanese oiler that I sent you a while ago... :) |
I am currently working on a proper Regelbau M272 bunker model:
http://i519.photobucket.com/albums/u...2014.15.56.jpg I have still work to do on it, but being an accurate replica of a real WWII bunker, it looks much lesser cartoonish than the SHIV model. Do you agree? :03: It will also require a new type of terrain platform, in the form of a sand dune or sea cliff. After I finish with that I promise I will start working on some more realistic Britihs coastal artillery emplacements and pillboxes. :salute: |
ETA? :D:rotfl2::up:
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P.S: I have checked your testing mod in game. I must admit that the current model looks amazing with the new textures and all, not to mention it casting and receiving shadows after being ported to the GR2 format. :yeah: I was also pleased noticing that it is reported as "coastal defence". How the heck did you achieve that? I was afraid our watchcrew would have whispered their usual "warship sighted" thing... :D I spotted a few bugs though. For a start the bunkers didn't use their searchlights (they shot their gun against my surfaced boat in a quite effective manner though :dead:), and secondly all the accessory goodies (sandbags and ammo crates) didn't show up. Now I need to go out, but later today I will investigate on why this is happening and I will upload a fix here ASAP :up: |
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Distance from unit plays part in search light activation, I'm not completely sure what is going on here , but it works... |
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Any remark on the flaws I have reported in my previous post? Did you notice the same? |
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Thank you for this pack!
And especially for the separate DL link for us who cannot download so many mods each day! :) |
I'm in the game now but I noticed that my interface is not as in youtube videos I have seen of this mod.
They have a new interface and I think I have SH3 interface or something. How do I change to the other interface? |
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BTW I discovered why sandbags and ammo boxes didn't show up in game. Only the name of meshes which are bound to the root bone of a model can be linked through eqp file. Unfortunately most stock GR2 files have their meshes bound to a child bones of the root bone, and the bone binding feature of GR2 Editor doesn't seem to work; on the other side, all the GR2 files I have found so far with meshes bound to the main bone have some sort of limitations. This is not a big problem for our current purposes,we can just switch to using the name of the root node in eqp file, but it can be a major obstacle when modelling stuff which needs a collision detection. I bet that was the problem with Targor's naval mine refusing to explode after being imported in a GR2 file :hmmm: Anyway: our bunker got sandbags and boxes now: http://i519.photobucket.com/albums/u...ndbags%201.jpg http://i519.photobucket.com/albums/u...ndbags%202.jpg http://i519.photobucket.com/albums/u...ndbags%203.jpg One a side note, I think bunker and crates need their materials/textures touched up: the way they are now they look a bit too shiny under the moonligh. In short I will upload a patch fixing all the issues above :) |
That looks awesome! :o :up:
Yes, the bunker is a bit to bright , especially in the sunlight...:yep: EDIT After you're finished with bags and crates can you delete unused Y bones with TDW editor? |
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hmmm Torpedo depth keeping in bad weather?
So I just had this weird thing happen that i"ve never seen before.
I'm taking a submerged shot on a Small composite merchant in Summer of 1940. She is traveling at 353T at 9 knots. I"m set up for a 90 degree stern shot using standard torpedo depth of 2 meters. See that the Torp should hit on the hull with plenty of room for error i'm not worried. The sea state is pretty rough with 15 m/s winds......well I missed her...even though I visually tracked the torpedo until it "disappeared" into her starboard side. The torpedo kept going apparently missing her under her hull. I think...well no big deal she didn't see the torpedo and is still on course and speed so i'll just catch up to her and try again. This time I set Torp depth to 1 meter......shoot....again visually track the torpedo to the starboard side of the ship and it again disappears but doesn't hit the ship. I've never been a magnetic guy due to the increased chance of torpedo failure (and frustration) and I've never had issues hitting small merchants in bad sea states.....at standard 2 meter torpedo depth. This is my first patrol with 1.04.....am I missing something? I will say that I have not played TWOS for that long...I maybe did one patrol on 1.03 before switching to a new career and 1.04. |
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I bet they all went below keel... PS Which merchant? |
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