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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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