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Best regards. Fitzcarraldo :salute: |
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I have imported the new platforms in game but, likewise dat units imported in SH5, they don't cast reflections on water, their submerged part is not visible from above the water level, and they don't trigger the foam effect around them.
Unlike the first series of platforms which didn't show any of the problems above, the new platforms have a normal map, and I had to import them in a different GR2 file, because the one I had used previously didn't support normal maps. I am gonna check now what is the culprit... On a side note: as expected, the bunkers are now shown in museum as elite coastal patrol craft. Maybe we could move them in the Land roster (keeping the AI_ship controller though). Who knows, maybe the game will let us doing that :hmm2: |
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Problem solved, giving the last touch-ups to the diffuse/reflection/normal textures now :up: |
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As in...I've already had them enabled the whole time...lol (minus the TAI option since I don't use the TAI). Yes and no...like I described. Last night...yes....destroyed marks for the 4 ships I sank in my session. But only those 4 ships....not the other 7 I'd already sunk from previous sessions. Sometimes I see no marks real time....sometimes it's only the session i'm on.....some times it does both the current session and ones from the last save. I guess my question is.....do you see all the ships you've sunk on the entire patrol the whole time....or more or less what I've described? Edit: I've added an attached picture....and as you can see...the destroyed marks are numbered correctly....8,9,10,11. These were from my last save. |
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TDW's destroyed marks are bugged from very long time sometime they show up and sometimes they don't show that doesn't matter if u have enabled the patch from the patcher ..... i think that fifi found this bug 2 years ago |
@ Vecko
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nice job gap u never stop to surprise us :yeah:
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Very nice Gap! :up:
Although, my "enthusiasm" is now somewhat subsided because last night I confirmed that even our FW kicking ass defenses, under certain circumstances, could also become "stuck", just like infamous harbor protection warships...:nope: But, it's too late to stop now, isn't it? :) |
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Floating bunkers as land units
It works!
I have moved bunker folder as well as its roster entry into the data/Land and data/Roster/Biritish/Land folders respectively, and changed bunker's unit type from 16 (elite patrol craft) to 403 (coastal artillery) in unit and roster cfg files, as well as in your testing mission. Now the bunker is reported as "coastal defenses" without need of placing stock coastal defenses near it, indeed it is not longer shown in museum, and what matters more, it uses its guns/sensors as before. Tested in stock game, without IRAI. :yeah: What I want to test now is switching the unit_Ship controller with the unit_CostalDefense one (some changes to model meshes and collision controllers might be required too). Going by my previous experience when I messed with unit controllers, I should get an instant CTD (probably cmdr_AI* and unit_* must be matched), but worth a second try anyway. If it works, we might be able placing working coastal artillery directly on land. Maybe. :hmm2: EDIT: Tested with IRAI. It likes my latest changes to our bunkers :up: |
Newbie questions
Gutten tag Kaleunen, i am new to SH5 (formal SH4 captain for some years at trigger maru) :)
.. And i have some questions for wolves of steel: - do i have sonar available from the start of campaign? I suppose its not there yet.. - can i return original sailor icons to menus? I cannot remember who is who if there are looking different :) - Where are the files to copy back over the mod? - can i use hydrophone RPM charts from RPM hydrophone mod? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! :rock: - is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed.. Anyway, thanks for work of all of yours, i hated SH5 before years, but this what came out of it with your mods is totally awesome! :yeah: Love it and will by playing all of my christmass vacation which already started :/\\k: Ende der Mitteilung Kaleunen :salute: |
First off, I want to say,
THANK YOU. Thank you to all you modders out there,who made this game in my opinion the best Silent Hunter, a game with only one drawback, the limited U-Boat Selection. And thank you for making this Mega Mod, a mod with excellent selection and an EASY installation that took me less than 10 minutes. There are a few questions that I do have. I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right. Is there something I have to configure? Or is this intended? (The dial does get scaled up when hovering over it with the mouse.) And my last question is, is there a way to integrate Parts MaGUI? :up: |
Bunker platforms as equipments
Another success :sunny:
I have moved platform models from the Terrain folder to the Library folder, and linked them to the bunker unit through Y bone/eqp file. Outcome: the long process of placing platforms through Terrain/Object Editor is no longer needed; the platforms are now placed automatically at the correct height/angle, and centered on their bunker model; switching from one platform to another is as easy as changing a name in bunker's eqp file. A nice side effect is that now the platforms inherit collisionability from their parent unit, i.e. they are no longer dummy stage elements but rather they have become "physical" objects. I am also under the impression that they contribute to the stability of the whole complex. Last but not least, guns work as well as before. :up: One side effect of the bunkers being now classified as land units (see my previous post for more) is that when you place them in campaign, ME will put them automatically on the sea bottom: you need to manually set their height back to zero. This is not a big problem though, and once you get experience on what can be considered a safe depth for correct gun functionality, it can help you in deciding the optimal position for coastal defences. I will upload my updates later today, and post a link here :salute: |
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Yes this is next important thing for newbie (ad Xall^) and i have one more hint extra:
The work with map could be very intuitive with shortcuts for map instruments as compass and marker pencil. Its very frustrating to click them and you are always forced to loose your current map work context.. :salute: |
Hey Gap, you've got some realy good news there! :yeah:
Looking forward to your upload!:) |
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What's the problem with coastal defences getting stuck in certain circumstances, that you were talking about the day before yesterday? :hmm2: |
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