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He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions, but in this case, you'd use them as visible, "stationary" docked ships. ?? - maybe... :lol:
This does sound a bit like SH4 with docked ships, where the sea movement will cause the ship to drift, and if you're setting them yourself, you have to "merge" the layers (without Save, of course), so that you can "see" where you are placing things, compared to each layer. If a particular file runs throughout the game with multiple spawns to occur into the same dock "space", then you run into issues when the game detects a ship has "moved" and spawns another in the original's space, even though in actuality, it's only drifted a few feet. Then they "bump" each other around and try to avoid "collisions" with each other, and you can have all sorts of mayhem occurring, including ships "merged" into docks and other shore side emplacements - not forgetting the fire and destruction of some of the "collisions"... Stock SH3 and SH4 are very similar in this regard. I wouldn't be surprised to find that SH5 is done the same way in stock trim. The HarborTraffic files are the worst in SH4, but the NavalBases aren't too far behind... |
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There are two ways "inert", "dummy" or "phantom" ships (or whatever you want to call them, IIRC in OHII they were initially named "Z ships") can be set: either as a pieces of landscape (like harbors, house, etc.), or as land units. In both cases the ships won't picth and roll, and they won't drift. The latter method maybe is a bit better, because it will enable you to set docked ship's appearance/disappearance dates, and to customize vessel's appearance through their eqp files. Moreover, depending on what national roster they are assigned to, they can be made to be attacked during enemy air raids, though they wont return fire due to the SH5 limitation that we know. Now that you make me to think about it: are our "floating coastal defenses" affected by the same problem? Their position relative to the seabottom was critical: move them a few cm toward shallower waters, and they will become as stuck as normal ships :hmmm: Quote:
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As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.
Happy hunting! :salute: |
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Many thanks for the new update :Kaleun_Applaud:
TWoS is becoming the non-plus-ultra version for SH5. :Kaleun_Wink: Fitzcarraldo :Kaleun_Salute: |
:Kaleun_Thumbs_Up: Much appreciated Vecko!!
:subsim: |
Hi,
Anyone know how to fix a issue with 21:9 (2560x1080) format and not propetly scaled a RAOBF? The scale in not corrected and when I trying do use this method always I have a bad calculations... :( |
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Hey man so I am using Windows 10 and I have the uplay version of SH5(formerly Steam version). So far no issues with the game until I went to the generic patcher step and checked all of the coding and it matched then I saved it and opened the patcher exe file and followed the File and open instructions however once I hit the first out of the 20 some enters a red message appeared and it said that they do not match stating byte numbers are different. Anyway so I kept hitting enter ignoring it and it continues after almost all "yes" options then I checked to see if it matched and I only had two of them appear out of some 8 or so on your snapshot. So I stopped Uplay thrn did it again but no dice then I restarted my PC and still it persisted. So i decided the hell with it and moved continuing the remaining steps on but now I cannot load my new campaign It has a loading screen but then nothing
I am happy to answer any questions you have Thanks, Brad |
welcome aboard!
Darkmirror35!:Kaleun_Salute:& Lens! :Kaleun_Salute:
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A Warm Welcome To The Subsim Community > Darkmirror35 & Lens
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Hi,
I'm installing the mod from a new vanilla sh5. I saw that installing the full 2.0.0 (http://www.subsim.com/radioroom/down...o=file&id=4861) I have in JSGME also the 2.0.9. That's mean that I don't need to install the separate 2.0.9 exe? |
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