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The same happens with the other rar file you uploaded before tonight. I have tried downloading my own file (zip formate), also uploaded on mediafire, and all went right. Are you sure you din't catch any virus during the week-end. :hmmm: Quote:
No collision mesh then? |
Another advantage of using terrain objects, is that if need be, you can both adjust objects' height and lower/raise land/seabed (so that the objects won't look as floating in the air/water), and you see what's going on in game at first glance. :salute:
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Viruses attack noobs...Can you download this one? :hmm2:
http://www.subsim.com/radioroom/show...5&postcount=54 |
Something like this is what I want but I cant set it correctly because I cant edit object's height, only rotation (or maybe I can?) ...Also, it seems that the platform is also a bit too small...
http://s6.postimg.org/fg8ekrre9/Untitled.png |
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Can you send me the following textures too: concrete2.tga cellar_crunge.tga Quote:
You should be able raising and levelling the seabed under the platform, so that the platform will be placed higher on the sea level, or I can increase platform's height on my end. Quote:
Current sizes are: top radius: 70 m bottom radius: 75.6 m height: 67.342 Let me know if you have any preference for the new sizes :salute: |
nice job there guys what are u planing for the future ? :hmmm:
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I'm uploading new update right now.:yep: Check my signature for download in link a few minutes...
The Wolves of Steel 1.04 - Patch 13 changelog: Snapshot changes: - Other tweaks: - Several tweaks in menu.txt file. - Sonarmen: speed estimation on initial report is disabled because it's bugged and always incorrect. Hydro report available trough sonarmen GUI commands are more or less correct... - Reduced waves reflection intensity - Added few cool new sounds from various SH games (Torpedo tubes, DC explosions ect...) - Reduced heal time for some crew members (not sure that this will work though) - Reorganized and tuned crew special abilities, added extra info for some in order to inform player about the changes and positive/negative bonuses of certain abilities. - Removed few unrealistic abilities, like "repair destroyed items", "overcharge electric engines" ect... - "Faster battery recharge" replaced with new ability (one which actually works and which will give us much more realistic submerged range dfor type VII U-boat )... - Removed some empty folders from previous patch. - Added "TWoS Wind and Smoke" addon to deactivated JSGME mods... - Revised/edited realism percentage values in realism settings options screen. Options Map contacts update, Manual TDC and External views will now carry the highest percentage and this should also affect players awards and renown bonuses. - Players who do not use Real Navigation addon will experience realism percentage penalties and will not be able to select 100% realism even with all options checked...This will also apply to "Wind and Smoke" addon users... - Revised campaign traffic/convoys speeds in order to avoid strange hydro bug when player cant hear certain slow moving ships even if they are really close. - Tweaked submarine surface range (33% increased) in order to compensate for larger SH world distances compared to the real world distances. - Updated TWoS documentation folder, for a few people out there who actually read this stuff...(I know, I know...This is the era of World of Warships type "simulations"...) - Both completed and failed macro objectives are now presented to the player as "Finished". This should lower the confusion involved with SH5 objectives/missions system. Added mods: - Removed mods: - Installation: 1. Start JSGME found in main SH5 folder and drag content of the archive into available mods area (or simply extract it to your "Silent Hunter 5/MODS" folder). 2. Enable the patch with JSGME after the main TWoS 1.04 megamod, your JSGME activated mods should look like this: The Wolves of Steel 1.04 The Wolves of Steel 1.04 - Patch 13 The Wolves of Steel 1.04 - Real Navigation_by TheDarkWraith *(optional mod) The Wolves of Steel - *x* Resolution Patch *(optional mod) * Enable the patch in PORT/U-Boat bunker and continue campaign. * This patch is cumulative which means that it contains changes from all previous patches. * Some changes will kick in after camping restart or after player's advance to the next campaign. |
Many thanks for the update!
And a question: I see the button-arrow for up-down attack scope donīt work (upper left corner of the GUI). The "all down" and "all up" buttons work fine (down button teleports to bridge or scope station (conning tower). Simply, I canīt low or up the attack scope gradually (is on-off with the "all up or down buttons", only). Is this a known defect of the GUI? The obs scope works fine with all the buttons/arrows. Many thanks and best regards. Fitzcarraldo :salute: |
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Maybe mods incompatibility issue?:hmm2: |
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Also let me kwnow how deep sea bottom must be for coastal defences to shoot their guns, and I will modify platform's 3d meshes accordingly so you won't need to hassle with manual height tweaking anymore. :) Quote:
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https://www.mystiwot.nl/myst/upload/...0408190117.jpg |
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I don't even know what is that which is preventing ships (in this case CD) to shoot their guns when placed close to the shore line, maybe it's depth or coast proximity, maybe both or maybe even something completely unknown to me.
All I know is that ship has to be placed something like 50-70 m of the shore to be able to use guns...Dont ask me why because even much more skilled moders than me have not been able to find the cause or the solution for these issues. I could also use one even larger platform with radius of something like 140-150 m...:yep: EDIT: This is very good, objects height editing in Height parameter in data\Terrain\Locations\CustomAreas\MapObjects.ini actually works...:yep: |
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Aaaand the bad news...:nope: Placing platform in a appropriate position as a terrain object will also collapse CD ability to shoot... Bummer...:nope: http://s6.postimg.org/7rbk91qwh/SH5_...3_19_58_23.jpg EDIT 3: And the good news again...:D removed all controllers from platforms sim file and guns are live again...:yeah: |
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What do you think about the following models:
https://3dwarehouse.sketchup.com/sea...ndClass=entity I think they reflect the kind of gunnery bunker devs wanted to mimic with LCD_Bunker_Large. I have 3d Warehouse models on my hd, already converted into obj format, and they look outstanding. They are free. Should I import one of them rather than the SHIV bunker? :D |
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The keys work, but the buttons/arrows for gradual up/down in the GUI donīt work; only work in obs scope. Many thanks!! Fitzcarraldo :salute: |
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The models look great, no doubt about it, but please try to keep thing as simple as possible...I've learned so far that objects with large number of nodes/bones ( or whatever...) have ugly habit to largely destabilize the game (aka CTD when you're approaching enemy or home bases). In any case, I would really appreciated first simple models to test the concept and then we can make them to look really nice... Now, when I know how to properly add the platforms and set it's height with TE, even they can have somewhat complicated appearance, but again, nothing extra complicated I hope...:) EDIT http://s6.postimg.org/dm05grtrh/SH5_...3_21_24_44.jpg http://s6.postimg.org/64qy1k48d/SH5_...3_21_46_02.jpg |
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we only need for a slightly wider platform then If I can, I would suggest raising the platform a little more though. It should be more or less as high as a docking pier, and by the way, have you tried restoring all the sim file controllers except StaticObject. Water reflections and winter (snowy) textures are a cool feature which I don't think will affect gun's fucntionality. ;) Quote:
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