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Also check this...http://www.subsim.com/radioroom/show...postcount=2660 |
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This looks like somehow you have passed the time setting for that campaign? What was the date in game when this happened? If your date has passed the campaign limit - you may need to change data in your save game file to un-stick yourself:hmmm: |
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It's the same with or without sea bottom patch... I'll try with all patches disabled now... |
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On a more positive note, if you didn't notice any visual glitch in conjuction with that patch, we have just found a solution to subnets sticking out of water when the seabottom is very shallow and the said patch is enabled. Wait for a fix by me in the next hours :yeah: |
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Indeed I could learn climbing in game, if only we had a rope and grapnel mod... :D |
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Now to understand why my new platform blocks coastal guns on your installation of the game but not on the one of mine. Have you done your tests over TWoS or stock game? Besides our bunker mod, I have only NewUIs and IRAI enabled. Are you using the usual single mission for the tests? On my rig, platform collision mesh + StaticObject controller blocked the gun when the collision mesh was too close to the visible model. I had to find a balance between gun fucntionality and collision realism (if the mesh doesn't main model's shape closely, you basically hit an invisible wall). I can prepare a new GR2 file with collision mesh moved further away from the model, but as I said before the current configuration works like a charm for me... except for serchlights, which on turn work for you but not for me :doh: :haha: |
Hey guys, for everyone who has the same problem like me before. Just wait to 1 july 1940 and everything is fine so it's my fault :)
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remove map "click" sounds?
Is it able to remove map "click" sounds?
I tried to replace wavs in data/sounds/menu which are very similar by void wavs, but it not did it. I want to replace only that zoom/click sounds on map, its pretty annoying to change the volume between map and hydrophone.. |
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Your search lights issue could be the incication of some deeper problem or corrupted installation maybe? Light should work even with stock game IIRC... EDIT There's another problem though, If sub is close enough to the bunker and guns need to be trained down slightly, the shell will always hit some kind of invisible wall... Yes, invisible collision wall is rising slightly above platform level, just checked in goblin... |
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I had told you that moving the bunker too mutch to the edge was not advisable. Not to detract from your newly acquired GR2 editing skills, but please replace your bunker with the version I am using in order to avoid future problems: :03: http://www.mediafire.com/download/zc...nker_Large.GR2 Quote:
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Forgive me if I insist, but have you checked that nothing negative happens (at this point I am mostly concerned about CTD's, not about the bunker taking damage or not) when the bunker unit is destroyed? This is something you can't achieve with your deckgun though, you need the help of some aircraft equipped with heavy bombs or maybe a couple of of battleships/heavy cruisers. I just want to make sure that the new units wont destabilize your megamod. And as you are at it, please fire two or three torpedoes against the bunker. Ideally they should explode against its platform with no consequences for bunker's integrity. :) |
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What about "guns hitting platform when trained down" problem? Could you lower invisible collision wall a bit? |
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