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04-25-22, 07:46 AM | #1 |
Nub
Join Date: Mar 2018
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FOTRSU 1.4x - 1.7p3 Oil Slicks & Fires
I edited the FOTRSU-particle file. This activates oil slicks and burning oil slicks for sunken ships.
JSGME-Ready https://www.mediafire.com/file/68bjy...Fires.zip/file https://www.subsim.com/radioroom/att...1&d=1650891375 Last edited by TMS; 04-25-22 at 07:57 AM. |
04-25-22, 08:01 AM | #2 | |
Navy Seal
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Quote:
Well done. Question. How long do the fires burn? This has been in TMO for quite some time but the fires, especially oil fires do not burn long enough. I would love to make the oil fires after sinking tanker burn for couple hours at least if possible and others visibly burn for longer as well. Kind of a immersion killer when a crippled ship, can hear the fire burning but not visible. |
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04-25-22, 08:14 AM | #3 |
Nub
Join Date: Mar 2018
Posts: 3
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8 minutes. I can also extend the lifetime, if desired.
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04-25-22, 08:58 AM | #4 |
Born to Run Silent
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Nice!
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04-25-22, 09:06 AM | #5 |
Navy Seal
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04-25-22, 09:48 AM | #6 |
CTD - it's not just a job
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The burning oil / fuel fires are in FotRSU now, though shorter in duration, but the slicks were removed a while back for "efficiency". Resource stealer that used to cause CTDs. It looks like you changed the smoke and fire particles also TMS? Does that affect the other fires and smoke? We'll give it a test drive and see how it does in FotRSU now. Thanks!
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04-28-22, 12:41 PM | #7 | |
XO
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
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Quote:
Seems burning oil should have a slick...You guys against any eye candy for the non-purist, external view sub simmer? |
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04-28-22, 02:53 PM | #8 |
CTD - it's not just a job
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Read your quote of me again for the "why". Besides the fact that they were never left out, they were never activated to begin with in FotRSU. FOTRS had them active years ago (the predecessor to FotRSU), and on some computers it was too much. Eye candy is great, so long as it does not "kill" the game... We have not begun testing on what TMS did. It might run just fine on a "modern" computer. We really don't know yet. As a side note, there are all sorts of things "left out" of FotRSU... We have to pick and choose what works best in the mod, more in the interest of stability over eye candy, hence the focus lately on ID conflicts in the mod and game. We are still waiting on a TMS response to the smoke and fire, if it is changed.
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04-29-22, 01:42 PM | #9 | |
XO
Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Quote:
https://www.subsim.com/radioroom/dow...o=file&id=5627 |
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04-29-22, 01:59 PM | #10 |
CTD - it's not just a job
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Yes, that does function correctly in older versions of FotRSU (possibly up through v1.6). The node IDs in some of the related files are slightly different in v1.7, so you might encounter some issues eventually. We are attempting to "match" everything up for the next release.
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02-29-24, 08:29 PM | #11 |
Watch
Join Date: Apr 2005
Location: Mariana Trench ______ (depth unknown)
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Is anyone using this with FotRSU v1.8? Are there any issues or CTD? Would love to get the oil slicks back into the game since they looked great in TMO.
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03-03-24, 08:35 PM | #12 |
CTD - it's not just a job
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It will not function in v1.8 of FotRSU. There are other nodes in the particles.dat file that have different link IDs that will cause a CTD under various circumstances.
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03-05-24, 03:51 AM | #13 |
Grey Wolf
Join Date: Nov 2010
Location: Texas
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03-05-24, 07:40 AM | #14 |
CTD - it's not just a job
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A version has been fully implemented already. I had adjusted some of the settings to lessen the "strength" of the look, changed colors etc., and will probably do a pinch more noodling with it yet, but it has been in the mix for a while. The problem lately (for the past year) has been finding time to work on modding FotRSU and finalize things. There are other things we want to move on to..
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