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03-14-11, 05:50 PM | #46 | |
Frogman
Join Date: Nov 2006
Posts: 295
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Quote:
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03-14-11, 11:27 PM | #47 |
Black Magic
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I'll be releasing a new version of this soon. I've found a better way for the fires to cause damage to the ships that also causes flooding. Is it quite possible to see a ship sink due to flooding from fires now.
I've also added fire damage to airplanes. Any airplane that smokes and/or has fire emanating from it will sustain damage over time |
03-15-11, 12:24 AM | #48 | |
Lucky Sailor
Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
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Quote:
Sooooo... Will I be able to sink a large ship by shooting the cargo on deck with the flak gun of my IIa? If so, I don't think that's a good idea (As much as I want to lol), and may take some more tweaking. Note I am running this with GWX and a couple other mods with no problems right now. So good work all around! |
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03-15-11, 12:47 PM | #49 | ||
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Quote:
Some feedback: Yesterday at night i made a round of test and i noticed that your file isn't working at all. Look, isn't the idea/implementation, the mod works flawless (and i also noticed that the ships don't flood, but will gain hit after hit until it explodes, sinking in two pieces). What isn't working is probably the particlegenerator node (i guess that you made it my hex, no?). For some reason Sh3 isn't "reading" it. So, please, just remake the file and its good to go! (i remade it from yours using Hex/S3D and it's working) Now returning to the theme, like i said, i also noticed that ships don't flood. I tried to put the virtual DC exploding more below water but no dice. Good to know that you achieve it! Quote:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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03-15-11, 02:04 PM | #50 |
Black Magic
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I make all my files using hex editor. I don't use, nor ever will use, S3D. Using that tool makes you forget how the file structure works. When you use hex editor you have to remember everything and it keeps you sharp and focused
S3D probably can't 'read' the file correctly due to some things I put into it. I've found ways to block S3D from reading my files or to 'confuse' it so that it reads them incorrectly. I can assure you that the mod is working correctly as I've tested it many times in SH3. The new version of the mod (that I'll hopefully be releasing today) is a much improved version. The flooding part is exceptional (it works in SH5 so in theory it will work in SH3 - will find out later when I test it with SH3). Planes taking damage from fire is also exceptional Will you be able to sink/destroy a ship from AA fire? Highly doubt it. A small fire will not take down a ship. It will cause some flooding but won't destroy it. Now depending on where the small fire happens it's possible that it can ignite other zones and cause them to 'go up in flames' and cause additional flooding. Where you place your deck gun shots with the new version is critical. I might even add damage to the secondary explosions via my SH4 effects for SH3 mod. I've done this with SH5 and it works brilliantly! I have an FX mod for SH5 that adds debris, bodies, oil slicks, etc. just like I did for SH3. In the SH5 version when a fire is burning, at predetermined time intervals seconday explosions are triggered. These secondary explosions emit debris and cause damage to the ships. It's quite a sight to see a ship that is burning (and heavily damaged) suddenly explode into pieces after a secondary explosion happens |
03-15-11, 03:06 PM | #51 |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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TDW,
Yes i know that (about hex and some files/nodes not reading by S3D intentionally). What I'm saying is that in my installation (GWX and Stock) the original mod didn't worked at all until i replace the particlesgenerator nodes with a standard Sh3 ones. Well, always is possible that the problem could be at my end only...let's wait for others pp feedback too on the matter. But what is important is that the mod idea works and very well! Looking forward for new versions!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
03-15-11, 06:11 PM | #52 |
Stowaway
Posts: n/a
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Purposely creating files so others tools don't work is just wrong.
Then to brag about it? That would be like me saying in the SH5 threads that I'll code the upcomeing program to NOT work with anything TDW. You know that can be done! |
03-15-11, 06:33 PM | #53 |
Black Magic
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03-15-11, 06:53 PM | #54 |
Commodore
Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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What exactly happens in this flooding part?
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03-15-11, 06:56 PM | #55 |
Rear Admiral
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03-15-11, 08:51 PM | #56 |
Lucky Sailor
Join Date: Oct 2010
Location: Rome
Posts: 4,273
Downloads: 81
Uploads: 0
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03-15-11, 08:57 PM | #57 |
Black Magic
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v1.3 released. See post #1 for details
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03-16-11, 03:38 AM | #58 |
Silent Hunter
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Thanks for update, downloaded and install !!!
Best regards, Magic |
03-16-11, 04:03 AM | #59 |
Ensign
Join Date: Mar 2005
Location: Ireland
Posts: 229
Downloads: 30
Uploads: 0
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Thanks TDW, downloaded and will install when I get home from work
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My Mod's: Karle's Silent Hunter III Mods My Music: http://www.reverbnation.com/thisturbulentpriest |
03-16-11, 05:21 AM | #60 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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Great job! It really does add a whole new dimension of realism. Who'd have thought we'd still see new frontiers emerging after all these years? Speaks well of the community and those who devote so many hours to make it better.
Major props for all the hard work and effort! |
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