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11-26-15, 07:00 PM | #3181 |
Navy Seal
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Floating-Working...
Looking very nice Gap. It would be nice if you could use standard crew (from merchants and warships) instead of U-boat/bunker/lifeboats characters, they cause to much lag and I'm a bit afraid of potential instabilities( had to remove TDW AI sub crew because of this )
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
11-26-15, 07:53 PM | #3182 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Sandbag stacks are my biggest concern right now. As I told you I have a nice model, but I need to reduce its polygon count to a large extent. By the way, sandbags will encircle the bunker "window", where the artillery piece is placed. Also note that I am moving the searchlight bone from the roof to the "first floor" of the bunker, where it will stand by the side of the gun. Though more functional, the position you had chosen for it looked a bit unrealistic, as it would have left the reflector totally exposed to attacks from the top and from the sides. Even so, I don't think gunnery bunkers were equipped with searchlights. For sure the Regelbau type M262 gun-director/observation bunker was fitted with one, together with range-finding equipment and light Flak guns. In Normandy, M262 and M272 bunkers were grouped together in a proportion 1:4 (check this lik for more details). If you like the idea, when we finish our work on the M272 we can model the M262 just as well. Last edited by gap; 11-26-15 at 07:58 PM. |
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11-27-15, 04:17 AM | #3183 |
Watch
Join Date: Jul 2015
Location: Verona, Italy
Posts: 16
Downloads: 26
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1.04 with the patch 13 in your signature
I think it's just a mod that made the underwater watching more "realistic" and that's it... if i go underwater without mask i prolly see like that, but i prefer the vanilla underwater view. I can play even with this, no problem.. don't wanna break a beautiful mod just because of my visual caprice Another question, i've installed the 1.3 patch while having already and active carreer (im on coastal water btw) Should i restart another carreer? Last edited by Vice84; 11-27-15 at 04:43 AM. |
11-27-15, 05:12 AM | #3184 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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enable either of the two Dynamic Environment Enhanced Visibility additional mods after TWoS. Note that if you pick the "high" version, you also need to enable the (otherwise optional) DynEnv No Underwater Impurity Patch on top of the other mods. Buon divertimento |
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11-27-15, 06:31 AM | #3185 |
Watch
Join Date: Jul 2015
Location: Verona, Italy
Posts: 16
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grazie!
I've installed that mod and now underwater watching is good, but now time compression limit is set to 512 even when there's ship in view. With twos i remember that limit was set to 64 I don't play full realism, i kept all the fuel, oxygen, repair time, reload, dud torpedoes etc. on... but (ok you can spit on my face) i don't use the real navigation mod, so sometimes may happen that on tc higher than 64 i find some ship... I hope not to break something |
11-27-15, 07:05 AM | #3186 | ||
Navy Seal
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Quote:
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Are you sure that you have correctly set main.cfg file, mentioned in step 3?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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11-27-15, 01:19 PM | #3187 | |
Navy Seal
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Quote:
Also does this mean that search light beam will pass directly trough bunker walls when in "search mode"?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 11-27-15 at 01:32 PM. |
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11-27-15, 02:36 PM | #3188 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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It shouldn't. After my changes, the searchlight is placed exactly to the left of the gun, at a distance of 5m from it. This means that it would only get in the way if the gun had a training angle of ±90 deg, which is not the case, as at this high angle the gun would fire through bunker's walls.
No, there is a controller usually placed on gun linking bones which limits training/elevation angles set in gun's main controller. This is useful for when the same gun is used by more tha one ship, or in different positions on the same ship, for preventing it from firing through masts, superstructure, funnels, etc which migh get in the way or not, depending on gun's position. I think the same controller also works with searchlights, as main searchlight and gun controllers are similar. |
11-27-15, 02:41 PM | #3189 | |
Navy Seal
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Quote:
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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11-27-15, 03:59 PM | #3190 |
Navy Seal
Join Date: Jan 2011
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The placing of sandbag linking bones on the Bunker GR2 file took a bit longer than expected because bunker's floor is not perfectly flat and I wanted to make sure that they will look right in game. Since the sandbag model will be stored in an external file, I had only a vague visual reference on the correctness of rotation/translation values applied, and I had to rely largely on measures and calculations back and forth from Wings3d to GR2 Editor. I hope I did a good job; you will tell me. As I write a AO map is baking for the sandbags.
A realistic ETA? Tomorrow |
11-27-15, 04:59 PM | #3191 |
Navy Seal
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
11-27-15, 08:57 PM | #3192 |
Electrician's Mate
Join Date: May 2004
Posts: 136
Downloads: 94
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Howdy All,
Back into SH5 after a particularly long time wasted on dry land! Installed the mod, oh the excitement and finally a sh5 working flawlessly. As a rusty captain, I need to test my crew and ship before getting into battle. Out on the open seas and I have a tiny, but slightly irritating problem, if I hit the left gui, to go to periscope depth I get a "Cannot submerge. Crew on the deck"... I know I'm missing something but simply can't figure out how to get them below deck presto. Anyone, please. Lost |
11-27-15, 10:36 PM | #3193 |
Grey Wolf
Join Date: Sep 2006
Location: NY
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Mouse click the hatch when at bridge or exterior view. The hatch should open then. Keep at mouse cursor at the opened hatch and use the down keys to go down the hatch.
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JSGME help links and common error solutions |
11-28-15, 02:24 AM | #3194 |
Electrician's Mate
Join Date: May 2004
Posts: 136
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Thx Mikemike,
That did the trick. Had totally forgotten. Lost |
11-28-15, 04:13 AM | #3195 |
Watch
Join Date: Jul 2015
Location: Verona, Italy
Posts: 16
Downloads: 26
Uploads: 0
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solved the tc problem by re editing the main.cfg...
The "Expert navigator" skill of the navigator is disabled or something? I've 16 skill points to spend but the game still say "you don't have enought skill point for this ability" for the first level |
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